%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+% % THE LoOnS PROUDLY PRESENT % % % % B-17 FLYING FORTRESS % % % % FULL ENGLiSH MANUAL! % %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+% TYPED BY CHUCK & BAGGY SUPPLIED BY: ACTION MAN RELEASE DATE: 1st APRIL 1993 "CLuNk CLiCk DONT iT MAkE YoU SiCk!" ------------------------------------------------------------------------------ CREDITS ------------------------------------------------------------------------------ Product Manager Andy Craven Software By Dominic Robinson Ian Martin Graeme Baird Terry Spencer Shapes Derek Austin Maps Derek Austin Mark Griffiths Artwork Mark Griffiths Dean Betton Music By Andrew Parton John Broomhall Sound Effects Graeme Baird Game Designer Mike Brunton Project Manager Tim Roberts Publisher Paul Hibbard Quality Assurance Testing By Andrew Luckett Richard Bakewell Manual Written And Researched By Alkis Alkiviades Manual Designer Joanna Smith Typesetting By Sarah Kerr Picture Research Alkis Alkiviades Julie Burness Aircraft Illustrations By Blue Chip Tel:0666 824183 Graphics By Brushwork Tel:0705 837742 Packaging By Julie Burness ------------------------------------------------------------------------------ CONTENTS ------------------------------------------------------------------------------ SIMULATION OVERVIEW ------------------- Introduction...........................................10 Sorting the materials..................................11 Installation/Loading...........................11 This Manual....................................11 Game Overview..........................................12 The Crew...............................................13 The Airplane Commander.........................14 The Pilot and Co-Pilot.........................14 The Navigator..................................14 The Bombardier.................................14 The Radio Operator.............................14 The Engineer/Top Turret Gunner.................14 The Gunners....................................15 The Layout of the B-17.................................15 Pilot's Compartment............................16 Nose Section...................................16 Bomb Bay.......................................16 Radio Compartment..............................16 Ball Turret and Waist Section..................16 Tail Gunners's Compartment.....................16 THE FIRST MISSION ----------------- Getting Started........................................20 The Novice Flight Sim Player...................20 The Experienced Flight Sim Player..............20 Control Methods Summary................................20 The Controller.................................20 The Selector...................................20 Starting the Simulation................................21 The Mission Briefing...................................22 The Configuration Screen...............................23 Inside the B-17........................................23 Pilot's Instrument Panel............................24-25 Taxiing to the Runway..................................26 The Take Off...........................................27 The Crew...............................................27 Navigation and Waypoints...............................29 Gunnery................................................29 Bombardier.............................................30 Outside Views..........................................31 Landings...............................................31 GAME CONTROLS,BOMBER AND CREW OPTIONS ------------------------------------- Game Controls..........................................36 The Controller.................................36 The Selector...................................36 Copy Protection........................................36 The Bomber Roster Screen...............................36 Save/Load a Campaign...................................36 The Crew Photo.........................................37 Misssion Briefing......................................38 Training...............................................38 Bomber History.........................................38 Roster.................................................38 THE MISSION BRIEFING -------------------- The Briefing Room......................................42 The Mission....................................42 Mission Details................................42 Targets................................................43 Primary........................................43 Secondary......................................43 Map....................................................44 Recon..................................................44 Decline Mission........................................44 Accept Mission.........................................44 Configuration Screen...................................44 Difficulty Levels..............................45 Landings.......................................45 Bombs..........................................45 Mechanical Reliability.........................45 Gun Ammunition.................................46 German Flak & Aircraft.........................46 BOMBER OPERATION ---------------- The Six Compartment Screens............................50 Bomber Gun and Crew Positions..........................50 Pilot's Compartment............................50 Nose Section...................................50 Bomb Bay.......................................51 Radio Compartment..............................51 Ball Turret and Waist Section..................51 Tail Gunner's Compartment......................52 Moving Around The Flying Fortress......................52 The Crew.......................................53 The B-17 Instrument Panels.............................54 Other Compartment Screen controls......................54 Screen Controls........................................54 Views..................................................56 Aircraft Selection.............................56 General Aircraft Views.........................56 B-17 Specific Views............................57 Crew Views.....................................58 Other Controls.........................................58 Toggle Manual/Computer Control Crewman.........58 Control Crewman................................58 Configuration Screen...........................58 Accelerate Time................................58 Skip time......................................58 Adjust Detail Level............................59 Film Director Mode.............................59 Pause Game/Resume Game.........................59 Quit to DOS....................................59 Sound Levels...................................59 Hide Game......................................59 THE PILOT,CO-PILOT AND FLIGHT CONTROLS -------------------------------------- Flight: A Basic Introduction...........................62 Lift...........................................62 The Four Forces................................63 Speed and Lift.................................63 The Flight Simulator...................................63 The Pilot's Instrument Panel........................64-65 The Pilot's Control Column.....................64 The Instrument Panel...........................66 The Four Engines.......................................67 Other Pilot Controls...................................67 The Take Off...........................................68 Starting Engines...............................68 Taxiing and Steering...........................68 Flaps..........................................68 Taking Off.....................................68 Climbing and Cruising..................................69 Flight Characteristics.................................69 Turns..........................................69 Stall and Recovery.............................69 Spins and Dives................................70 Formation..............................................70 Accelerate Time........................................70 Skip Time..............................................70 Landings...............................................70 Traffic Pattern................................70 Final Approach.................................71 Landing Roll...................................71 Good/Bad Landing...............................71 THE BOMBARDIER -------------- Action Views...........................................74 The Bomsight View..............................74 Window View....................................74 External View..................................74 Returning to Compartments Screens..............74 Bombardier's Controls..................................74 Bomb Bay Doors.................................74 Bombsight Controls.............................75 Identifying the Target.................................75 Primary........................................75 Secondary......................................75 Bombing Procedure......................................76 The Ideal Line.................................76 Overshooting the Target........................76 Random Targets.................................76 Go Around again................................76 The Bombing Formation..................................76 Damage.................................................77 Bomb Bay Views.........................................77 Tactical Views of Bombs................................77 On/Off Target..........................................77 THE NAVIGATOR ------------- Views..................................................80 The Map................................................80 Setting Course.........................................80 Controls...............................................80 Estimated Position.............................80 Wounded Navigator..............................81 Fixing Your Position...........................81 System Damage..................................81 THE RADIO OPERATOR AND INTERCOM SYSTEMS --------------------------------------- Views..................................................84 The Radio Operator Controls............................84 The Intercom...........................................85 CREW MANAGEMENT SYSTEMS........................................88 Introduction...........................................88 Viewing the Ten Crew Postions..........................88 Jumping into Position..................................88 Crew Skills............................................89 Re-Allocation of Crew Tasks............................89 Crew Status indicator..........................90 The Photo......................................90 The 2D Picture.................................90 Moving the Crew Around.........................91 Time To Get There..............................92 Player Control/Computer Control of Crew member.........................91 Crew Health............................................91 Wounded and first Aid..........................91 Landings.......................................92 Oxygen System..................................92 Heating System.................................92 Medals.........................................92 THE GUNNERS: DEFENDING THE B-17 ------------------------------- The Clock System of Defence............................96 Positions..............................................96 Views..................................................97 The Machine Guns.......................................97 Controls.......................................97 Jammed Guns....................................98 Sights/Aiming/Deflection.......................98 Dropping Out of Formation..............................98 Escort Fighters........................................98 DAMAGE SYSTEMS -------------- Bomber Damage.........................................102 Aircraft Status Screen................................102 Fires in the B-17.............................102 Engine Fires..................................102 Turret Repairs................................102 Bomb Bay Doors................................103 Landing Gear..................................103 Crash Landing in Occupied Territory...................103 Crashes in UK Territory...............................103 Bailing Out...........................................103 Ditching in the Sea...................................104 Getting Back Home.....................................104 POW...........................................104 Escape with the help from the Resistance......104 Replacement Bombers...................................104 END OF MISSION -------------- Debriefing............................................108 Target Damage.................................108 Aborted Mission...............................109 Justified Abort...............................109 Unjustified Abort.............................109 Crew Changes..................................109 MEDALS AND PROMOTIONS --------------------- Medals................................................112 Promotions............................................113 Bomber Nose Screen....................................114 Save Game/Bomber/Pilot/Crew...........................114 End Of Tour...........................................114 A BATTLESHIP FOR THE SKIES....................................118 UNITED STATES 8TH AIR FORCE OPERATIONAL PROCEDURE.........................................124 A B-17 BOMBING MISSION ---------------------- Ground Crew...........................................132 Flight Crew...........................................134 STRATEGIC BOMBING.............................................140 THE DEVELOPMENT OF THE BOMBER AIRCRAFT -------------------------------------- The Pre-War Decade....................................162 Developments During The War in Europe.................164 THE FIGHTING B-17'S ------------------- The B-17E.............................................174 The B-17F.............................................174 The B-17G.............................................180 MISSING IN ACTION.............................................184 FLYING IN FORMATION...........................................188 BOMBS.........................................................198 THE FIGHTER ESCORT............................................204 GERMAN FIGHTERS...............................................211 BOMBER RECOGNITION CHART......................................217 GLOSSARY......................................................233 DESIGNER'S NOTES..............................................299 ----------------------------------------------------------------------------- SIMULATION OVERVIEW ----------------------------------------------------------------------------- [P.10] INTRODUCTION ------------ The B-17 Flying Fortress remains a legend in the history of the Second World War.It was the bomber that struck deep into occupied Europe,in daylight, taking on the might of the Luftwaffe,braving the ferocious German Flak defences.It was the bomber that could hit precision targets from five miles up then return home,sometimes with massive structural damage.It was the bomber that held ten flyboys,many still teenagers,and bound them into a tough flying unit. Now,Microprose brings you the complete simulation of the Flying Fortress. Command the crew over a complete tour of duty,learn how to fly the huge bomber,navigate across Europe,identify targets and operate the famous Norden Bombsight.Fight your way there and back dealing with damaged bomber systems and wounded crew.Manage the men under your command,understand their skills and characters, build up their level of efficiency and give them rewards and promotions when they deserve it. There has never been a simulation like Flying fortress;from customising a bomber with your choice of nose art and name to the highly detailed mission briefing and breathtaking air combat sequences,we at Microprose think you'll agree that it's a flying experience you'll never forget! SORTING THE MATERIALS --------------------- [P.11] Your Flying Fortress package contains this Manual,a Technical Supplement, a Key Reference Card,a B-17 Poster and disks to run the simulation. INSTALLATION/LOADING -------------------- The Technical Supplement gives specific instructions for loading and/or installing the simulation for your computer.It also provides a Flight Supplement and a complete reference for all the keys used in Flying Fortress. THIS MANUAL ----------- The Manual provides a First Mission Guide,detailed operating instructions for the simulation and a comprehensive history of the B-17 Flying Fortress in missions over occupied Europe.The Manual is applicable to all computer systems. GAME OVERVIEW ------------- [P.12] You are the Commander of the Flying fortress. You are responsible for the ten man raw crew and the B-17G bomber.You can take over from any of the crew and must be prepared when things begin to go wrong;assign personnel to treat wounded crew,extinguish fires or manually open jammed bomb bay doors. Manage the men under your command carefully; remember that, although replacement crews are readily available,the less replacement crews you use the more experienced your original crew will become and the better they will be at their jobs.Gunners will shoot down more enemy planes and morale among the crew will be very high. Your own abilities are of supreme importance.Although you can,if you wish, sit back and let the crew get on with it,you should be able to fly the B-17 and understand all instrument panel controls.To succeed in Flying Fortress you must try to be the best Pilot,Bombardier,Navigator and Gunner as well as keeping an eye on all Damage Systems. You have a lot of bomber to control and your decisions and actions are vital to campaign success. [P.13] THE CREW -------- THE AIRPLANE COMMANDER ---------------------- In Flying Fortress you are not just a pilot. You are in charge of a B-17 with all the duties and responsibilities that come with a 10 man Fortress. You are responsible for the airplane and the crew;their safety and efficiency,not just when you are flying into combat,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 the combat team whose effectiveness must be reflected in your ability as a Commander. You must get to know each member 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;this is always the greatest problem for any Commander of any unit. Your crew should be trained to work as a team.Get to know each one's duties and any difficulties experienced.To succeed you must have a thorough knowledge of each job and the likely problems that will be encountered. THE PILOT AND CO-PILOT ---------------------- The Pilot and Co-Pilot must be able to take off and land equally well.They are the senior officers on board.The B-17 is a big plane,more than any one Pilot can handle alone.Make sure the Pilot and Co-Pilot do an equal share of the flying,take offs,landings and instrument work.Do not allow one Pilot to increase in skill to the detriment of the other.That Pilot may get injured or re-assigned to another position and you may have to rely on the skills of the inferior Pilot to get the plane safely back to base. [P.14] THE NAVIGATOR ------------- The Navigator must direct your airplane from take off to the target then back to base.He must know the precise position of the airplane at every moment that it is in the air.Even though his work requires accuracy and concentration he must be able to use the 0.50-cal. machine guns sited at his station,be familiar with all bomber systems and learn how to operate turrets and radio equipment. THE BOMBARDIER -------------- The ultimate aim of the aircraft and crew is effective and accurate bombing.Mission success depends on the Bombardier and what he achieves in a short space of time over the target.When he takes over control of the aircraft on the bombing run he is the Commander and remains so until he signals `Bombs away!' The Bombardier must understand his bombsight,all his bombing equpiment and instruments and must be thoroughly trained in target identification. THE RADIO OPERATOR ------------------ The Radio Operator must know everything about his radio equipment.He must provide position reports,upkeep the tuning of the radio sets and maintain a comprehensive log of messages.It's advisable that the Radio Operator gain experience of firing the guns and turrets. THE ENGINEER/TOP TURRET GUNNER ------------------------------ A good combat Engineer knows his airplane,engines and armaments like the back of his hand.He is responsible for all equipment and therefore the lives of all the crew flying in the airplane.He must also be a good gunner. [P.15] THE GUNNERS ----------- The B-17 is designed to be a defensive gun platform.The way the Gunners perform establishes the effectiveness of the Flying Fortress.All Gunners must understand the zones covered by their guns and be able to bring them to bear quickly and accurately.Gunners should be experts at aircraft identification,and familiar with the operation of their machine guns.They must be able to use the sights correctly.Good effective Gunners must be able to fire guns from all other positions on the aircraft. [P.16] LAYOUT OF THE B-17 ------------------ PILOT'S COMPARTMENT ------------------- The Pilot's Compartment is between the Nose Section and the Bomb Bay.It contains the Pilot and Co-Pilot flight controls and instruments.There is also a power turret with twin 0.50-cal. machine guns for the engineer to operate. NOSE SECTION ------------ The Nose Section provides a compartment for the Bombardier and the Navigator and an electrically powered chin turret operating two Browning machine guns located under the Bombardier's station.There are also two cheek guns located in this station. BOMB BAY -------- Located just behind the Pilot's Compartment,ten 500lb bombs are stacked here and can be released electrically by the Bombardier or mechanically by any member of the crew. RADIO COMPARTMENT ----------------- Just behind the Bomb Bay,accessed through a catwalk past the Bomb Bay is the Radio Compartment.All messages are transmitted and received here. BALL TURRET AND WAIST SECTION ----------------------------- Behind the Radio Compartment and below the Waist Section is located the Ball Turret equipped with twin .50-cal. machine guns.Two flexible 0.50-cal machine guns are located on either side of the waist section manned by two waist gunners. TAIL GUNNER'S COMPARTMENT ------------------------- Situated at the extreme end of the tail,this section has two direct sighted 0.50-cal. machine guns. ----------------------------------------------------------------------------- THE FIRST MISSION ----------------------------------------------------------------------------- [P.20] GETTING STARTED --------------- THE NOVICE FLIGHT SIM PLAYER ---------------------------- If this is your first experience of a Microprose flight sim we suggest you follow this guide but take the Training option when it appears in the Main Bomber Screen.Follow this section until you come to the Training option. Select this option and follow all on-screen Supplement section in the Flying Fortress Technical Supplement.You may then return to,and complete, The First Mission. THE EXPERIENCED FLIGHT SIM PLAYER --------------------------------- If you are an experienced player of flight simulations you may wish to use this section as a guide to your first mission.You will be given a flavour of Flying,Navigating,Bombing and Combat Procedure.Do not worry about crashing or being shot at;you will be playing the simulation at the lowest level and it will be very forgiving when you make mistakes! CONTROL METHODS SUMMARY ----------------------- Different computer systems have different methods of control so this manual,which is applicable for all computer systems,will refer to the Controller and the Selector.Get used to these terms and be familiar with your own particular control methods. THE CONTROLLER -------------- The B-17 can be controlled using a Joystick,a Mouse or a keyboard.In this manual these methods of control will be referred to as the Controller.All game and simulation controls will be accessed by one,or a combination of,these three Controllers. THE SELECTOR ------------ The simulation will ask you to select from a list of options,usually an Icon (a small picture) on a green button.In all cases you will be asked to press or click on the Selector.This will refer to the Joystick Fire Button, the Mouse Button (left hand),or certain Keyboard Buttons. [P.21] STARTING THE SIMULATION ----------------------- This guide will take you through your first mission in the B-17 and is designed to get you into the air as quickly as possible.You will have a chance to choose a bomber,name it and give it your own choice of `nose art'. Then you will attend a Mission Briefing.When you are in the air be prepared to be shot at by flak guns and attacked be enemy fighters. Firstly,load Flying Fortress as specified in the Technical Supplement. SELECT BOMBER Once the game has loaded and the title sequences are completed,you will be asked to select a bomber from a choice of six on the Bomber Roster Screen. Press RESET BOMBER You will then be aked to give a Pilot's name. Enter your name using the keyboard.Press [Return] when you have finished typing. You will then be asked to choose a piece of `nose art' and then type in a name for your bomber.Press [Return] when you have finished typing. Once you have done this,press SELECT and you will see the Main Bomber Screen with your choice of `nose art' and name. Below the bomber you will see a row of option buttons. (Novice flight simulation players should now choose the Training option using the detailed Flight Supplement in the Flying Fortress Technical Supplement). Select MISSION BRIEFING [P.22] THE MISION BRIEFING ------------------- Along with other crews you will be told about the target for today by the Target Operations Officer.The first few missions will usually be `milk runs',over short distances to not particularly well defended targets. Select MISSION and you will be given written details of the target.Study the details but do not worry about remembering them,you can always access mission details from the Navigator's position when you are in the bomber. Return to Mission Briefing and then select MAP to see the route to the target.Don't worry about the navigation at this stage,your Navigator will be fully briefed about the route. Return to the Mission Briefing screen and select RECON.This will show a short fly-by film of the Primary and Secondary Targets.Study the target identification chart in the Appendix and make doubly sure what your targets look like. Return to the Mission Briefing and press ACCEPT. You have completed your first Mission Briefing. [P.23] CONFIGURATION SCREEN -------------------- (Also accessed later in the simulation by pressing ALT/C) This will allow you to set various options. Choose DIFFICULTY LEVELS. If you are new to Flying Fortress you are advised to stay in the lowest levels;it is highly unlikely that you have ever flown a simulation like the B-17 and even seasoned flight sim players will find it tricky at first. Remember,the B-17 is not a fast single seater,you will not be performing aerobatics and the successful Commander will be the one who can stay in formation and drop bombs accurately during a level bomb run. You and your crew will now be transported to your B-17. INSIDE THE B-17 --------------- You will now be placed in the B-17. You will start every mission in the Pilot's seat looking out of the pilot's window in manual control of the Flying Fortress. Remember that,although you are the Commander,you may choose to be one of the Gunners for the entire mission and let the computer controlled crew perform their alloted tasks but for this First Mission Guide we suggest you try your hand at everything.If you are going to succeed in Flying Fortress you will need to aquire all-round skills.In this section you will perform a take off,bombing,gunnery and a landing. Press Cockpit View Left KEY [ (open square bracket key) and Right KEY] (close square bracket key) to look around you. You may also access more selective views from within the cockpit by pressing the KeyPad keys PGUP,PGDN,INS and DEL. You will not be able to see the Pilot's Instrument Panel Controls until you press KEY I.This will show you a full screen of dials and switches. Press KEY I to access the Pilot's Instrument Panel.The detailed Instrument Panel gives you all the information about the plane you are flying.Press View Left KEY [ (open square bracket key) and Right KEY ] (close square bracket key) to look around the Instrument panel. [P.24/25] PILOT'S INSTRUMENT PANEL CONTROLS --------------------------------- *NOTE:Pages 24 and 25 contains a diagram of the Instrument Panel.Obviously it's impossible to do it in ascii so I'm afraid I'll have to leave it out. [P.26] With the aid of the Illustration: Locate the Altimeter This dial shows height above sea level. The long dial shows hundreds of feet and the shorter dial shows thousands of feet.Always be aware of your flying height and keep an eye on this dial. Locate the directional Gyro This dial will show you your heading.A heading of 0 degrees is North,90 degress is East,180 degrees is South and 270 degress is West. Locate the Airspeed Indicator This dial tells you the speed of the aircraft through the air in Miles Per hour from 0 to 500mph. Locate the Rate of Climb Indicator A visual indication of climb/dive angle measured in hundreds of feet per minute.Pointer on 0 means a Level Flight. SELECT KEY W to return to Pilot's Window View. Now you are ready to take off. Start all four engines in the sequence [CTRL]/1,2,3,4 (Hold down the [CTRL] key then press 1,2,3,4) Make sure Flaps are down (KEY F) Release Brake (KEY B) Increase the Throttle to all engines (KEY [PLUS] + ) until the B-17 begins to move. In any mission you are the lowest and rearmost aircraft in a V-shaped flying formation.The other B-17's will be assembling in formation around the airfield waiting for you to join them.Once you have got into formation (at the lowest level of difficulty just get close to the other planes) you will set off for the target. TAXIING TO THE RUNWAY --------------------- Steer by moving the Control Column (your Controller) left or right. Steer the bomber carefully to the edge of the take off runway.Try to line up the B-17 along the middle of the runway. You are clear for take off. There is no one else on the runway. [P.27] THE TAKE OFF ------------ When you are on correct line apply maximum power to all four engines ([SHIFT]/[PLUS]+).Do not try to pull the plane into the air.Normally,when you reach an Airsped of 100-115 mph a gentle pulling back on the Control Column (your controller) will allow the plane to lift itself off the ground.The B-17 controls may feel sluggish compared to other flight simulators,but remember that this is a big,heavy airplane. After the airplane has left the ground and you are sure that you have sufficient flying speed raise the Landing Gear (KEY G). After reaching an airspeed of 130-150 mph,adopt the normal climb attitude (Rate of Climb Indicator at 200-300 feet per minute) and watch the Altimeter rise gently.Look out for your squadron formation. When you have located your squadron,fly as close to them as you can and join them in formation (complete the V shape).Level off by easing foward on the Control Column Controller.Do not try to attempt the mission out of formation,the results may be disastrous. THE CREW -------- When you are cruising in the formation at a level altitude,return to the Pilot's Compartment Screen (KEY C) and check all the crew positions.Do not worry about flying the plane,the computer controlled Pilot will take over. The first screen you see will be the cut-away Compartment Screen.There are six of these in Flying Fortress each one corresponding to the manned sections in the bomber.These Compartment Screens enable you to control the aircraft general systems,damage,repairs etc. and the ten members of the crew.You may jump into each crew position or move crew members around the airplane.Remember that you cannot jump into any Compartment that does not have a crew member in it. Your first task is to give everyone on board their correct job. You will always begin missions from the Pilot's Compartment.Notice that there are three members of the crew pictured in the compartment and three out of the ten photos are clearly visible.These are the crew in this section waiting for you to assign them a position. [P.28] PILOT'S COMPARTMENT SCREEN -------------------------- The Pilot is already assigned.The top control column icon should be highlighted.SELECT the fourth photo from the left on the top left hand side of the Compartment Screens (or click on the picture of the Co-pilot).Note that the selected photo now has a red border around it.This shows the crew member that you are controlling.You can only control one crew member at any one time. Now SELECT the second Control Column Icon.It will light up.You have now assigned the Co-Pilot. |--*--| |__|__| Control Column Icon. | Assign the Top Turret Gunner by selecting the one remaining photo in this Compartment screen that is clearly visible from the lower section and then select the Sight Icon. | --*-- Sight Icon. | This will also light up.Press KEY C to see the gun view. Press KEY M to assume manual control of the gun position.Make sure the guns are not aimed at any other plane in your formation and test fire them with your Selector. Press KEY C again to return to the Compartment Screen.Control of the gun position will return to the computer crewman. [P.29] You have now successfully assigned the three crew members who are positioned in the Pilot's compartment.Once again,don't worry about flying the airplane,the computer controlled Pilot will have taken over as soon as you left the Pilot's view. Position your Controller over the second crew member from the left at the top of the screen (it will be an unclear `grey-out' photo) and press the Selector.You will move foward to the Nose Section of the airplane. ^ Select the Navigation Icon. __|__ | | Check that is has lit up and press KEY C.You will see the Navigator's table. NAVIGATION AND WAY POINTS ------------------------- Examine the route of the airplane and the pre-set Waypoints as detailed in the Mission Briefing.Move the Controller around to view the rest of the map.Your airplane should be marked on the map,on course for the target.At all times be careful not to press your Selector in this mode.You will reset the estimated position of the plane and,if you lose the formation,will almost certainly get lost. Return to the Nose Section (KEY C) Compartment Screen and click on the photo of the member of the crew at the bottom right.This is the Tail Gunner and you will be transferred to the Tail Gunner's Compartment Screen. Click on the sight symbol. | --*-- | Press KEY C and you will enter the Tail Gun Compartment. Remember that to assume manual control of B-17 positions Pilot,Co-Pilot, Bombardier and all Gunners you must press KEY M. Leaving the crew view will always revert the position back to computer control. GUNNERY ------- Gun controls are the same throughout the B-17.Guns are moved in Azimuth (left/right) and elevation (up/down) by operating the CURSOR KEYS or the Controller. The guns are aimed using the visible sight and fired by pressing the Selector,[SPACE] or [RETURN]. [P.30] In the event of an enemy fighter attack you will receive messages over the Intercom panel giving you their `clock' postion. If you do see enemy fighters attacking the B-17 formation try and shoot them down.Holding the SHIFT button as you move the Controller will help you fine tune your gun sights onto the moving targets. If nothing of interest is happening you may choose to Accelerate Time (KEY ALT/A) in which case all events will happen much faster.Hold down the keys then release when you wish to return to normal time. You may choose to Skip Time (KEY ALT/T) provided the game is in a stable state.If you are in the middle of the combat or bombing sequence you will not be able to access this fuction.Whole chunks of the mission will be skipped when nothing is happening but the simulation will revert to normal time in the event of something important occuring. Return to the Compartment Screen (KEY C) and practice moving around the airplane by clicking on the crew photos. Note:Movement around the plane is by selecting the crew photos not by using the Move Crewman Icons. Assign the rest of the crew to positions in the bomber. Eventually,you will receive an Intercom signal that the bomber is near the target. BOMBARDIER ---------- Locate the Bombardier (the first photo,top left) in one of the Compartment Screens and click on the Bombsight Icon. Press KEY C.You will now be transferred to the nose view of the B-17. Press KEY I to access the Bombardier's Instrument Panel.Here you will be able to aim and drop your bombs using the bombsight. Press KEY M to assume Manual Control of the Bombardier. Turn on the bombsight using KEY O.This key moves control of the plane from the Pilot to the Bombardier.You will now be able to `fly' the plane using the bombsight controls. Open the Bomb bay doors,by pressing KEY D. Use your Controller (Joystick,Cursor Keys) to adjust the bombsight tracking motor speeds left/right and up/down. [P.31] Identify the Primary Target.Be sure that you have identified the target correctly and take care to line up the B-17 in the correct bomb run.You will need to keep the target in the bombsight cross hairs for a minimum of 20 seconds of level flight. Line up the target with the bombsight by using your controller.As Bombardier,you are now flying the plane.Make sure you are tracking the correct target.The Bomb Release Cue Light will come on even if you track any normal buildings.It is there to tell you the bombs will hit the target you are tracking if you release at that point.It is not there to tell you which is the correct target. When you get the Bomb Release Cue light drop the bombs with your selector. The rest of the squadron will bomb with you as long as you remain in formation. When the bombs have been released.Close the Bomb Bay doors (KEY D) and return to the Compartment Screen (KEY C).Select the Pilot (third from the left) and fly the B-17 home with the formation. If you have assigned all crew members to their positions you can observe from their point of view by pressing Function keys F1 to F10.You can take over control of these positions (except Navigator or Radio Operator) by pressing KEY M. Tactical View (SHIFT/F7) and reverse Tactical view (SHIFT/F8) will give you an indication of any nearby activity.For example,if you released bombs,you will see them dropping on target;if you are near your base you will see the control tower. OUTSIDE VIEWS ------------- Check through the available outside views to see if any of the other bombers in your formation have been damaged by flak or enemy fighters.Experiment with the other views detailed in the Key Reference Guide. LANDING ------- When you are near the English base,you will receive a signal over the Message System giving you a heading to land on.If you are in control of the Pilot and do not wish to tackle landing,simply let the computer control the plane by pressing KEY M.Sit back and relax.The plane will be landed by the computer controlled Pilot.Watch the approach and landing run.It may help locate the Base in future when you are playing on a more difficult level. If you wish to land the plane,remember that you are on the lowest level of difficulty and can attempt a landing without damage to the bomber or the crew. [P.32] Approach the airfield in a rectangular pattern at about 800-1000 feet with an airspeed of 130-150 mph.Keep engines rpm's to 2000. Drop Landing Gear (KEY G). Line up the airplane carefully. Flaps down (KEY F). Reduce power on approach (KEY [MINUS] -) and continue to reduce power gradually down to 100-120 mph airspeed. Aim to make a 3 point landing (all three sets of wheels touching down at the same time).Do not tip the nose down.Try to land at about 110-120 mph. At the lowest level of difficulty your aim is to get the plane on the ground. After landing throttle back on all engines (SHIFT/[MINUS KEY]-),allow the plane to roll the entire length of the runway. Your first flight in Flying Fortress is over. You will now be Debriefed;told about the accuracy of your bombs and,perhaps, issued with decorations and promotions for you and your crew. If you have followed this guide then you will have covered the basic elements of the Flying Fortress simulation.But remember,the game is not just about bombing accurately on target,it's equally about the management of your crew and how you re-assign them when damage or injuries occur. See the section on Crew Management for more details. If you have felt that this section was too difficult to understand,you are advised to return to the Training base.Choose the TRAINING option in the Main Bomber Screen and consult the FLIGHT SUPPLEMENT in the Flying Fortress Technical Supplement. Good Luck! ----------------------------------------------------------------------------- GAME CONTROLS,BOMBER AND CREW OPTIONS ----------------------------------------------------------------------------- [P.36] GAME CONTROLS ------------- THE CONTROLLER -------------- The simulation can be controlled using a Joystick,a Mouse or the Keyboard. In this manual these control devices will be referred to as the Controller. All game and simulation controls will be accessed by one,or a combination of,these three Controllers. It is recommended that you fly the B-17 using a Joystick to give you the realistic `feel' of the plane. THE SELECTOR ------------ The simulation will ask you to select from a list of options,switches or dials.In all cases,you will be asked to press,or tap,the selector.This will refer to the Joystick fire Button,the Mouse Button 9left-hand) or certain Keyboard Buttons.If you are controlling the simulation using the Keyboard, without the Mouse or the Joystick,then you can simulate mouse control using the Cursor Keys (Left/Right/Up/Down) for movement and Pad Home/Pad End for left/right buttons. COPY PROTECTION --------------- When the simulation has loaded you will be asked a question on the screen. Please refer to this Manual and type in the correct answer from the reference given. THE BOMBER ROSTER SCREEN ------------------------ Pick one of the six airplanes in the squadron to be your bomber. If you wish to continue with your existing bomber,then simply highlight it with your Controller and press SELECT,you will then see a full screen image of the nose section of your Flying Fortress.You can also view details of each particular Flying Fortress history including all previous missions. SAVE/LOAD A CAMPAIGN -------------------- You will have the option to Load an existing campaign.See the Flying Fortress Technical Supplement for details. [P.37] If this is your first mission,then select RESET BOMBER.The simulation will ask for your name,a piece of `nose art' from an available selection,and a name for your Flying Fortress.Type in your selection and press [RETURN]. Once you have completed these selections you will be shown a full screen image of your particular bomber with your choice of `nose art' and the name you have chosen painted on it's side.Below this you will see a menu of options from where you can control all pre-flight functions in Flying Fortress. THE CREW PHOTO -------------- Select this option to view the crew assigned to your B-17.The original crew assigned to you is the permanent crew.From the Crew Photo you can access the files of individual members and a summary of their Character Skills in: Gunnery Bombing Technical Medical Piloting Crew members will be better at their own speciality position than others ,but study the files carefully and make a note of any particular strengths or weaknesses.this may be a very important factor when it comes to commanding a damaged Fortress and getting it back home.Remember that you can't do everything yourself! Crewmen who survive missions will increase in skill and become better at their jobs.If one of your crew is wounded,you can pick a replacement from these files when you return from your mission.Replacement crew members will not be as good at the job as original crew members.When your original crew member is fit for duty,he will return to his old position and appear in the Crew Photo. You can always access all Crew Files from with the Compartment Screen.To check on the skills of each crew member click on the appropriate photo then select the Icon. When you have completed your crew selections return to the Main Bomber Screen. [P.38] MISSION BRIEFING ---------------- This option will take you into the Mission Briefing Room where all combat missions begin.If you are in the middle of a campaign select this option and turn to the section in this manual on Mission Briefing. TRAINING -------- This option allows you and your crew to go to the Training Base and practice aspects of Flying Fortress bomber operation.This is your chance to try take offs,landings and flying techniques using the Flight Supplement in the Flying Fortress Technical Supplement.You can return to training at any time when your plane is at your home base during your 25 missions and it's recommended that you do some training if you have not played the simulation for sometime.Select the TRAINING option and follow any on-screen prompts. BOMBER HISTORY -------------- Every one of your 25 missions will be listed in the Bomber History file. this is the record of your bomber's performance during your tour of duty. Consult this file to remind yourself of previous missions and targets. ROSTER ------ This option will return you to the Bomber Roster Screen showing the six Flying Fortresses available to your squadron.In the event of losing a bomber in action,replacement bombers will automatically appear on this screen. ----------------------------------------------------------------------------- THE MISSION BRIEFING ----------------------------------------------------------------------------- [P.42] BRIEFING ROOM ------------- The Briefing Room is the place where all combat missions begin.You,your crew and other members of the Bombing Group are shown details of the targets with a map,a fly-by reconnaissance film and given the option to accept or decline the mission.Unless under special circumstances,it's not advisable to decline missions because this will affect crew morale, promotions and medals awarded. MISSION ------- Details of the mission are shown in written form.Study the details carefully,but do not worry too much because you will have a copy of the mission orders with you on the plane,accessed by pressing KEY B from the Navigator's station. MISSION DETAILS --------------- Force on Target The Bombing Group force from your base. Date The date of the mission. Take Off The time of take off. Route Out Details of Waypoints. [P.43] Zero Hour (bombing) Estimated time for dropping the bombs. Bombing Height Ideal height from which bombs are to be dropped. Bomb Load The type of bombs you will be carrying. Turn From Turret After the bombs have been dropped,which way to turn from the target for home. Route Home The waypoints to return to your base in England. ETA English Coast Estimated Time of Arrival across English coast. Friendly Activity The amount of fighter escort cover you will have in the mission. Enemy Activity You will be warned of enemy flak and aircraft concentrations around cities,towns and airfields. Misc. Details Any other special circumstances will be made clear to the bombing crews. TARGETS ------- PRIMARY ------- You will be given details of the Primary Target for the bombing force. this is your main objective.In the B-17 you cannot save bombs for other targets,so study the Primary Target carefully. SECONDARY --------- The Secondary Target will be within easy reach of the Primary Target. It is there to give you another option in case of bad weather or temporary problems.It will not be as high a priority as primary and you must only resort to Secondary when it is clear that your main target is impossible to hit. [P.44] MAP --- Use the Controller to move around the Mission Map and study the routes carefully.The correct route is marked with two waypoints,Primary,Secondary Targets,and the route back to base.It's wise to know where you are at all times during the mission.Remember,if you lose the main formation you will be attacked mercilessly;a lone Fortress is the Luftwaffe's favourite target.Do not rely on navigation by ground features;five miles up you won't see very much and flying low will leave you exposed to anything the enemy flak gunners can fire at you.Although you can `hedge-hop' your way home,if you wish,the B-17 is a big target close to the ground. RECON ----- The recon option shows you a fly-by view of the Primary and Secondary Targets taken by a reconnaissance aircraft.You may view the film as many times as you wish. DECLINE MISSION --------------- This option takes you back to the Main Bomber Screen. ACCEPT MISSION -------------- When you have understood the mission,studied the map and seen the film of the target,you must formally accept the mission orders.Once you have accepted your mission from the Mission Briefing Room you will go to the CONFIGURATION SCREEN. CONFIGURATION SCREEN (ALT/C) ---------------------------- Also accessed at any time during the mission by pressing KEYS ALT/C. The player may adjust a number of functions using this option:Detail Levels, Sound and Difficulty Levels. [P.45] Note that the difficulty Levels cannot be changed in the middle of a mission.The player must decide on his chosen level and will not be allowed to alter his choice until the end of the mission. DIFFICULTY LEVELS (ACCESSED FROM CONFIG. SCREEN KEY ALT/C) ---------------------------------------------------------- Set the difficulty levels you feel confident of.At first you are advised to stay in the default level:the lowest level.It is highly unlikely that you have ever flown a simulation like Flying Fortress and even seasoned flight sim players will find it tricky at first.Remember that the B-17 is not a fast single-seater fighter,you will not be performing aerobatics and the successful Commander will be the one who can stay in formation and drop bombs accurately during a level bomb run. You will be given the choice of a number of options: LANDINGS -------- No Crashes. No matter how fast (airspeed and vertical speed) the aircraft touches down,it lands safely. Easy Landings. If there is a crash,no crew members will be injured as a result of the crash. Realistic Landings. The aircraft must land correctly.If there is a crash crew members may be injured. BOMBS ----- Faultless Bombs. Bombs will have a wider destructive radius and will always explode. Historical Bombs. An accurate simulation of 500lb bomb damage with the possibility of `duds' in any bomb load. MECHANICAL RELIABILITY ---------------------- A Faultless B-17 The B-17 will not suffer mechanical failure except by enemy action. Good Reliability. It is unlikely your B-17 will suffer from mechanical failure. Moderate Reliability. The most realistic level. GUN AMMUNITION -------------- Unlimited Ammunition. The supply of ammunition to the guns will not be limited.you do not have to worry about running out of bullets in the middle of air combat. Historical Ammunition. You must manage your Gunners and make sure their firing is on target and not indiscriminate. GERMAN FLAK AND AIRCRAFT ------------------------ Choose the levels of opposition for enemy flak and enemy aircraft (two values are set separately). Green Inexperienced Average Veteran Elite If you are not an experienced B-17 Commander then it's wise to keep to the lowest level of opposition.Obviosly,the rewards are greater if you can cope with the highest level of opposition and survive. After completing your choice of Configuration,you and your crew will be driven to your Flying Fortress and will be placed in the pilot's seat looking out of the Pilot's window. ----------------------------------------------------------------------------- BOMBING OPERATION ----------------------------------------------------------------------------- [P.50] THE SIX COMPARTMENT SCREENS --------------------------- The Compartment Screen options will appear once you have left the Pilot's seat (KEY C).These are the basic control screens that allow you to move around the B-17;control all bombing,navigating,radio room,gunnery,piloting, emergency functions and allow you to move your crew to new positions. BOMBER GUN AND CREW POSITIONS ----------------------------- If you are not familiar with the Flying Fortress bomber positions take time to look around the different compartments and familiarise yourself with the functions of the ten man crew. The six sections are: PILOT'S COMPARTMENT ------------------- The flight deck is between the Nose Section and the Bomb Bay.An elevated enclosure,it contains the Pilot (left seat) and Co-Pilot (right seat) flight controls and instruments.It also has a Sperry power turret with twin 0.50-cal. machine guns for the Engineer/Top Turret Gunner to operate. NOSE SECTION ------------ The Nose Section provides a compartment for the Bombardier and the Navigator and an electrically powered Bendix chin turret located under the Bombardier's station and operated by him. There are also two cheek guns (port and starboard) located in this section. [P.51] BOMB BAY -------- This is situated just behind the Pilot's Compartment.You cannot access the Bomb Bay until you have assigned a crew man to go there.This may be necessary if you are told that the Bomb Bay doors are jammed or the bombs have to be released manually. RADIO COMPARTMENT ----------------- The Radio Operator sits behind the bombs.His compartment is accessed via a catwalk past the Bomb Bay.Like many B-17's of the period the Radio Compartment in Flying Fortress does not carry a gun.The Ball Turret Gunner is located in this section during take off. BALL TURRET AND WAIST SECTION ----------------------------- Two flexible 0.50-cal. machine guns are located on either side of the waist section operated by two Waist Gunners.Behind the radio Compartment and below the waist section is located the Ball Turret equipped with 0.50-cal. machine guns to be operated by the Ball Turret Gunner. [P.52] TAIL GUNNER'S COMPARTMENT ------------------------- Situated at the extreme end of the tail,this section has two direct sighted 0.50-cal. machine guns operated by the Tail Gunner. MOVING AROUND THE FLYING FORTRESS --------------------------------- Each of the compartment Screens show portrait photos of all ten crew members and complete pictures of those in position.`Grey-out' portrait photos are crew who are not in that compartment. Clear photos are crew available in that compartment. The photo in a red border is the crew member selected for control.There is always one crew member selected for control at any one time. [P.53] Four crew are situated in the top left-hand section and the remaining six in the bottom right-hand section. The crew are in their compartments but have not been assigned their correct positions.It's up to you to choose who does what,but as a guideline it is suggested you assign them their strongest position as follows: The top four (from left to right) The Lower six crew members (left to right) BOMBARDIER THE ENGINEER/TOP TURRET GUNNER NAVIGATOR THE RADIO OPERATOR PILOT THE BALL TURRET GUNNER CO-PILOT THE WAIST GUNNER (LEFT) THE WAIST GUNNER (RIGHT) THE TAIL GUNNER To select a crew member simply choose a photo with your Controller and click on that crew member (either Photo or picture in cut away) with your selector.If you select one of the `grey-out' photo's you will be taken to their compartment.(Do not use the Move Crewman Icons). The selected photo will then appear with a red border around it.To assign a postion click on the appropriate Icon (Pilot's control column,Gunsight etc).The Icon will light up.If you wish to de-select a position click on that Icon again. THE CREW -------- The move Crewman Icons on the Compartment screens enable you to move undividual crew members to other compartments.It is suggested you do not access these functions until you have studied the section on Crew Management.In this section we are simply looking at the crew in the postions you have initially assigned them. [P.54/55] THE B-17 INSTRUMENT PANELS -------------------------- *NOTE: At this point in the manual you will need to look at the .iff picture included with this file. It will show all the different icons/instrument panels ect. in the game. Simply cross reference the letter next to the icon with the list below to find out what it means. The Flying Fortress simulation contains four sets of Instrument Panels/ Controls that you must become familiar with.Once you have selected the job Icon,KEY C will always take you back into the appropriate position.In the case of the Bombardier,Pilot and Co-Pilot KEY I will take you to their Instrument Panels. ICON A: Pilot/Co-pilot Instrument Panel ICON B: Bombardier Instrument Panel ICON C: Radio Room Instrument Panel ICON D: Navigator Instrument Panel ICON E: By selecting this symbol and pressing KEY C you enter the nearest gun position and man the machine guns.For example,in the Waist Guns/Ball Turret cut away there are 3 such icons to choose from;one for each manned machine gun.For more details see The Gunners:Defending the B-17. ICON F: Select this symbol to go to a turret/gun position and repair a turret that may be damaged by enemy action (the exception being the Ball Turret which cannot be repaired by the Gunner and has to be repaired by another crew member from within the fuselage).See section on Damage. ICON G: Select this symbol if a crew member in this section is injured. See section on Damage. ICON H: The player can order all of the crew to bail out of the Flying Fortress by selecting this button. ICON I: View a crew member's file.Select a current crew member and access this Icon to view his details.FUNCTION KEYS F1 to F10 will take you through other crew files. ICON J: Fight Fire in the appropriate compartment. ICON K: Go to turret/gun position and unjam guns. ICON L: Move selected crew member to the next forward compartment. ICON M: Move the selected crew member to the next rearward compartment. ICON N: Manually lower landing gear. ICON O: Manually raise landing gear. ICON P: Manually open bomb bay. ICON Q: Manually close bomb bay. ICON R: Manually release bombs. [P.56] VIEWS ----- All the views in Flying Fortress are determined by the selected aircraft (your B-17,other B-17's,enemy fighters).Select the aircraft first (KEY X or Z)then the required view.The original aircraft chosen is your B-17 but you may wish to select other views of other aircraft.The simulation will remember the last chosen view of all other aircraft and return you to that view if you select it again. AIRCRAFT SELECTION ------------------ KEY X - Next Aircraft KEY Z - Previous Aircraft GENERAL AIRCRAFT VIEWS ---------------------- 3D views from current aircraft: SHIFT/F1 - Foward View SHIFT/F2 - Rear View SHIFT/F3 - Left View SHIFT/F4 - Right View SHIFT/F5 - Up View SHIFT/F6 - Down View External views that depend on context.From the aircraft,it's targets, bombs,airbase control tower ect: SHIFT/F7 - Tactical View SHIFT/F8 - Reverse Tactical View External view from notional chase plane: SHIFT/F9 - Chase View SHIFT/F10 - External View [P.57] Moving the remote camera: PAD PGUP - Pitch Up PAD PGDN - Pitch Down PAD INS - Rotate Left PAD DEL - Rotate Right PAD PLUS + - Zoom In PAD MINUS - - Zoom Out B-17 SPECIFIC VIEWS ------------------- This can be used as a shortcut to access all game positions quickly without going through Compartment Screens.All postions must be assigned in order to get crew action views otherwise you will see the compartment view. F1 - Bombardier F2 - Navigator F3 - Pilot F4 - Co-Pilot F5 - Enginerr/Top Turret Gunner F6 - Radio Operator F7 - Ball Turret Gunner F8 - Left Waist Gunner F9 - Right Waist Gunner F10 - Tail Gunner KEY C - Will take you to last selected crew member if the current view is not a crew view. KEY A - Aircraft Status/Damage View [P.58] CREW VIEWS ---------- These provide views through the eyes of the crew members and various external views while allowing the player to watch or control the actions of the crew members. C - Compartment View/Action View Toggle. I - Instrument Panel/Equipment View (Bombardier and Pilot/Co-Pilot Only). W - Window View (3D view through aircraft window). E - External View (3D view from remote camera). OTHER CONTROLS -------------- Flying Fortress allows you to access each of the 10 crew members on the plane but you need not take over from the computer control.If you wish to assume control of any position (except Navigator or Radio Operator) press KEY M.Similarly,if you wish to return to computer control,for example you do not want to handle a difficult landing and want to stay in that position view,press KEY M again.In all cases when you return to the Compartment Screens KEY C,the postion will automatically revert to computer control. CONFIGURATION SCREEN (ALT/C) ---------------------------- Available primarily after you have accepted the Mission Briefing,the Configuration Screen can also be accessed at any time during the mission. The player may adjust a number of functions using this option:Detail Levels,Sound and Difficulty Levels.Note that the Difficulty Levels cannot be changed in the middle of a mission,the player must decide on his chosen level and will not be allowed to alter his choice until the end of the mission. ACCELERATE TIME (ALT/A) ----------------------- This function will accelerate the speed of the game by a factor of 5. Hold down the keys and release when you wish to return to normal time. SKIP TIME ON/OFF (ALT/T) ------------------------ This function will skip chunks of the game but will revert to normal time in the event of something happening that's important to the mission. [P.59] ADJUST DETAIL LEVEL (CYCLE THROUGH ALT/D) ----------------------------------------- Also accessed from the Configuration Screen.You can cycle through a number of detail levels at any time by pressing ALT/D.The simulation will play smoother and faster with less detail turned on. FILM DIRECTOR MODE TOGGLE (ALT/M) --------------------------------- Choose this function to view all the action around you.There is a lot happening in Flying Fortress you may never get to see.Film Director Mode will cut to the most exciting events of the mission. PAUSE GAME/RESUME GAME (KEY P) ------------------------------ The simulation will freeze immediately until the key is pressed again. QUIT TO DOS (CTRL Q) -------------------- If you wish to jump out of the simulation and return to your particular Disk Operating System. SOUND LEVELS (ALT/S) -------------------- Also accessed from the Configuration Screen. Adjust the simulation sound to the level of your choice at any time by pressing ALT/S. HIDE GAME (ALT/B) ----------------- Immediately pauses the simulation and clears the screen,concealing what software is really running on the computer.To resume press the keys again. ----------------------------------------------------------------------------- THE PILOT,CO-PILOT AND FLIGHT CONTROLS ----------------------------------------------------------------------------- [P.62] FLIGHT: A BASIC INTRODUCTION ---------------------------- LIFT ---- Aircraft fly because of air pressure difference as air flows over and under the wing.The wing design and airflow result in air moving faster over the top than over the bottom.This causes high pressure beneath the wing and low pressure above it.The wing is pushed upward,providing lift.If the difference is great enough,the upward lift is greater than the plane's weight (i.e the force of gravity). [P.63] THE FOUR FORCES --------------- Aircraft in flight have four basic forces acting on them.Thrust pushes the planes forward depending on engine power.Drag reduces the effect of thrust,but is relatively constant.Therefore,when horizontal,more thrust means faster forward velocity.Gravity pulls the plane toward the ground, regardless of the plane's attitude.Lift pushes upward from the wings, directly opposing gravity when the wings are level. SPEED AND LIFT -------------- The amount of lift generated by the wing varies with airspeed.The faster the plane flies,the faster air flows,so greater the pressure difference. If your plane is in level flight at a certain speed,reducing the speed reduces lift,causing a descent (even though you didn't nose down). THE FLIGHT SIMULATOR -------------------- To access all flight controls you must choose the Pilot or Co-Pilot photo from the Compartment Screen,then select the Control Column Icon. KEY C will place you inside the Pilot's Compartment and give you a view out of the cockpit. By pressing KEY [ (open square brackets) you can move the view left and by pressing KEY ] (closed square brackets) you can move the view right.You may also access more selective views from within the cockpit by pressing the Pad Keys PGUP,PGDN,INS and DEL. To view the B-17 Pilot's Instrument Panel press KEY I. The B-17 has numerous dials and switches which you should become familiar with.Study the Pilot's Instrument Panel Diagram on pages 64-65 of the manual. Press KEY [ (open suare brackets) to move your view left and KEY ] (closed square brackets) to move your view right. You can easily raise you view away from the Instrument Panel by selecting KEY W. Press KEY I to return to Instrument Panel View. KEY M will always toggle player/computer control.The default (existing mode) will be computer control,except at the beginning of the mission when you will be in the position of the Pilot.KEY M will not affect Navigator or Radio Operator Controls. Press KEY C to return to Compartment Screen. [P.63/64] *NOTE:Pages 63 and 645 contains a diagram of the Instrument Panel.Obviously it's impossible to do it in ascii so I'm afraid I'll have to leave it out. [P.66] THE INSTRUMENT PANEL -------------------- Study the diagram of the Pilot's Instrument Panel.It's important that you are familiar with the location of all dials and switches.Take particular care to understand the location of: The Altimeter This dial shows height above sea level.The long dial shows hundreds of feet and the shorter dial shows thousands of feet.Always be aware of your flying height and keep an eye on this dial. The Directional Gyro This dial will show you your heading.A heading of 0 degrees North,90 degrees is East,180 degrees is South and 270 degrees is West. The Airspeed Indicator This dial tells you the speed of the aircraft through the air in Miles per Hour from 0 to 500 mph. The Rate of Climb Indicator A visual indication of climb/dive angle shown as hundreds of feet per minute.Pointer on 0 means a Level Flight. The Landing Gear Indicator A visual indicator that the Landing Gear has been raised or lowered.In event of damage you may have to operate the gear manually. The Flaps Indicator Flaps are the trailing edge of the wings that when lowered,enable the aircraft to get extra lift at take off and slow down for a landing. You must be aware of the following functions: MOVE CONTROL COLUMN ELEVATOR,AILERONS (JOYSTICK,CURSOR KEYS) ------------------------------------------------------------ Ailerons are lateral control flaps at the rear of the airplane main wing tips.Raised or lowered by moving the Control Column left/right will make the plane turn to the left or right. Elevators are the horizontal portions of the tail.When pushed up/down by pushing the Control Column up/down will make the plane dive or climb. [P.67] RUDDER LEFT/RIGHT (< >) ----------------------- Rudder controls left/right will swing the nose of the plane left/right by moving the trailing edge vertical segment of the tail left/right. THE FOUR ENGINES ---------------- The Flying Fortress is a large four-engined bomber and this simulation provides seperate controls for each of the four engines.These enable player to `feather the props' (turn the engines off and the propeller blades end on) in the event of fire or malfunction,extinguish fires and alter individual throttle settings.Engine number 1 is the left outboard egine from the Pilot's View followed by 2,3,4 in sequence. All numeric keys are on the top row of the main computer keyboard. 1,2,3,4 - Increase power on individual engines 1-4. SHIFT/1,2,3,4 - Maximum power on engines 1-4. 5,6,7,8 - Decrease power on individual engines 1-4. SHIFT/5,6,7,8 - Minimum power on egines 1-4. PLUS KEY + - Increase power on all engines. SHIFT/PLUS KEY + - Maximum power on all engines. MINUS KEY - - Decrease power on all engines. SHIFT/MINUS - - Minimum power on all engines. CTRL/1,2,3,4 - Start/stop (feather) engines 1-4. ALT/1,2,3,4 - Fire extinguisher on engines 1-4. OTHER PILOT CONTROLS -------------------- Note that any control that starts a motor will take time to function. Its effect will not be instant. KEY G - Landing Gear Up/Down (starts motors). KEY F - Flaps Up/Down Toggle. KEY B - Brakes On/Off. KEY D - Bomb Bay Doors Open/Closed (starts Motors). NB The following is a guide to take off/flight/landing.For more detailed information please consult the FLIGHT SUPPLEMENT in the Flying Fortress technical Supplement. [P.68] THE TAKE OFF ------------ You will begin every mission in the Pilot's seat in Player Control. In each mission your B-17 is the last element in a 3 plane `V' that will assemble in a flight of 6 or 9 Fortresses depending on the formation to be flown.The other planes will already be in the air assembling in formation. You must take off and join them before they can set off for the target. STARTING ENGINES ---------------- Start all four engines in the sequence (CTRL/1,2,3,4). Increase the Engine Throttle controls (1,2,3,4). Release the Brake (B). The B-17 will now begin to move. Check that you can easily flip from Pilot's Instrument Panel (KEY I) to Window View (KEYW) to see flight formation. TAXIING AND STEERING -------------------- Steer the B-17 by using your controller.Gentle left/right will produce a slow turn in the chosen direction. Stay on the correct path.Do not stray onto the grass. Steer the bomber carefully to the edge of the take off runway.Try to line up the B-17 along the white dotted line. FLAPS ----- Check out Flaps are Down (KEY F). TAKING OFF ---------- Apply maximum power to all four engines (SHIFT/PLUS +).Do not try to pull the plane into the air.Normally,when you reach an Airspeed of 110-115 mph a gentle `pulling back' on the Controller will allow the plane to lift itself off the ground.The B-17 controls may feel sluggish compared to other flight simulators,but remember that this is a big,heavy airplane. After the airplane has left the ground,and you are sure that you have sufficient flying speed,raise the Landing Gear (KEY G).Check that this has happened with the appropriate Outside View. [P.69] After reaching an airspeed of 130-150 mph,adopt a normal climb attitude with the rate of Climb Indicator pointer at 200-300 hundred feet per minute and watch the Altimeter rise gently. CLIMBING AND CRUISING --------------------- The rate at which an airplane will climb is obtained directly from the differemce between the power required for a level flight and the power available from the engines.This is the reserve power that is available for climbing. Make your climb at 130-150 mph.Remember decreasing atmospheric pressure as you climb causes the airspeed indicator to show an airspeed lower than your true airspeed. The turbo superchargers will come on automatically as you gain altitude. The booster pumps will operate after you have passed 10,000 ft and the crew will wear oxygen masks above this altitude. Smooth steady flying is very important.This will cut fuel consumption, increase rate of climb and reduce engine wear.Always keep one eye on the instruments.They are are there to tell you how your plane is performing. Continue your climb to about 300 feet above the desired cruising height (in Mission Briefing),level off,drop the nose slightly and you will pick up speed.Reduce power to your cruising setting.Drop to cruising altitude gradually. Change Flaps to Up (KEY F). FLIGHT CHARACTERISTICS ---------------------- TURNS ----- The B-17 has good directional stability.Dropping one wing will produce an effective turn. In shallow turns load factors are small,but this increases as the turn gets steeper.Banking at 10 degrees produces a load factor of 1.5,but at 70 degrees this becomes 3.0.In heavily loaded aircraft this could cause structural failure. STALL AND RECOVERY ------------------ The B-17 has good stall characteristics.The tendency to roll is minimised by the large vertical tail. To recover from a stall dive at about 30 degrees and regain airspeed for normal flight.The primary aim is to recover from the dive smoothly. Excessive diving to regain airspeed is unnecessary. [P.70] SPINS AND DIVES --------------- It's extremely difficult to accidentally spin the B-17 because of its directional stability.Diving the plane presents no danger but be aware the recovery from a dive must be smooth and gradual. FORMATION --------- Once you have joined the other planes of your squadron in formation,the flight will strike out towards the first Waypoint.You are not the leader of the formation so if you choose to drop out of formation,for whatever reason,the others will not follow you. ACCELERATE TIME --------------- You may choose to speed up the time it takes to travel to the target by pressing ALT/A.Keep the buttons pressed and release if you wish to return to normal time. SKIP TIME --------- You can choose to lose chunks of time when nothing happens by accessing this function.If anything dramatic does happen Skip Time Function will stop and you will be returned to normal time. LANDINGS -------- At the lowest level of difficulty it will be sufficient if you can touch down on the runaway.However,if you do not wish to land the plane but want to remain in the Pilot's view you can press KEY M and let the computer controlled Pilot take over all landing functions. TRAFFIC PATTERN (FOR REALISTIC LANDINGS) ---------------------------------------- On most B-17 bases 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 about 800-1000 feet in altitude.Fly the pattern at 130-150 mph IAS.Lower flaps (KEY F) when you turn on to the base leg (the last turn before final approach) and keep your airspeed down to 100-120 mph. You may receive messages from the ground control tower to direct you down. It may happen that you will have to circle waiting for other squadrons to land.Be patient and check that all the crew are in their correct landing positions. [P.71] If you are attempting a crash landing you should place all crew except the pilot in the Radio Compartment.There will be less chance of injury there. Drop Landing Gear (KEY G).Check that this has happened.If the gear motors are not working go to the Manual Loading Gear Icon in the Pilot's Compartment screen. FINAL APPROACH -------------- The approach is basically a controlled glide,with flaps down,and in which power is used to maintain an accurate landing position. Reduce power gradually (MINUS KEY -) until the desired airspeed (about 110 - 120 mphh) and rate of descent have been established.Touch down gently trying to land all wheels on the runway at the same time.Drop to minimum throttle. LANDING ROLL ------------ When you have landed make sure you use the entire runway for the landing roll.Do not apply the brakes too early.Apply the brakes (KEY B)when you feel the plane slowing down from its roll.The B-17 should then slow down and stop. Once you have landed,the mission is effectively over and you will leave your B-17 for Mission Debriefing and Medals and Promotions. GOOD/BAD LANDING ---------------- At the higher levels of difficulty a good landing will help your prospects for promotions and medals.A dangerous landing will not only damage you bomber but also reduce the morale of your crew and make them less effective in future missions. ----------------------------------------------------------------------------- THE BOMBARDIER ----------------------------------------------------------------------------- [P.74] ACTION VIEWS ------------ By selecting the Bombardier photo (first left,top left),the Bombardier icon and pressing KEY C from the Compartment Screen you will enter the Bombardier's position.Here you will be able to choose from 3 Bombardier action views: THE BOMBSIGHT VIEW (KEY I) -------------------------- Looking through the Norden Bomsight at the ground detail below with 4 indicator lights for Bomb Sight,Bomb Doors Open,Bomb Release Cue,Bombs Gone.This is the view you should go to when approaching the target. WINDOW VIEW ----------- This option allows a view out of the Plexiglas nose section from the Bombardier's position. EXTERNAL VIEW ------------- This option allows an external view of the B-17.(Press KEY W to return to Window View). RETURNING TO COMPARTMENT SCREENS (KEY C) ---------------------------------------- You can always return to the Compartment Screen by pressing KEY C. BOMBARDIER'S CONTROLS --------------------- Press KEY M to assume manual control. BOMB BAY DOORS (KEY D) ---------------------- Starts the motors to open/close the bomb bay doors. In the event of damage,the doors can be opened manually by returning yo Compartment View (KEY C) and choosing a crew member to go to the Bomb Bay Compartment.Three Icons will appear that enable that crew member to: Open Doors Close Doors Manually trigger the dropping of the bombs. *NOTE: Please refer to the .iff files included with this file to view the icons mentioned above. When you are in the Bomb Bay you may view Bomb Bay operation by pressing KEY C. [P.75] BOMBSIGHT CONTROLS ------------------ Bombsight On/Off KEY O. KEY O will turn the bombsight On/Off and allow control of the plane via the bombsight.But you must have already assumed manual control of the Bombardier KEY M. Your Controller (Joystick,Cursor Keys) will adjust the bombsight tracking motor speeds left/right and up/down. To release the bombs press [SPACE/RETURN/OR SELECTOR] IDENTIFYING THE TARGET ---------------------- When the bombing force is an appropriate number of miles from the target there will be a warning issued from Bomb Group Leader.If you are intending to be the Bombardier(and the rewards will be greater if you are),give yourself plenty of time to get into position and familiarise yourself with the bomb controls.Press KEY M for manual control. The primary aim of the mission is to drop the bombs on the correct target accurately and promptly.Be sure that you have identified the target correctly and take care to line up the B-17 in the correct bomb run.The Bombardier will need at least 20 seconds of level flight to track the target.The bombsight cross hairs must stay on the target until the Bomb Release Cue lights up.You must try to forget about the flak and enemy fighters during this time. PRIMARY ------- This is your main objective and will earn you better rewards and promotions if you achieve it.Study details of the target and be aware of what to look for. SECONDARY --------- If the Primary is impossible you must switch to the Secondary Target.This will often be a lower priority target and will not be very far from the Primary Target.Issue the Abort Primary Target Message on the radio and set the new heading. Random ill-directed bombing will be penalised.However,if bombs are jettisoned to preserve the safety of the crew and the bomber there will be no penalty imposed by Bomber Group. [P.76] BOMBING PROCEDURE ----------------- THE IDEAL LINE -------------- Make sure the target is lined up perfectly with the cross-hairs on the bombsight.Try to aim for the centre of a block or rectangular building. You will have to keep the target in the cross-hairs for a minimum of 20 seconds by using your Controller. When the Bomb Release Cue lights up,release the bombs by pressing the Selector. OVERSHOOTING THE TARGET ----------------------- Make sure you are tracking the correct target,the cue light will come on even if you track any normal buildings;it does not know what your correct target looks like.It is only there to tell you that the bombs will hit the target you are tracking if you release at that particular point. GO AROUND AGAIN --------------- If you fail to hold the bomber on target you may find that you can transmit a radio message to the rest of the formation to go around again. If no message is available you will have to transmit Abort and go to the Secondary Target. THE BOMBING FORMATION --------------------- The rest of the squadron will bomb with you as long as you remain in the formation.If you choose to leave formation or have to drop out because of mechanical difficulty the others will not stay with you. You may be able to repair damage and try to find the formation again. [P.77] DAMAGE ------ If the bomb bay doors or bomb sight are completely out of action and the bomber goes to the target,the Commander will be credited with a `Near Miss'.Carrying on with the mission,under adversity is recommended for Rewards and Promotions. BOMB BAY VIEWS -------------- If you wish to see the bomb bay opening and closing and the bombs dropping from inside the compartment,then you must take a crew member to the bomb bay using the Move Crewman Icons. KEY C will give you a down view of the bombs,KEY E will give you an external view and KEY W will return you to the bomb bay view. TACTICAL VIEWS OF BOMBS (SHIFT F7/SHIFT F8) ------------------------------------------- If you wish to follow the bombs dropping on to the target you can do so by using Tactical View and Reverse Tactical View.You may have to Zoom In/Out (PAD PLUS +/PAD MINUS -) and pitch/rotate to get the best view of the bombs hitting (or missing) the target. ON/OFF TARGET ------------- A mission is deemed successful by the amount of damage done to target.If a Commander does not drop the bombs on the correct place the mission will be classed a failure.Also,you must be the one to drop the bombs:if a computer -controlled crewman drops them,the player will only receive minimal credit. ----------------------------------------------------------------------------- THE NAVIGATOR ----------------------------------------------------------------------------- [P.80] The Navigator's Panel is accessed be selecting the Navigator's photo (second from the left,top left section),selecting the Navigation Icon on the Nose Section Compartment Screen then pressing KEY C. THE MAP ------- You are placed in the Navigator's seat and have a scrolling view of a map of Europe open on a table in front of you.This shows the mission route as detailed in the Mission Briefing.The Navigator can access Mission Briefing details by pressing KEY B. SETTING COURSE -------------- The route to and from target with all Waypoints is already marked on your map.An aircraft marker shows the Flying Fortress estimated position and bearing.A navigation marker shows the bearing from the estimated position to the marker. CONTROLS -------- ESTIMATED POSITION ------------------ Normally you will not change your estimated position.The position estimated by your Navigator may not be 100% correct but be careful setting a new course.You must be sure of exactly where you are before you reset any navigation markers or you will risk getting lost. [P.81] WOUNDED NAVIGATOR ----------------- If your Navigator is injured and unable to continue in his position,he will not be able to estimate the B-17 position and the aircraft marker will cease to move along the target routes.If you are in formation,stay with the formation and they will lead you to the target and return to base.Choose the member of crew who has the best navigation skills to take over. FIXING YOUR POSITION -------------------- If you are out of formation,you will have to find out where you are and fix that position on the map.Be extremely careful doing this for if you fix an incorrect position you will find it very difficult to get back to base.You will have to fly low over recognisable features such as rivers,and ports. Move the Navigation marker with the Cursor Keys/Mouse controllers. Fix your estimated position by moving your controller across the map and clicking with your Selector.The aircraft symbol will move to where you have set it.Remember that the bearing you get from the aircraft cursor will be the reading from your estimated position. SYSTEM DAMAGE ------------- If your navigation system is completely out of action you will have to navigate home using ground features,the map and compass readings. Return to Compartment Screen by pressing KEY C. ----------------------------------------------------------------------------- THE RADIO OPERATOR AND INTERCOM SYSTEMS ----------------------------------------------------------------------------- [P.84] The Radio Operator can be be accessed by selecting his photo(second from the left,bottom right of the screen),the Radio Icon from the Radio room Compartment and then pressing KEY C. Here,you will be able to send receive and monitor all messages to and from base or other bombers in the formation. VIEWS ----- The view shows a log of important events and messages received or messages availble for transmission. RADIO OPERATOR CONTROLS ----------------------- The log book has a series of Icons with which the player can access messages received,times received and a history of the transmission. You can select radio Transmit and click on a series of messages that appear at appropriate times during the mission from transmission. Messages are recorded on the order sent and received during flight and can be retrieved and read.If anyone elese takes the position of the Radio Operaror without high technical skill some messages may not be recorded. The Mouse/Cursor Keys Controler can be used to move a pointer and click on various Icons/Messages that appear to the side of the log book. DISPLAY MESSAGE/EVENT LOG DISPLAY RADIO MESSAGE MENU SELECT RADIO MESSAGE FOR TRANSMISSION.(SELECTED MESSAGE IS HIGHLIGHTED.) TRANSMIT SELECTED MESSAGE [P.85] THE INTERCOM ------------ The intercom operates from all internal bomber views/screens and provides simple messages about internal/external events.The messages appear in a pop-up window,usually with a photo of the issuing crew member. EXTERNAL MESSAGES ----------------- A series of messages about external events such as enemy fighter attacks will be displayed on the intercom for example: [AIRCRAFT] AT [CLOCK POSTION] [HEIGHT] [PARACHUTE AT [CLOCK POSTION] [HEIGHT] FLAK AT [CLOCK POSTION] [HEIGHT] AIRCRAFT=B-17,ESCORT OR FIGHTER CLOCK=12 O'CLOCK [AHEAD],6 O'CLOCK [BEHIND] ECT. HEIGHT=HIGH,LEVEL,LOW RELATIVE TO BOMBER INTERNAL EVENTS --------------- A series of messages about internal events will be displayed for example: [CREW MEMBER] WOUNDED [CREW MEMBER IN RELEVENT COMPARTMENT] REPORTS [BOMBER SYSTEM] PROBLEM. REPORTS OF DAMAGE TO WINGS AND ENGINES ARE REPORTED BY CO-PILOT. [CREW MEMBER] NOW IN [COMPARTMENT] [CREW MEMBER] MANNING [GUN POSITION] [CREW MEMBER] TREATING [WOUNDED CREW MEMBER] [CREW MEMBER] REPAIRING [BOMBER SYSTEM] [NAVIGATOR POSITION CREW MWMBER] REPORTS BOMBS AWAY! [BALL TURRET GUNNER POSITION CREW MEMBER] REPORTS BOMB BAY DOORS OPEN! [BALL TURRET GUNNER POSITION CREW MEMBER] REPORTS BOMBS AWAY! [RADIO OPERATOR POSITION CREW MEMBER] REPORTS INCOMING MESSAGE. NB The model B-17 you are flying does not have a radio room Gun position. The gun was dispensed with in May 1944 as being the least used in action. ----------------------------------------------------------------------------- CREW MANAGEMENT SYSTEMS ----------------------------------------------------------------------------- [P.88] INTRODUCTION ------------ 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.The player, as Commander,must be able to manage the crew and re-allocate them to other positions in an emergency.Special skills must be studied by the player and choices made when the need arises. Consult the individual Crew Files at any time by selecting the Icon from any of the Compartment Screens. At the start of the simulation the 10 man crew will be in their correct compartments but not in position (the Ball turret Gunner will be in his take off position in the Radio Compartment).Assign them to their particular jobs as detailed in the Bomber Operation section. VIEWING THE TEN CREW POSITIONS ------------------------------ Once all positions have been assigned to the ten crew members,the player can choose to view any one of them by pressing FUNCTION KEYS F1 to F10.This is also a shortcut to access all game positions quickly without going through the Compartment screens. F1 The Bombardier F6 The radio Operator F2 Navigator F7 Ball Turret Gunner F3 Pilot F8 Left Waist Gunner F4 Co-Pilot F9 Right Waist Gunner F5 Engineer/Top Turret F10 Tail Gunner Gunner If your current view is not a Crew View (for example,you are watching an enemy fighter) KEY C will return you to the last selected crew member. `JUMPING' INTO POSITION ----------------------- The player can also choose to `jump' into any crew members position. KEY M will toggle computer/manual control of the crew positions (except Navigator and Radio Operator).In fact,the rewards are greater if the player is the one who has aimed the bomsight,dropped the bombs and shot down most of the enemy planes. [P.89] CREW SKILLS ----------- Crew skills are show in the crew files.These consist of: GUNNERY BOMBING TECHNICAL MEDICAL PILOTING Crewmen who survive missions become better at their job.Replacement crews, while still being specialists,are never as good at their jobs.Thus continued good health of the original crew is very important to the Flying Fortress Commander. RE-ALLOCATION OF CREW SKILLS ---------------------------- The player is free to move individual crew members to any available positions.You may move all the crew into one compartment (if you wish) or switch their jobs about.As Commander,it is up to you how the Flying Fortress crew is allocated.Be careful not to leave the plane `pilotless'; it will continue to fly on Autopilot but in a straight line set by the last pilot. [P.90] CREW STATUS INDICATOR --------------------- THE PHOTO --------- The crew in the Compartment Screens will show one of three conditions: GREY-OUT - Crewman not in compartment. (Select photo to move to this compartment). PHOTO - Crewman there,in position. RED BORDER AROUND PHOTO - Crewman selected by player. PILOTS COMPARTMENT SCREEN ------------------------- In addition,crew positions will be filled by a picture of the crew members in that particular compartment cut-away. If there are more crew in the compartment then there are positions,a genric (general representation) crew member picture will appear standing in the section,with a red indicator showing the number of crew members he represents.Thus,if there are three spare men in the compartment who have no job to do the generic crew man will have a number 3 on the indicator. MOVING CREW AROUND ------------------ Select the crew member you wish to move by clicking on his Photo or on the picture. The Photo will show a red border.Now,select on of the Move Crewman Icons in the top right part of the screen.The cut-away Compartment Screen will be replaced by the next one along,effectively taking the chosen crew member into that part of the plane. Select the position for him to fill by clicking on the crew `job' icon. If the position is already occupied then that crew member will step out of his position and let your chosen character take over.He will now be occupying that position.But remember the previous occupant will still be in that compartment awaiting instructions. Check that the changeover has happened by looking for the red border around the newly arrived crew member's photo in that Compartment Screen. TIME TO GET THERE ----------------- If you decide to move the Bombardier to the tail Compartment then,Although you can jump to that section quickly,you may have to wait a little while, for the Bombardier to physically get there. PLAYER CONTROL/COMPUTER CONTROL OF A CREW MEMBER (KEY M TOGGLE) --------------------------------------------------------------- You can choose to take over control of a crew member from the computer by pressing KEY M.Press the keys again to switch back control or simply leave the position KEY C. CREW HEALTH ----------- WOUNDED AND FIRST AID --------------------- It pays to keep your crew healthy.If a crewman is unconscious you cannot jump into his shoes and,if his position is important to the success of the mission,you will have to find someone elese to take over. [P.92] Photos on the Compartment Screen will have red crosses marking which members of the crew are wounded and the Compartment Picture will change to show the crewman slumped in his position. Select a crewman to administer First Aid. The chosen crew member will have to be taken (using the Move Crewman Icons) to the correct compartment to adminster First Aid. Select the First aid Icon and you will be shown the state of health of all crew members.Click on the crew member you wish to help.There will be occasions when more than one member of the crew will be injured.It is your decision as Commander as to who gets treated first. If you wish to stop a crew member performing any job,or wish to use him for any other task,simply click on his job Icon and the button highlight will be turned off.He will stop doing that job. LANDINGS -------- If you have wounded on board,and are playing at the higher level,you must take particular care when landing the B-17.Bad landings can affect injured crew adversely and may keep them from returning to combat status for a long time.Try to move all the crew except the Pilot into the radio Room,this is the safest place for crash landings. OXYGEN STATUS ------------- All crew members are `on oxygen' above 10,000 feet,thus if damage occurs to the oxygen system the bomber has to drop below that altitude or risk serious injury to everyone abaord.An Intercom message will appear directing the Pilot to do this. HEATING SYSTEM -------------- Damage may occur to crew heated flying suits or compartment heating ducts, again altitude must be reduced to below 10,000 feet or there will be a risk of serious injury. MEDALS ------ Any wounded crewman automatically receive the Purple Heart at the end of the mission.It will appear in his crew file. ----------------------------------------------------------------------------- THE GUNNERS: DEFENDING THE B-17 ----------------------------------------------------------------------------- [P.96] THE CLOCK SYSTEM OF DEFENCE --------------------------- All the gunners will be on the look-out for enemy fighter.If a squadron is seen by any member of the crew he will call out on the Intercom giving a clock reading and a level. Study the Clock System.The nose of the plane is pointing to 12 o'clock,the tail is pointing to 6 o'clock,the starboard (right hand)wing to 3 o'clock and the port wing to 9 o'clock.If the Intercom tells you that there are `Bandits at 11 o'clock high' you will know that they are above the port cheek gun. GUN POSITIONS ------------- The B-17 has a eight gun positions available to the crew.These can all be accessed by selecting the gunner,the relevant Icon on each of the Compartment Screens and pressing KEY C.The guns available are: Front (chin) Turret Gun Starboard Cheek Port Cheek Top Turret Ball Turret Starboard Waist Gun Port Waist Gun Tail Gun KEY M will toggle manual/computer control of the guns. [P.97] Shooting down enemy aircraft will contribute to mission success but only if the player has taken over the guns. Aircraft always gets painted reward marking even if the enemy fighter was shot down by computer controlled crewman. VIEWS ----- Gunners have no Instrument Views but have a view out of their turret/gun position showing guns (where applicable) and the gunsight. THE MACHINE GUNS ---------------- Controller (Cursor Keys/Joystick) Move turret/gun. Position sighting reticule on the enemy fighter. The SHIFT KEY will give fine tracking control on the target. Fire using the Selector (Joystick/Space/Return). [P.98] JAMMED GUNS ----------- KEY U - Unjam gun (manual control). If you are controlling guns manaully and the guns jam,KEY U may allow you to try to unjam that particular gun. Guns can also be `unjammed' by selecting the Unjam Gun Icon in the Compartment Screens. SIGHTING/AIMING/DEFLECTION -------------------------- The best way to become a good gunner is to practise.You will find that in the heat of the aerial combat,there is not a great deal of time for extremely accurate aiming.Pressing the SHIFT KEY will allow fine control of the target tracking but in many cases you may have to fire a stream of bullets and hope one of the enemy fighters cross it.Remember to follow the tracer path and get an idea of the deflection produced by speed and gravity. DROPPING OUT OF FORMATION ------------------------- If you leave the formation for any reason you may be vulnerable.You will lose the all-round defesive network of the Group and will probably be hunted by enemy fighters.Flak units will have you as a target and will concentrate on your bomber.Your chances of survival will be reduced. ESCORT FIGHTERS --------------- If you do have fighter escort on your mission they will be out of your immediate sight but will be diverting the attention of enemy fighters who are looking for you.The enemy planes that got to the main formation will already have battled past your defensive escort fighter screen. ----------------------------------------------------------------------------- DAMAGE SYSTEMS ----------------------------------------------------------------------------- [P.102] BOMER DAMAGE ------------ AIRCRAFT STATS SCREEN (KEY A) ----------------------------- You may view the Aircraft Status Screen by pressing KEY A.this is a quick overview showing any damage sustained by the bomber. FIRES IN THE B-17 ----------------- If a system is damged,it may be possible to repair it.If,for example there is a fire in any Compartment you can send a crew member to try to put it out using the Fight Fire Icon. Select the crew member to fight the fire,select the Move Crewman Icon to take him to the compartment (if it not his own) and then select the Fight Fire Icon.This will not always succeed and may depend on the severity of the fire. ENGINE FIRES ------------ If an engine is on fire you can try to put it out from the Pilot/Co-Pilot Controls by using ALT/1,2,3,4 dependant on which engine is on fire. (Remember that engine No.1 is on the extreme left of the Pilot,and engine No.4 on the extreme right). TURRET REPAIRS -------------- If a turret is not working you can send a crew member (as above) to the Compartment Screen and select the Repair Turret/Guns Icon. If the Ball Turret jams,it cannot be unjammed from within.The crew member is stuck inside until you can allocate someone to unjam the turret from the fuselage. [P.103] BOMB BAY DOORS -------------- In the event of damage to the motors of the Bomb Bay Doors you can still open and close the doors manually by sending a crew member to the Bomb Bay Compartment and selecting the: Open Bay,Drop Bombs or Close Bay Icons. LANDING GEAR ------------ In the event of damage to the motors of the Landing Gear you can still lower and raise the gear manually by selecting a crew member and clicking on the Lower Gear/Raise Gear Icons from the Pilot's compartment Screen. CRASH LANDINGS IN OCCUPIED TERRITORY ------------------------------------ If you crash in occupied territory then you may lose some of your crew (depending on the difficulty level chosen) and will either be taken a POW or be able to escape with the help of the Resistance.In all cases you will lose time,and morale among the remaining crew will be low. CRASHES IN UK TERRITORY ----------------------- You will be able to return to your base quite quickly.Your crew may suffer injuries or wounds my be aggrevated by the crash.It may help if you issue the correct radio message before crashing so that the wounded will not have to wait too long for medical assistance. BAILING OUT (ALL CREW) ---------------------- The signal to bail out can be given at any time to your crew simply by selecting the Bail Out Icon on one of the Compartment Screens.It is a serious matter to bail out of a B-17 and once you have issued the order,everyone will respond.There is no turning back.You will lose your bomber and may injure your crew in a dangerous landing.If you are inside friendly territory you may be able to issue a radio message warning rescue services of your position. [P.104] DITCHING IN THE SEA ------------------- If you are going to ditch in the sea,you will be much more difficult to find.Remember to transmit a radio to the rescue services. It is recommended that,in the event of an anticipated crash landing,you move all the crew (except the pilot) into the Radio Compartment. GETTING BACK HOME ----------------- POW --- It is possible to escape from POW camp and get back home but all this will take time. ESCAPE WITH HELP FROM RESISTANCE -------------------------------- The Resistance fighters in occupied Europe will help you escape back to Britain if you land up in their lands. REPLACEMENT BOMBERS ------------------- The Bomber Roster Screen will be updated.New bombers will appear for you to pick and name. ----------------------------------------------------------------------------- END OF MISSION ----------------------------------------------------------------------------- [P.108] DEBRIEFING ---------- At the end of the mission when the bomber has landed you will be given a summary of what happened during the raid. TARGET DAMAGE ------------- The scale of damage inflicted on the target will be shown. There are four types of target damage: Direct Hit; Superficial Hit; Near Miss; and Complete Miss. The damage from the player's own aircraft are the most important for mission success. [P.109] ABORTED MISSION --------------- You can choose to abort any mission by issuing the correct message from the Radio Compartment. JUSTIFIED ABORT --------------- If you have aborted the mission because of any justifiable reason such as mechanical failure,no action will be taken against you. CREW CHANGES ------------ Crewmen who survive missions become better at their jobs and will always exceed the skill levels of any replacement crews.Continued good health of the original crew is thus very important. During the mission any successful use of skill by a character is recorded and rewards appear on the crew list. ----------------------------------------------------------------------------- MEDALS AND PROMOTIONS ----------------------------------------------------------------------------- [P.112] MEDALS ------ In Fortress, Medals are rewarded for single outstanding missions.The decorations available are: CONGRESSIONAL MEDAL OF HONOUR ----------------------------- The Congressional Medal of Honour is America's highest military decoration. Awarded for conspicuous gallantry above and beyond the call of duty,in action actual conflict with an opposing armed force. DISTINGUISHED FLYING CROSS -------------------------- Awarded for heroism or extraordinary achievement while participating in aerial flight. DISTINGUISHED SERVICE CROSS --------------------------- Awarded for extraordinary heroism in connection with military operation against an opposing armed force. SILVER STAR ----------- Awarded for gallantry in action against armed forces. [P.113] BRONZE STAR ----------- Awarded for gallantry in action against armed forces. PURPLE HEART (AWARDED AUTOMATICALLY TO WOUNDED CREW) ---------------------------------------------------- This medal is awarded to servicemen who are injured or killed as a result of an act by an opposing armed force. THE AIR MEDAL ------------- Awarded to any crew member who has completed 25 missions. PROMOTIONS ---------- Promotions are available to all members of the crew for outstanding or consistent performance during one or several missions.Promotions run along two scales:officers and enlisted men.All crew members start at either Sergeant rank or Second Lieutenant. FOR OFFICERS (PILOT,CO-PILOT,BOMBARDIER,NAVIGATOR) -------------------------------------------------- Second Lieutenant Lieutenant Captain Major Lieutenant Colonel [P.114] FOR ENLISTED MEN (ALL GUNNERS,RADIO OPERATOR,ENGINEER) ------------------------------------------------------ Sergeant Staff Sergeant Technical Sergeant Master Sergeant First Sergeant After a successful mission you will return to the Crew Photo screen where you will be told if you can make a number of promotions or award decorations.Follow any on-screen prompts.You need not use all the rewards available but may reduce crew morale if you fail to do this. After the reward screen you will be returned to the Crew Photo Screen where unavailable (injured) crew will fade out until they recover. Replacement crew will appear in their place. BOMBER NOSE SCREEN ------------------ You Bomber will be decorated with painted markings as a record of any combat/bombing success:bombs for completed missions and crosses for enemy fighters shot down. SAVE GAME/BOMBARDIER/PILOT/CREW ------------------------------- Note that you cannot Save the game in the middle of a mission.Once you finish a mission an Icon will appear to allow you to Save a particular campaign in the Roster Screen.Follow any on-screen prompts.For more details please consult the Technical Supplement in your Flying Fortress package.You can continue the current campaign once you start the simulation or choose to start a new campaign. END OF TOUR ----------- If you succeed in completing 25 missions that will be the end of your tour duty.Your battle-hardened crew will be sent back home for a well earned rest and employment as training instructors.If you wish to return to combat duty choose another bomber and crew and start again.There are enough targets in Flying Fortress to keep you flying for a very long time. ----------------------------------------------------------------------------- A BATTLESHIP FOR THE SKIES ----------------------------------------------------------------------------- [P.118] When newspaper reporters were first shown Model 229 in Boeing's Seattle factory on 16th July 1935,the aircraft simply took their breath away. "A regular fortress",one of them said,"a fortress with wings!" The company liked the name used in the headlines,so decided to register it as a trade mark."The Flying Fortress" was born. Comissioned by the US Army Air Corps (USAAC),her specifications were those of a `battleship of the skies';a multi-engined bomber capable 0f 200 to 250 mph at 10,000 feet with a cruising speed of 170 to 200 mph,a range of 6 to 10 hours and a service ceiling of 25,000 feet. When thirteen Model 299's were received by the USAAC,they were designated YB-17's.Y stood for elevation,B for bomber,17 for the 17th bomber design USAAC had accepted;it was an aircraft which exceeded all their specifications for speed,range,climb and load carrying performance. [P.119] President Roosevelt's realisation that involvement in war in Europe could not be avoided,combined with the bomber's good press,ensured that it was not long before the first orders were placed with Boeing for the production of the turbo-equipped B-17B's.Luckily,the B-17 had one more feature:it's adaptability to further develpment.Thirty-nine B-17B's were delivered to USAAC when the war broke out in Europe in 1939,followed by thirty-eight B-17C's and forty-two B-17D's;new improved designs that could give 323 mph top speed at 25,000 feet.In 1941,the RAF were sent twenty B-17's and Bomber Command designated them to Fortress I's. Boeing eventually took note of any design faults in the early types and produced,what was in effect,a completely new bomber,the B-17E,with its distinctive large tail fin and much improved firepower.The company built 512 B-17E's and then progressed to the B-17F which was the first truly battle-ready Flying Fortress.The B-17F rolled off the production line in the summer of 1942 and Boeing were eventually to build 3,405 of them.The B-17F was to be the model that flew the US 8th Air Force daylight unescorted raids into Europe in 1943. The next model,the B-17G was the final development of the design.8,680 B-17G's were built.In total,Boeing managed to equip 108 squadrons of the 8th Air Force,20 squadrons of the 15th Air Force in Italy and provided 200 B-17's to be used by the RAF. Excerpt from a newspaper on 4th June 1942 ----------------------------------------- US FORCES IN AERIAL SECOND FRONT Intensive discussions were under way in Washington and London today settling fine details for hurling hard hitting units of the US Air Corps in to the aerial Second Front over Europe. Only details to be released were contained in a statement that "a balanced force" of fighters and bombers would go into action under American command from designated American airfields in Britain staffed by American ground crews. Mr.Churchill in a statement in the House of Commons said US planes would join the RAF offensive "very soon." ----------------------------------------------------------------------------- [P.120] Most of the men who had flown a B-17 knew that it was a rugged plane. "She'll fight her way through to the target,do the job,take anything thrown at her and then do her damnedest to get you home,"stated a B-17 pilot inspecting a large hole in his plane's fuselage after a successful mission. Excerpt from a newspaper on 27th November 1942 ---------------------------------------------- CONTROLS SHOT AWAY,FORT CREW STILL SLAMS NAZIS AND GETS HOME A 20 year-old Flying Fortress pilot who forced his bullet-ridden ship to carry him and his wounded crew back home after a successful attack hobbled into dinner on a wounded foot after a dangerous landing.Fellow flyers asked him how he could fly the bomber with a bullet in his foot. "It was nothing much," he said,"I didn't have any control rudders left to use the foot on anyway." It was the second time in three weeks that the same Fort. with the same crew had successfully fought off a Nazi plane attack and returned home safely. ---------------------------------------------------------------------------- It was calculated that the average life of a B-17 flown by the US 8th air Force was 215 days:for 119 days the aircraft was non-operational,it was under reapir for 49 days and flying missions for 47 days. Such was the fury of aerial combat in the European theatre of operations that it was notable if a B-17 survived 25 missions in its first year. ----------------------------------------------------------------------------- UNITED STATES 8TH AIR FORCE OPERATIONAL PROCEDURE ----------------------------------------------------------------------------- [P.124] The American 8th Air Force had 983 operational days during World War Two in which its primary mission remained the same:daylight,high altitude precision bombing of occupied Europe with large formations of bombers. VIII BOMBER COMMAND ------------------- All standard daily operations were initiated by the US VIII Bomber Command with reference to the Combined Offensive Directive.The main restricting factor to every operation was the weather.A weather briefing took place every day at 10.15,16.00,and 22.00 at the HQ of the US Strategic Air Force in Europe in High Wycombe, about 20 miles west of London. Here senior operations officers received forecasts for the specified targets and for bases from where the aircraft took off.If the weather outlook was bad for the next day,the missions would be stopped after the 16.00 meeting.If the weather forecast was good,the Deputy commander of Operations was informed and his staff selected a target from the priority list.The weather played a major part in the scale of the operation;stable high pressure and clear skies were the ideal conditions for large formations of bombers and demanded a top priority target.If there was a chance of cloud the bomber force could be assigned several lower priority targets. [P.125] After further consultation with the experts, the Chief of Operations at High Wycombe HQ would make the final decision to go and confirm it an operational conference held at 22.00 hours.Targets,the force required and a co-ordinated plan of operations were worked out and written down in a formal Field Order which directed the bomber force into action.The HQa lower down in the chain of command were then informed. Excerpt from a newspaper on the 10th July 1942 ---------------------------------------------- MAJOR GENERAL SPAATZ IS AIR CORPS CHIEF IN EUROPE A real "flying general" is Major General Carl Spaatz,51,Commander in Chief of United States Army Air force in the European Theatre of Operations (ETO). Gen. Spaatz,whose work will be increasingly important as the United Nations begin intensive hammering of Germany from the air,holds active ratings as command pilot and combat observer.In the last war he shot down 3 enemy planes in the closing days of the war. ----------------------------------------------------------------------------- BOMB DIVISIONS -------------- When the three Bomb Divisions received details of the target and ordnance required a specific plan was worked out.Specialists studied target identification details and the Mean Point of Impact (MPI) for bomb strikes was established,along with the type of bomb and tonnage required.Route times and mean altitude were calculated and Fighter Command consulted about fighter escort requirements.The information was then passed to Combat Wings. [P.126] *NOTE: This page in the manual shows a map of all the US 8th Air Force Bases in Egland. [P.127] THE COMBAT WINGS ---------------- The 14 Combat Wing HQ's concentrated on purely operational matters and produced co-ordinated plans for each of their individual Bomber Groups to cover all parts of the bombing mission and to contrOl the course of the mission. THE BOMBING GROUPS ------------------ The Bombing Group was the main combat unit and usually received its first warning of the mission by telephone from the Groups Operational Centre.The Group Watch officer,based in the Groups Ops building,a windowless and gas proof structure,then told the duty clerk to inform all the necessary services on the base.These were: THE GROUP COMMANDING OFFICER S-3 GROUP OPS OFFICER S-2 INTELLIGENCE SECTION GROUP NAVIGATOR AND BOMBARDIER OFFICERS THE WEATHER OFFICE THE FLYING CONTROL ORDNANCE AND ARMAMENTS SECTION THE ENGINEERING OFFICER THE SIGNALS/PHOTOGRAPHIC UNITS THE MESS HALL TRANSPORTATION The duty clerk also informed the guard room MP's to limit movements in and out of the camp and the telephone exchange to restrict calls.A red flag was raised to inform camp personnel that they were restricted to barracks. [P.128] Information sent by wing,in advance of the Field Order,gave the number of aircraft to be prepared and the bomb and fuel loads.An availability list of crew and aircraft was prepared.The practice was that one squadron would stand down every fourth mission and lead crew be assigned on a set rota.The target code was deciphered by S-2 Intelligence officers and the correct folder retrieved from a high security safe.The folder contained a clear vertical photograph and other specific details of the target.A grid was placed over the photo and the required MPI (the centre of the desired bomb pattern) established and then target infomation was didtributed.In the Intelligence building,the staff assembled and then the target information was distributed.In the Intelligence building,the staff assembled photos, flak location charts and maps while,in the Group navigator's office,others were marking out the planned routes,distances and times of assembly. Schedules were calculated so that everything could coincide with the designated zero hour. Ordnance were then informed of the bomb load and ground crews put in readiness. Everything was all ready for the mission briefing when the crews assembled and the target for that day announced.The chain of command ended with the individual flyers who had to take the B-17's across occupied Europe.It was their job to complete the planned mission ----------------------------------------------------------------------------- A B-17 BOMBING MISSION ----------------------------------------------------------------------------- [P.132] GROUND CREW ----------- THE CHIEF ENGINEER ------------------ 4am.The noise of trucks on the move can be heard across the base, Ordnance crews are collecting bombs from the dump.The Chief and his ground crew are already awake and at work on the aircraft.The auxiliary power plant,a small petrol generator called the `putt-putt',is started up.It is there to boost the electrical supply of the plane on the ground and save the aircraft batteries. THE ARMAMENTS OFFICER --------------------- The Squadron Armaments officer appears and climbs in to the B-17.He opens the door to the bomb bay,walks along the catwalk and sits in the bomb aimer's seat in the nose.He switches on the bombardier's panel and opens the bomb bay doors by moving the first two levers.He checks that the red warning light has come on.He then moves the second lever to one of 3 positions.he chooses `Selective' (a selective drop of bombs).He switches on the Intervalometer which sets the bomb drop intervals and then tests the bomb shackles and electric firing solenoids by pressing the bomb release located on the top of the panel.Test lights flash back at him as he switches the lever to `Salvo' (emergency drop of bombs) and `Lock'. [P.133] The Chief checks the operation of the bomb bay doors from the outside,then removes the canvas windshield cover.The Duty Mechanic removes the canvas wraps from the engine cowling. THE BOMBS --------- It's not long before the ordnance crew arrive with the bomb loads.The service truck is pushed under the plane and located below the bomb bay.The trailer contains ten M-43 500lb general purpose bombs.They are all marked with two yellow bands front and back;indication that they contain TNT.The ordnance crew attach the shackles from the B-17's racks to two lugs on each bomb.The bombs are then winched into the bomb bay and placed at the correct position.The tail fins are screwed on and the nose and tail fuses carefully fitted into each bomb.Each fuse has a small propeller-like vane which rotates as the bomb drops and arms the fuse.The device is made safe by a securing wire that will be removed by a member of the crew after the bomber has taken off. THE PRE-FLIGHT -------------- Meanwhile,the ground crew are pre-flighting the B-17.the prop blades are pulled and turned through three complete revolutions,to remove any excess fuel which may have seeped down overnight.The Chief performs his checks. He turns on the battery and ignition switches and ensures that the terminals on the voltage converters are not shorting.The fuel booster pump is turned on,the pressure checked and the throttle set to 1000 rpm.He starts number one engine,then the other three.The turbo supercharging system,that enables the 1,200hp engines to run at full power between 20,000 and 30,000 feet,is inspected and the prop pitch controls are checked.Then everything reported faulty from the previous day's missions is checked again. [P.134] THE AMMUNITION -------------- At the same time an ammunition truck appears and unloads 10 wooden boxes of 0.50 calibre ammo into the rear fuselage.The 0.50 calibre machine guns are loaded onto the plane and installed.Each weighs 64lbs and is capable of firing 750 rounds per minute at a maximum range of 3,500 feet.Each magazine contains 365 rounds. THE FUEL,TYRES AND OXYGEN ------------------------- The fuel tanks are then topped up.The B-17G has a maximum capacity of 2,780 US gallons with 5 filling points on each wing between the two engines.The tanks are self-sealing Tokyo Tanks made up of rubber composite divided into 18 small cells.The tyres are inspected and any small oil leaks from the engines are checked for signs of deterioration.The oxygen supplies are checked.These consist of 18 light metal bottles each giving 5 hours supply to one man at 30,000 feet. FLIGHT CREW ----------- THE CREW -------- The flight crew arrive as the last major checks are being completed.They are clutching their flight bags and parachute packs,wearing olive green overalls,heavy brown sheepskin jackets and trousers.A standard crew for a B-17G,by rank and position,was: 1st Lieutenant - Pilot/Captain Flight Officer - Co-Pilot Staff Sergeant - Right Waist Gunner Staff Sergeant - Ball Turret Gunner 2nd Lieutenant - Bombardier/Togglier (toggles bombs on visual sighting of other dropped bombs). [P.135] 2nd Lieutenant - Navigator Technical Sergeant - Radio Operator Technical Sergeant - Engineer/Top Turret Gunner Staff Sergeant - Left Waist Gunner Staff Sergeant - Tail Gunner PRE-TAKE OFF PROCEDURE ---------------------- The crew perform their own checks and they confirm over their throat microphones that they are all in position.The engines are started up and the altimeter is set for the height of the airdrome above sea level.The chocks are signalled away.The B-17 taxis off and joins the other bombers at the edge of the runway.The pilot has to keep the 30 tons of plane on the tarmac whilst not being able to see ahead.He steers by watching the edge of the tarmac paths through a side window of the cockpit and tries to use the brakes as little as possible.He knows that over use of the taxiing can burn out the brake lining.The engines are revved to 1,500 rpm to clear out any muck from the spark plugs and all the while the tail gunner keeps an eye on the plane behind;in case it gets closer than the standard 30 yards. Excerpt from a newspaper on the 9th October 1942 ----------------------------------------------- SINGLE FORT FIGHTS OFF 50 NAZI PLANES This is the story of heroism - the heroism of men and their machine.The machine was a Flying Fortress,the men were the crew. "They were two miles above France,two engines were out of commission.In the plane were three shell holes in the rudder and three more in the stabiliser and another in the wing,half the controls were shot away,the landing gear was smashed and there were more than 200 holes in the fuselage." That was the result of anti-aircraft fire. The crew members weren't professional soldiers with lots of experience. All were fresh from civilian life.The pilot and co-pilot were lawyers, the bombardier was a student.The navigator worked for a polling organization. A coal miner,a painter and a printer manned the guns. And this crew,which hadn't even flown together as a complete unit before, brought their plane safely back to England. Their B-17 was the last bomber over the target.They had just crossed the target when Lieutenant Price heard shouts from every corner of the plane. "Here they come!" "They" were Focke-Wulf 190's. From every side they came,spitting machine gun bullets and cannon shells from every angle.Cannon shells knocked one of the engines out and the B-17 started to lose her place in the formation.The Fw 190's swooped down in for the kill.The pilot started a long glide down as anti-aircraft shells ripped a big hole in the wing and three more shells tore a big chunk out of the rudder..... ----------------------------------------------------------------------------- [P.136] When the aircraft gets to the edge of the mile and quarter long runway it waits with other members of its squadron and then a `take off check' is performed:aileron,elevators and rudder trim tab controls are zeroed.The wing flaps raised and the propeller pitch control tested.The generators are turned on,the turbo-superchargers tested,the parking brake and the wheel lock turned off. THE TAKE OFF ------------ The Captain swings the aircraft into position just after the plane in front begins to take off on the 150 foot wide runway.He locks the tail wheel to `on' to keep the B-17 straight during its run.Final checks are made to gyros,generators and fuel booster pumps as the Captain waits for the double-flash of green light from the black and white chequered runway control van.The controller looks through the glass roof of the van and signals with an Aldis lamp.He tries to time each take off at one minute intervals.The captain takes the pressure off the foot brake and selects the correct manifold pressure and opens the throttles.At 100 mph,the B-17 takes off and the pilot eases up on the control column and raises the landing gear.This is an anxious time for most crew as the plane,packed full of bombs and fuel,climbs gradually and builds up speed.At the IAS (Indicated Air Speed) of 150 mph the Captain throttles back and reduces the rpm from 2,500 to 2,300 by adjusting the propeller pitch controls.The plane should now be climbing at about 300 feet per minute and flying through any overcast,to assemble in formation above the clouds.This is the time when there is the greatest risk of collision with another aircraft in the Group. [P.137] ASSEMBLING IN FORMATION ----------------------- The Captain's next task is to assmble in formation with the other planes of the squadron,as stipulated by orders.A radio compass is used that works with short range radio beacons in selected locations.A morse code call sign (called a Bucher signal) is transmitted and the plane receives it via a small loop aerial located under the nose section.Lead aircraft fire differrnt coloured flares at 10,000 feet to give a visual check for other pilots.Squadrons have built into Groups,Groups into Wings and Combat Wings into Divisional Columns.The whole process is very slow because everyone has to keep up with everyone else.Above 10,000 feet the crew are told to go on oxygen.The heating should already be operational.The two waist gunners have electrically heated flying suits under their sheepskins but the rest of the crew have warm air ducts that channel heat to their sections.The Ball turret is very cramped and always assigned to someone of small build.He has to spend about 5 hours curled up,looking 5 miles below him,without a parachute. [P.138] If something happened to the B-17 it would take him, with help, about a minute to get out and get his parachute on;a minute in a crashing B-17 is an extremely long time. HIGH ALTITUDE FLIGHT -------------------- At about 13,000 feet,the aircraft climbs a t 200 feet per minute.Above 19,000 feet,the ball turret gunner reports contrails;gases from the hot engine exhaust meeting the frozen air in areas of high humidity producing condensation trails.The formation levels off at 21,000 feet.The Navigator, even though they are travelling in formation,keeps an accurate track of their position using his "GEE" box.The guns are loaded and test fired about 30 miles off the English Coast,at the same time the arming pins are removed from the 10 bombs in the bay.The captain looks at the Airspeed Indicator which registers 150 mph but knows this is not the true airspeed (about 206 mph).Working on atmospheric pressure the AI reading declines with increased altitude. [P.139] INTO ENEMY TERRITORY -------------------- Over the enemy coast the crew don their cumbersome flak suits,worn like body armour made by overlapping thin steel plates inside canvas aprons.They know the German radar and listening posts will have been tracking them for the last hour and the enemy defence controllers will be trying to guess their mission objectives.The gunners in the B-17 look all around their field of fire re-assured by the sight of the zig-zagging `Little Friends' 6,000 feet above them;P-47's fitted with long distance drop tanks.Then the flak begins to burst in little black clouds around the formation. THE INITIAL POINT ----------------- The formation reaches the Initial Point:the seleceted point over which the bomber force will begin its turn to make the bomb run on the target.Flares are fired to give visual confirmation.In this case,the cloud cover (undercast) is too thick,and the leading aircraft from the Pathfinder Force will mark the target using their H2X ground-scanning radar sets.The leading Combat Wing approaches the bombing run.There are four minute intervals between Wings.Flak intensifies and squadrons of enemy fighters sweep through the formations firing at `Purple Heart Corner':the lowest and therefore most exposed flight in the formation. Excerpt from a newspaper on 30th August 1943 -------------------------------------------- GUNNER HANGS BY HIS TOES FROM THE BALL TURRET Hanging by his feet from the ball turret of a Fortress 2 miles up in air gave S/Sgt.Abe Klavel a lop-sided view of Nazi fighters. Klavel fell from his turret when the door came off but as luck would have it,his toes hooked over the pedal of one of the turret guns.He dangled there without a parachute as enemy fighters swept through the formation, until he could haul himself up by his toes. [P.140] THE BOMB RUN ------------ The bombardier opens the bomb doors and flips open the safety lever on the bomb release.In this mission he does not have a bomb sight and is waiting for the leader to drop his bombs.When the lead bombardier is lined up on the smoke markers released by the Pathfinders,a red flare is fired and the bombs are released.The Group hope to bomb a compact area 500 by 250 yards. The ball turret gunner confirms that the boms have been released and the bomb bay is checked to see that all bombs have gone and then the doors are closed.With the loss of the weight of the bombs the formation speeds up to about 160 IAS (224 mph) and heads for the designated rally point. Excerpt from a newspaper on the 21st November 1942 -------------------------------------------------- BOMBER CREW GET FOUR FW'S IN 30 MINUTES A half-hour of hell in a B-17 whose tail gunner kept on shooting with his whole side mangled;a cannon hole through the aircraft fuselage;a waist gunner still firing;a motor and wing smashed,but all safe home.Four German fighters down for sure,four more probable and they fought off 30. That's the story of a bomber crew's heroism in a noonday's work over Rouen. The tail gunner's whole left side was sprayed with steel fragments.But for the next fifteen minutes he fired his remaining gun with one hand and, when a Fw 190 came too close he calmly shot it down in flames. ----------------------------------------------------------------------------- [P.141] THE RALLY POINT --------------- The rally point is chosen as a known area out of range of enemy flak batteries where squadrons can re-form into defensive combat wing formations. The combat wing leader tells the radio operator to send a `target bombed' message to HQ. 100 miles from home,IFF (a signal Identification Friend of Foe) is switched on by the radio operator to warn friendly bases of the force passing above them.During the mission the B-17 could identify itself to friendly aircraft by firing coloured flares on a pre-set code or by flashing the correct mission code with an Aldis lamp. ----------------------------------------------------------------------------- [P.142] The plane now drops 500 feet per minute and,once below 10,000 feet,the crew come off oxygen.Home base is informed of their arrival times and all activity is based on their ETA. THE RETURN TO BASE ------------------ Flying control picks up radio signals from the formation approaching the base.The Ops officer is already waiting at the tower.The duty clerk informs the MP's,ambulance and fire tender crews.By the time the planes are over the airfield they have spaced themselves out giving priority to those with casualties and damage.After these bombers have landed the order of landing is the lowest altitude squadrons first.Bombers land at about 20 second intervals,planes with casualties turn off the runway as soon as possible to be intercepted by awaiting ambulances. ----------------------------------------------------------------------------- [P.143] Other bombers use two outside engines to taxi directly to their airfield dispersal point.The flight crew get out,stretch their legs,inspect their aircraft and pack their flight bags.the gunners remove the guns and clean them ready to be collected by the ammunition crews.The pilot fills in Form 1A to report any flight problems and damage sustained on the mission. DE-BRIEFING ----------- A truck arrives to collect the flight crew and take them directly to the briefing rooms.Here,personal equipment is handed in (parachutes,flying suits,oxygen masks,Mae Wests etc.) and the crew get something to eat.An Ops officer lists any items of important news that has to be acted upon immediately;such as aircraft in trouble,planes ditching in the sea and important enemy activity.When all is ready,the crews are interrogated;one interrogating officer per crew.The officer asks a standard set of questions encompassing all aspects of of the mission,such as enemy fighter numbers, flak locations,weather over the target.fighter escort,lost aircraft and any other observations. Excerpt from a newspaper on 20th January 1943 --------------------------------------------- FORTRESS DIVES 7,000 FEET AS PILOT FIGHTS FOR CONTROL Controls gyrating so wildly that the pilot and co-pilot were hurled from their seats,the Flying Fortress plunged toward the English Channel. Struck simultaneously on both wings by cannon fire from Me 109's,the ship,which had just completed its bombing run over Lorient in a recent raid twisted out of control and went into a dive. As the crew and anything movable were being thrown about the interior the Flying Fortress fell from 10,000 feet followed by Me 109's pumping bullets into the plane. At 3,000 feet Capt.E,Wrightson fought with the controls and pulled the bomber out of its death dive. Intelligence officers heard the story when they interrogated the crew.The plane was part of a formation attacking a U-boat harbour. ----------------------------------------------------------------------------- [P.144] *NOTE:This page shows a photograph of a Combat Report form,filled in on the 13th of January 1944. ----------------------------------------------------------------------------- [P.146] Continued from page 143. Claims by gunners for the number and type of aircraft shot down are then reviewed and compared in order to avoid `doubling-up'.Navigators hand in their flight logs and,with bombardiers,write up their own specific reports. Lead bomber crews are interrogated further with more detailed questions. The whole process takes upwards of one hour forty-five minutes.When the crew are dismissed,trucks take them to the mess hall or back to their barracks.Most will want to sleep,shattered by the fatigue of combat.They know that they may be called upon to fly again in a few hours time. Excerpt from a newspaper on 24th November 1944 ---------------------------------------------- FLYING FORT LANDS BY ITSELF A B-17 with its inboard engines out of action and the propellers feathered made an almost perfect landing in a corn field in Belgium - but without its crew! The aircraft came to a halt near an Allied air base.Help was quickly to hand but no one was found in or near the bomber.Belgian farmers witnessed the entire episode were adamant that there was no one on board. It is believed that the bomber landed under the control of the automatic pilot. ----------------------------------------------------------------------------- TARGET ASSESSMENT ----------------- Pictures taken from strike cameras are studied in Group Operations and Intelligence rooms as soon as they have been processed.The Group strike pattern on target is plotted and a detailed report sent to Wing and Division.An assessment of the results of the bombing is analysed at Division HQ and the loss to the enemy is calculated.If necessary,the target is put back on a priority list for future attack.Meanwhile,the ground crew is back at work on the planes.They have been sleeping for the duration of the mission,now they are back at work patching up the aircraft and maintaining each bomber;ready for another combat mission tomorrow morning. ----------------------------------------------------------------------------- STRATEGIC BOMBING ----------------------------------------------------------------------------- [P.148] THE CONCEPT OF WAR FROM THE AIR ------------------------------- In 1991,in his book "Command of the Air",the Italian Colonel Giulio Dautet prophesied that wars in the future would be waged using aircraft independent of ground forces to strike at civilian and industrial centres.This basic idea,later called strategic bombing,was adopted by many European military leaders and was to have a strong influence on tactical thinking about air power.Britian was committed to the concept of strategic bombing from the end of the First World War with the premise that a direct attack on the enemy's rear was the main role for an Air Force.In these early years,Sir Hugh Trenchard,regarded as the father of the RAF,completed a study of air power. "There are two factors",he wrote,"moral and material effect.The object being to obtain the maximum of each.The best means (of doing this) is to attack industrial centres where you can do military and vital damage by striking at the centres of war materials and achieve the maximum effect on the morale of the population." It was thought that strategic bombing extended the age-old principle of siege warfare:traditionally anyone who stayed within a fortress under seige would expect to suffer from the resultant hardships.After the experience of the First World War,the British and French governments tried to increase Air Force capabilities;the air force had to be given the means to mount an air offensive against a future enemy.At the same time,they tried to reduce the effects of enemy air raids. "The bomber will always get through",stated Stanley Baldwin,the British Prime Minister and thus with this philosophy,RAF leaders pushed for the construction of a massive bomber force. GERMAN AIRCRAFT PRODUCTION -------------------------- German aircraft production had developed on a smaller scale than Britain or the USA and was unsuitable for the production of large long-range machines that were needed to carry out strategic bombing.In the campaign that they waged against Britain in the early years of the war they had to use medium-range bombers which were originally designed to support ground troops.It was not until 1943 that the Luftwaffe tried to get a strategic bomber force built but,by then,it was too late. ----------------------------------------------------------------------------- [P.149] The British and Americans had fine tuned their bombing tactics and could deliver 1000 bomber raids,day and night,deep into German territory. The Germans,with their diminishing resources,could never hope to catch up. THE `BOMBING CODE' ------------------ Originally,both sides in the war believed that the bombing of targets such as ports,airfields,railways and bridges was legitimate behaviour and did not contravene the accepted conventions of war.There existed an unwritten code in the minds of Air Force leaders that prohibited the indiscriminate bombing of cities.when the battle of Britain became a far more difficult struggle than was anticipated and Hitler ordered the bombing of London's East End,he still tried to justify breaking the code claiming that the British had bombed German cities first.When the RAF bombed Berlin soon after in retaliation,Hitler announced that he "would raze the British cities to the ground". THE BRITISH BOMBING CAMPAIGN 1940-41 ------------------------------------ Although still not strong enough to cripple Germany,RAF Bomber Command began its campaign in the winter of 1940.The RAF bombed Munich,Germany in November and in retaliation the Luftwaffe carried out a raid on Coventry; destroying 60,000 buildings in the English industrial heartland.Bomber Command's response was an attack on Manheim which was unsuccessful,but was notable as the first recorded attempt at `area bombing' by the RAF.Area Bombing was the destruction of a large industrial area without reference to precision targets.The winter of 1940-41 saw the bombing of London and other cities by the Luftwaffe. ----------------------------------------------------------------------------- [P.150] There was no equivalent damage inflicted by the RAF on the German cities. In fact,in some raids,more British aircrew died than German civilians mainly due to the poor design of the bombing aircraft. THE BRITISH BOMBER PERFORMANCE 1940-41 -------------------------------------- The British heavy bombers lacked speed,range,altitude and were severely under-powered.In most missions the RAF had to cross most of France,Belgium or Holland,all well defended by German anti-aircraft artillery.Bomber Command also lacked long-range fighter escort to protect the bombers in daylight raids,so they had to restrict themselves to night time bombing.At the beginning of the war,navigational equipment was rudimentary and it was difficult to locate targets;even when they were large cities.It was therefore no surprise that some crews ended up bombing `wild' and `wide'. In a report to Winston Churchill,the British war prime minister,it was stated that on an average mission only 1 in 3 bomb drops would get within 5 miles of the target;in France the figures were 2 in 3,in most parts of Germany 1 in 4 but over the heavily defended industrial Ruhr district the figures dropped alarmingly to 1 in 10.In 1941,700 British aircraft failed to return from bombing missions. STRIKNG AT ENEMY MORALE ----------------------- Bomber Command knew that the aircraft they had in operation were not efficient enough to hit small targets with precision and,in an Air Staff Directive of the 14th February 1942,confirmed that the bombing campaign should be conducted against the morale of the enemy cililian population; especially the industrial workers.It was thought that worker discontent was the weak link in an industrial state and that the devastating effects of bombing would tip the balance and ferment revolt.This line of thought was coloured by the events of the Russian Revolution.It was to prove mistaken.In reality,the effect on the population's productivity was minimal and the workers' morale remained high,even after `dehousing'. THE NEW BRITISH BOMBERS ----------------------- At the beginning of the war the British bombers available to Bomber Command were the Hampdens,Whitleys and Wellingtons;all suffered from an inability to carry heavy loads.They were succeeded by Sterlings and Manchesters which were too under-powered for deep penetration into enemy territory.In 1942,the Halifax's and the Lancasters came into production. ----------------------------------------------------------------------------- [P.151] They had excellent performance,were built to withstand heavy attack and could carry massive bomb loads.After the arrival of these planes,Air Chief Marshal Harris pushed foward his plan for more `area bombing'.On 28/29th March Lubeck was bombed and the strike force returned with only 5% losses, the figure thought to be acceptable by the Bomber Command.This raid was followed by an attack on Rostrek.The Luftwaffe retaliated with the `Baedecker' raids on Norwich,York,Canterbury,Bath and Exeter;named after the guide books the Luftwaffe supposedly used to find the targets.In May 1942,Bomber Command mounted their first 1000 bomber raid on Cologne carrying a load that consisted of small incendiary and large high explosive bombs.The effect was devastating. NEW AIDS TO BOMBING ------------------- Arthur `Bomber' Harris single-mindedly pursued the build up of large numbers of heavy bombers and he was fortunate that,at the same time,there were new developments in design,production and target finding methods.GEE, a transmitter which allowed receiving aircraft to plot their position on a gridded chart and release the bombs at a pre-set point,was superseded by OBOE and H25,a radar set which gave the navigator a picture of the ground features below the plane. ----------------------------------------------------------------------------- [P.152] Another major aid to target finding was the creation of Pathfinder squadrons based on the new fast high-flying Mosquito light bombers. The squadrons took on the responsibility for marking the targets with incendiaries or flares and then the main group of the bombers bombed the markers.The Pathfinders were very effective and much better than the non- specialists in the bomber Groups. THE USA ENTERS THE WAR IN EUROPE 1942 ------------------------------------- In the Spring of 1942,the Us 8th air Force arrived in Britain and the strategic bombing campaign was henceforth conducted by two Air Forces.The US bombers began their campaign in August with a daylight attack on Rouen, France.The concept of daylight bombing was one that ranked very highly with US Air Force commanders.They knew they had the right tools for the job;the B-17,that could deliver good size bomb loads,and a bombsight,the Norden,that was very accurate.The B-17 had a long operating range,could fly at high altitude and had a heavy defensive capability.By January 1943 there were 500 B-17's available to fly missions deep into Germany. THE CASABLANCA CONFERENCE ------------------------- In January 1943,the Allies came to a formal agreement for a combined bomber offensive.They listed a large number of targets in the following order of importance:subrmarine construction yards,the aircraft industry, transportation,oil installations and other war industry centres. The conference also highlighted the differences between the Allies' concept of bombing.General Ira C.Eaker,the Commander in Chief of the US 8th Air Force, did not agree with British `area bombing'.Instead he believed in precision, daylight raids on identifiable `bottlenecks' in the German war economy that could be hit hard to produce the maximum effect. ---------------------------------------------------------------------------- [P.153] THE SCHWEINFURT RAID -------------------- The first such `bottleneck' was the ball-bearing plant at Schweinfurt in central Germany.Ball-bearings were essential to anything that had gears; from submarines to tanks.The US 8th Air Force bombed the plant on the 17th August 1943 but the mission was a complete disaster.The bombers had to cross northern France and half of Germany in daylight without fighter escort and they were cut down by the German fighter planes.Of 229 B-17's, 36 were shot down;a loss rate of 16% three times the figure regarded as acceptable by Bomber Command.Also 24 B-17's were shot down in a raid on a secondary target at Regensburg with 100 of the returning planes severely damaged.From that point the 8th Air Force chiefs decided to suspend long range missions without fighter escort until fighters could be adapted to accompany them most of the way to the target. Excerpt from a newspaper on 23rd August 1942 -------------------------------------------- B-17's BEGIN DAYLIGHT RAIDS ON FRANCE Bomb laden Flying Fortresses hit hard at German occupied France in high altitude daylight raids smashing a railway terminus at Rouen on Tuesday, attacking a German fighter base at Abbeville Wednesday and bombing a railway yard and other targets at Amiens,Thursday. All planes returned to their bases and a radio operator with an injured foot was the only casualty.The raids proved that efficiency of the secret bomb sight is no myth. Twenty-four Fortresses took part in the raid on Abbeville,but one of them had mechanical difficulty with the bomb doors in the English Channel on the return trip. Accompanying the B-17's were 500 spitfires,the greatest number ever to carry out a sweep.No enemy fighters were encountered. Wing Commander Kinross who led the escorting formations said after the Abbeville raid: "The US bomber boys were great.They did not waste any bombs."Twelve bombers participated in the first all-American raid on the continent. ----------------------------------------------------------------------------- BRITAIN STRIKES AT THE GERMAN INDUSTRIAL HEARTLAND -------------------------------------------------- Meanwhile,between March and July 1943,British Bomber Command carried out major attacks on Germany's industrial heartland;800 aircraft went went on 18,000 sorties and dropped 58,000 tons of bombs. ----------------------------------------------------------------------------- [P.154] When attention was switched to Berlin,1.5 million people were made homeless and 2,000 acres laid to waste.This campaign was only halted in order to provide bomber support for the invasion of Europe in June 1944. In raids over Germany casualties among among the Allied air crews had risen to 10%;double the level that was deemed to be acceptable.Since crews were expected to fly,on average,30 missions before being rested,the probability of being shot down before the end of a tour was very high.In practice,crews with over five missions under their belts survived longer than rookie crews.The increased losses reflected the development of German defensive measures.From 1942 onwards,German fighter control was improved and night fighters were radar equipped so that they could be guided by the ground radar Wurzburg stations.The RAF response was to equip their planes with radar detection devices and drop `chaff' or `window' to interfere with the radar signal.German fighters in turn used devices that homed-in on the bomber radar emissions and used these signals as target finders. THE EFFECT OF THE US LONG-RANGE FIGHTER ESCORT ---------------------------------------------- At the beginning of 1944,the US 8th Air Force had 1000 B-17's and B-24's in operation.Under new commanders Spaatz and James Doolittle,and with the assistance of P-47 Thunderbolts and P-38 Lightnings fitted with drop tanks,they could now penetrate deep into Germany and bomb targets that were well defended by the Luftwaffe.In March 1944 a new fighter,the P-51 Mustang, appeared that could fly to Berlin with an operational radius of 600 miles but with the performance of a fighter/interceptor.The Allied heavy bombers could now inflict damage on most parts of the Third reich.The German economy was to be put under severe pressure. ----------------------------------------------------------------------------- [P.155] THE GERMAN WAR ECONOMY ---------------------- The German economic strategy was very similar in concept to that of the blitzkrieg:a speedy victory at the beginning of the war would release German industry from the pressure of having to build vast numbers of war materials.Once it was clear that the war would be a protracted affair,the original economic strategy shifted.The push was for grabbing the raw materials of the occupied enemy:coal,metal rod and,and most important of all,oil. Excerpt from a newspaper on 25th December 1944 ---------------------------------------------- HUGE BOMBER FORCE OF 5,500 PLANES ROCKS VON RUNDSTEDT The largest force ever assembled for a single mission,in excess of 2,000 Forts and Liberators slammed communication and supply centres of the German offensive against Von Rundstedt's forces. Flying in columns of 400 miles long-so that as the first squadrons reached Germany the last planes were taking off from England! ----------------------------------------------------------------------------- [P.156] In Germany,the economic emphasis was also forced to change.Up to 1942 Hitler had insisted that the military effort should not be reflected upon civilian standards and that consumer goods should continue to be produced. By January 1942,he was forced to agree to armaments minister Dr.Albert Speer's plan that military production as a percentage of the Gross National Product would have to increase.This did happen quite spectacularly.For example,the production of arnaments as a proportion of GNP was 16% in 1941, 22% in 1942,31% in1943 and 40% in 1944.But there was no attempt to match the Allies' production in terms of numbers. Excerpt from a newspaper on 30th July 1944 ------------------------------------------ FORTS SMASH BIG NAZI FACTORIES US 8th AAF punched holes in the Reich industrial machine yesterday.1,200 heavies attacked engine factories,fighter assembly plants,synthetic oil plants in the Leipzig area. Excerpt from a newspaper on 3rd June 1944 ----------------------------------------- CALAIS HIT BY HEAVIEST ATTACK OF WAR Massive fleets of U.S. bombers roared over the Pas de Calais Channel ports to inflict the hardest single strike of the war. 1,700 USAAF bombers struck at the `so-called` invasion coast. QUALITY VERSUS QUANTITY. ------------------------ German thinking was based on the idea that the armaments they produced should be technically superior to the enemy`s. For example, German tanks and small arms were always of the highest quality. The Schmeisser MP-40 sub-machine gun was the best in use in any army and also the easiest to manufacture. the designers had reduced most of the components to parts that could be stamped out by machines. The idea of quality carried through to the concept of secret weapons such as the V.1 flying bomb and V.2 rocket. However, the philosophy of quality was difficult to put into practice in aircraft production. After 1942, German propeller-driven aircraft design fell behind British and American models and from that point Germany could never manage to produce an effective strategic bomber. The Luftwaffe single seat fighter, which had been used so effectively from its initial design in 1934, had reached the end of its life by 1943. Newly designed heavy fighters were all unsuccessful while the first jet-propelled fighter, the ME262, was extremely effective but limited in numbers. If Hitler had allowed mass production of these aircraft it could have made an enormous impact upon the allied strategic bombing campaign. ------------------------------------------------------------------------------ [157/8] Excerpt from a newspaper, 11th October 1943 ------------------------------------------- SUPER FORTS BLAST A PATH TO BERLIN German radio reported stories of `Super Flying Fortresses` that carried no bombs but were leading USAAF raids against Germany. Nazi commentators called the planes `four-engined fighters` with 0.50 calibre guns placed in extra positions than the basic B-17. The report continued that they were trying to clear the sky of German fighters before the main formation arrived.......USAAF sources refused to comment. Excerpt from a newspaper, 7th June 1944 (D-Day plus 1) ------------------------------------------------------ FLEETS OF ALLIED PLANES POUND NAZI TARGETS Allied aircraft strafed and bombed hundreds of miles of French beaches, giving the invasion force undisputed mastery of the air. Between 12 Midnight and 8am, 33,000 Allied airmen flew over French skies in 20,000 sorties. Despite the huge number of planes it was reported that only 1% of the aircraft were lost. Excerpt from a newspaper, 23rd March 1944 ----------------------------------------- 1,500 TONS DROPPED ON BERLIN. LUFTWAFFE REFUSES TO FIGHT Unchallenged by the Luftwaffe, Flying Fortresses bombed the German capital for the fifth time. It is believed there were 600 heavy bombers, escorted by 800 fighters. Berlin was shrouded in cloud and US bombardiers used scientific cloud bombing methods. Flak was the heaviest yet experienced over Berlin said the fliers. Mustangs, Thunderbolts and Lightnings swept back and forth unopposed over Germany for over six hours. THE EFFECTS OF ALLIED STRATEGIC BOMBING --------------------------------------- By June 1944, the German standard of living began to fall drastically as the effects of the strategic bombing campaign were being felt. The vast number of imported workers soon became a drain on the war economy rather than a benefit. In the autumn of 1944 war production slumped. Oil production, most important for tanks and aircraft, suffered badly. By September 1944, as a result of the Allied bombers` oil offensive production fell from 316,000 tons to 17,000 tons. Production of aviation fuel also fell to 5,000 tons and, by early 1945, most of the Luftwaffe reserves were used up. In fact,Germany would have been unable to continue the war beyond Christmas 1944 if there had not been a revival in production at the Politz synthetic oil refinery. It`s difficult to assess the true effectiveness of strategic bombing but it was obvious that the morale of the German people was never broken by the bombers. At the end of the war, it was estimated that 800,000 civilians had been killed as a result of the bombing campaigns, the US 8th Air Force lost 2,400 bombers and British Bomber Command had lost 55,000 aircrew. Excerpt from a newspaper, 24th November 1944 -------------------------------------------- V2 ROCKET FACTORY PUMMELLED BY FORTS A secret weapons V.2 factory and assembly plant near Weimar was smashed by Fortresses of the 8th AF. Approximately 130 bombers dropped a concentrated pattern of bombs. 8th AF aircraft were grounded yesterday by bad weather. Excerpt from a newspaper, 27th August 1944 ------------------------------------------ GERMAN OIL OUTPUT HALVED IN 90 DAYS A record task force of 1,900 British based heavy bombers battered seven enemy oil production centres as part of a 90 day campaign that has slashed Nazi oil and gasoline production by 50% ------------------------------------------------------------------------------ [162] ------------------------------------------------------------------------------ THE DEVELOPMENT OF THE BOMBER AIRCRAFT ------------------------------------------------------------------------------ In 1929 the Handley Page Hinaidi was a typical modern bomber. It had a maximum speed of 115mph at 5,000 feet but at 15,000 feet this fell to 98mph As the aircraft climbed, the pressure of the fuel-air mixture entering the cylinders also fell aand therefore power from the engines was reduced. With a bomb load of 1,500lbs, and operating at 5,000 feet, the Hinaidi could only reach a speed of 75mph and an operational radius of 100 miles. By reducing the bomb load to 500lbs the aircraft could extend this radius to 275 miles. There was a four-man crew who sat in the open, had three-hand operated machine guns and used a simple vector type bombsight. THE PRE-WAR DECADE ------------------ Engine Power ----------- This was one of the most important developments from which all other designs flowed. In the decade before 1935 new engine technology produced a 50% increase in power while at the same time reducing engine weight per h.p. and fuel consumption per h.p. by 20% Aerodynamic shape ----------------- In the wake of this increase in engine power, attempts were made to reduce drag (or wind resistance) created by the basic shape of the aircraft. One of the most difficult problems facing designers was the fixed undercarriage and this was solved by introducing retractable wheels. Similarly, the familiar second wing and struts were eliminated giving a cleaner line at cruising speed. One side effect of the single wing design was that landing speeds were much faster and wing loadings were very high. To cope with these problems there were major developments in braked wheels, wing flaps and variable pitch propellers. In effect, these design improvements meant that bomb loads could be increased. Flaps ----- When wing flaps were introduced in aircraft design they increased the lift obtained by the wings by 50% This meant that much smaller wings could be used to achieve much higher wing loadings. Partially-lowered flaps enabled bombers to lift heavier loads and, when fully lowered, could make the aircraft fly at much slower speeds and so conserve fuel. Flaps also served as good air brakes. [163] The Variable Pitch Propeller ---------------------------- This development converted engine power into thrust much more effectively with the result that less power was wasted during take off or in cruising and a saving on fuel that extended the range of the bomber. The variable pitch propeller also enabled the pilot to feather the blades (turn them end-on to direction of travel) until they gave a drag value of 0% if the engine failed. The Supercharger ---------------- The supercharger allowed a greater mass of air and fuel mix to be thrust into the cylinders at heights where the air was thin Full power could be achieved at very high altitudes with the added benefit of less wind resistance. The aircraft could, therefore, fly faster, further and higher on on the same power and, at the same time, make itself a more difficult target for anti-aircraft artillery and fighter interceptors. The Airframe ------------ The traditional fabric covered frame was replaced in this period by an all metal stressed skin which made the aircraft body stiffer and stronger. The B-10 -------- All the above developments, except supercharging, were incorporated in the Boeing B-10 built in 1934 for the US Army Air Corps. The crew positions were enclosed, the nose gunner was given a turret and the bombs were placed in a proper bay. At the time, there did not seem to be a combat fighter that could intercept the B-10. The B-10 was to be the model on which all the WW2 bombers, including the B-17 were based. It was no wonder that Brigadier General Oscar Westerner declared that, `No known agency can frustrate the accomplishments of a bombing mission.` [164] DEVELOPMENTS DURING THE WAR IN EUROPE ------------------------------------- In 1939, the B-17 Flying Fortress was the most State-of-the-Art bomber in the air. The B-17A was bigger than any other current bomber with a take off weight of 42,600 lbs. It had four 930hp Wright Cyclone R-1820-F65 9-cylinder radial motors, a maximum speed of 265mph at 14,000 feet and, with a 2,000lb bomb load, could operate in a radius of 900 miles. The B-17A had five .30-calibre machine guns located in the nose, mid-upper, ventral, and two in the waist. When the war broke out, the type B-17B was just rolling off the production line in Seattle. It had new turbo superchargers fitted that could push its operating ceiling from 14,000 feet to25,000 feet. The B-17 mwas to change radically over the next six years. DEFENSIVE MACHINE GUNS ---------------------- Turrets and mountings --------------------- Originally, most bombers` defensive armaments were single hand-operated machine guns pivoting on a mounting attached to the structure of the plane. The main disadvantages being that it was always difficult to turn the gun into a 200mph slipstream and therefore the field of fire was severely limited. The next development was to give the gunner a rotatable mounting so that he could pivot towards the enemy. The slipstream problem was overcome by installing powered gun turrets which traversed the turret and the gun mounting ring, leaving the gunner free to control movement in azimuth and elevation by hand. Powered turrets soon became very sophisticated. Guns could be moved at 50 degrees per second and gunners could literally sign their names on a card if a pencil were placed in the gun barrel. Guns on a B-17 were electrically fired and electrically fed with ammunition. The defensive capabilities of all early bombers against attack from underneath were usually minimal and the only really successful manned turret was the US Sperry ball type that was fitted to the B-17 and B-24. It was unique in that it was electro-hydraulically powered and the gunner lay on his back to operate it. 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 deflections (the swerving path of fire towards the target0 but it was still extremely difficult to hit a moving object. These were eventually succeeded by the reflector sight; essentially an optical sight that left the gunner freedom to move his head to and from the sight without creating an error in deflection. The gunner had only the target to watch with the reticule in the optical viewer superimposed on it. By the end of the war most bombers either had gyroscopically predicting sights that gave very accurate deflection shooting, regardless of the relative position of target and gun, or compensating sights that took account of the forward speed of the aircraft and related it to the trail and motion of the enemy fighter. [165] Ammunition ---------- B-17 guns used a mixture of armour piercing, incendiary and tracer bullets. Tracer rounds were of dubious benefit as they made the gunner disregard their sights and follow the tracer path. This created a serious optical illusion which made them think they were on target when they were not. Tracer rounds did however alert other gunners in the formation that the enemy fighters were close and also had added deterrent effect on enemy pilots. ELECTRONIC DEFENCES ------------------- Carpet ------ With developments in radio and radar, bombers had to be equipped with new machines that could perform special tasks. To protect them from radar laid flak they used a `Carpet` noise jammer which radiated over a narrow band of frequencies. in an operating squadron, the ~Carpet~ was tuned to a slightly different frequency. This meant that they could jam across the entire German band used by the Warburg flak control radar. [166] Window ------ A simpler method of jamming was to release lengths of aluminium foil cut to roughly half the wavelength of the radar they were trying to counter. Bundles were released from the bombers in order to create a large number of fake targets. In vast quantities, the effect was quite startling; radar could be blotted out completely. The RAF called this ~Window~, the US 8th AF `Chaff` and the US Navy `Rope`. By the end of the war, the US 8th AF was dropping 2,000 tons of foil per month on bombing missions. TARGET FINDING -------------- Pre-war Navigation ------------------ Air navigation has always been difficult over sea, above clouds or at night; unless ground features were visible it was very easy to drift off target. Pre-war radio navigation techniques, first used in the 1930`s, consisted of single radio detection finders on which the aircraft homed in. The next major step forward was the directional beacon which laid down beams as set routes. One such type was the German Lorenz system. This was a short range groud transmitter which radiated a double beam with Morse dots and dashes. When the two beams overlapped, and the navigator could hear a continuous tone, he knew the plane was flying along a narrow precision route. German War Systems ------------------ The Luftwaffe`s `Knickebein` was based on the Lorenz system. It was further refined into a larger 4 beam system called `X-Geraet`. This used an approach beam and three intersecting cross beams which automatically released the bomb at the correct bombing point. Unfortunately, X-Geraet proved to be unwieldy, required special training for operators and heavy recievers had to be carried aboard the aircraft. [167] Gee --- The RAF`s GEE worked along similar but less complicated lines than the German systems. It allowed the aircraft to fix its position by timing the pulses of radio emissions from 3 ground stations. These were displayed as blips on grid lines across a radar scope. GEE co-ordinates could then be transferred to data charts. Accuracy was reduced with distance but it was possible for the navigator to get within five miles of the true position. GEE operated at a maximum distance of 350 miles depending on weather conditions. By the end of 1943, half the aircraft in US 8th AF were equipped with GEE. Oboe ---- OBOE was essentially an RAF `blind-bombing` system. It differed from GEE in that position was determined by two ground stations that measured distance by re-radiating signals aimed at the aircraft. Range was about 280 miles at 28,000 feet. [168] H2S/H2X ------- H2S and H2X were later developments of target finding systems. They worked by scanning the ground features under the aircraft. Echoes from built up areas bounced back with greater strength than those from open country and echoes from water were minimal. Thus, a signal could be displayed on a cathode ray tube, placed in the bomber, that was like a picture of the ground below and could then be studied with reference to an accurate map. These devices were quite heavy and cumbersome, but this was not a problem on a heavy bomber. H2S and H2X had the advantage that there was no maximum range limit. The disadvantage of H2S was that good target recognition depended on the terrain. The Germans countered these devices by building a machine called `NAXOS`, that could track H2S/H2X emissions and help their nightfighters or flak units locate the bomber formations. HORIZONTAL BOMBING ------------------ This was the usual method of bombing on the B-17 and other heavy bombers that had downward looking sights. Pattern bombing was the favoured system in which all planes held formation and released simultaneously on a signal from the lead bombardier. Ideally. this system produced a concentrated bomb pattern aimed by the best bombardier. Once the German flak gunners caught onto this procedure, they invariably concentrated their fire on the lead plane in the formation, making it a very hazardous position to be in and survive. BOMBSIGHTS ---------- In the majority of cases bombs were aimed visually, by aircraft flying horizontally from a great height. Two basic types were used: The Vector Sight ---------------- The bomb aimer had to set the aircraft speed and altitude, determine wind speed, direction and the bomb load ballistic data. He would look at a sighting cross made of thin pieces of wire, or lines of light on a screen, which showed where the bombs would hit if dropped at that particular moment. The Vector Sight needed a long horizontal approach and was not suited to a monoplane which tended to shift sideways as it banked for turns. In 1942, the RAF produced the Mark 4 which was gyro-stabilised and allowed the aircraft to make banked turns on a bomb run. It worked by passing the data to a complex analogue computer which corrected the sight to take account of any course deviation. [169] Tachometric Sight ----------------- During a bomb run a bombardier looked through a sighting telescope at the target. The sight was adjusted by a variable speed electric motor. The bombardier input bomb load and altitude data, then set the telescope sight over the target. The base of the sight was gyro-stabilised and, by keeping the telescope on the target, aircraft movement information was fed into the sighting computer. The computer produced course correction signals that were channelled to the pilot`s panel. When the bomber was close to the target, the sight telescope was almost vertical and the computer calculated when the release angle had been reached. Then a series of electronic contacts were closed and the bombs dropped automatically. The US version of the Tachometric sight was called the Norden. Later models of the Norden channelled data directly into the auto pilot and effectively, the bomb aimer could `fly` the plane by fine adjustment of the sighting telescope. The main disadvantage of this sight was that it needed at least 20 seconds of non- deviational flight. It also lost accuracy if fire and smoke obscured the target. [170] MACHINE GUNS AND AMMO --------------------- The Zone Firing System ---------------------- The hand held weapons in the B-17 were not as effective as hoped. A high number of planes were claimed to have been shot down by gunners in bomber formations, mainly because several gunners would be shooting at the same plane. For an average gunner, it was 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 AF decided to implement the Zone system of firing in air combat: ponting 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 any luck, incur damage. [171] Browning M-2 .50 Calibre Machine Gun ------------------------------------ The Browning M-2 was the standard offensive/defensive weapon used by the US 8th AF. It weighed 64lbs and was 57 inches long, and fired 750 rounds per minute. Its effective range was 3,500 feet. The gun was the same as that fitted to bomber escort fighter planes such as the P-51B. Bullets were 5.47 inches long, weighed 1.71 ounces and were available as tracer (tipped with red paint), incendiary (tipped with blue), armour piercing incendiary (tipped with silver) and plain armour piercing (tipped with black paint). Browning M-2 .30 Calibre Machine Gun ------------------------------------ Fitted in the early B-17 models as the nose armament but not used after the Spring of 1943. The B-17E and B-17F both had four sockets in the plexiglass nose to take 0.30 calibre`s and the bombardier was expected to move the gun from one location to another during air combat. In practice this was not done and the 0.30 calibre`s were usually left in one position. The 0.30 calibre`s could fire 1,200 rounds per minute but was ineffective due to its lack of range or muzzle velocity. [174] --------------------------------------------------------------------------- THE FIGHTING B-17`s ---------------------------------------------------------------------------- THE B-17E --------- The first of the `big-tail` B-17`s arrived in England to equip the US 8th AF in July 1942. All the planes had been modified with enlarged gun windows and 0.50 calibre guns on either side of the nose. Further modifications were made to them after they were operational incuding work on the radio, bomb- rack, lighting, oxygen, extinguisher and survival systems. By the time the B-17E had been shipped across the Atlantic, newer models were already coming off the Boeing production line. In fact, the B-17E was only on full combat status for just over two weeks before the appearance of the B-17F`s. The B-17E was not used in great numbers for combat because the F model was so different in performance that it made joint operations, using both planes unlikely. The B17E took a backseat and was eventually used as a trainer, a transport and a target-tower. With its armaments removed it could give better handling and speed. THE B-17F --------- The main difference between the E and the F was that wide bladre propellers were fitted to the new type that gave better performance. The F was made in greater numbers and had to be manufactured by three different companies: each factory had slight detail modifications. The source factory was listed by a suffix placed after the designation and block number: BO stood for Boeing, VE for Lockheed Vega and DL for Douglas. Thus, a plane with the designation B-17-109VE told you that it was made by Lockheed. The B-17F`s arrived in England in August 1942 and were destined to fly throughout 1943. However by the Summer of 1944 they were a rare sight on operational bases. The planes were subsequently re-modified by the individual bases to cope with the unique problems that came to light in air combat. The aircraft, designed and tested in warmer climes, had to cope with extremely low temperatures and high humidity of altitude flight. Problems encountered in the first few missions: the brushes in the electrical generators froze up, the ball turret would not rotate, guns jammed, there was a blind spot in the forward zone of fire and the tail was very heavy. [175] By November1942, the Luftwaffe fighter pilots had realised that they could attack a B-17 head-on and be safe from return fire from the actual plane. The fitted 0.30 calibre machine gun in the plexiglass nose was ineffective so individual Bomber Groups decided to replace it with the more destuctive 0.50 calibre guns. A nose gun installation kit was provided by the 8th AF Service Command and the importance of a forward mounted turret on a B-17 was impressed upon the manufacturers. The work on converting the nose turret was very slow and could only be carried out when the aircraft was free from combat commitments. It was not until May 1943 that the B-17F`s with a factory fitted nose gun mount landed in Britain. The failure of the ball turret was of greater concern on the early models. Apart from the problem with rotation, the oxygen line, throat microphone, and flying suit heater cords all became tangled during normal combat operation. The gunner also faced the risk of running out of oxygen. The bottle contained insufficient oxygen for a normal mission and it was the job of the waist gunner to re-charge the ball turret cylinder but the valve often froze open and the supply quickly emptied. [176] Other problems included a leaking hydraulic unit, and a turret door that was prone to cracking. Getting out of the turret in an emergency was also a painfully slow procedure. The gunner had to hand-crank the turret into the correct position, then lift himself out of the hatch and put on a parachute. Needless to say ball turret gunner was the least popular jobs among B-17 crews. By May 1943, the US VIII Bomber Command had listed a dozen priorities for standard modifications: nose gun fittings, upper turret charging handles, armour plate protection for the pilot`s panel, more ammunition for the gun in the radio room, an increase in the oxygen supply to all turrets, new radio antennae, Mark III IFF sets, a remote indicating compass and a life raft release. There was also a list of less important changes such as bullet proof glass in windows, relocating waist gun sites for a better field of fire, fitting of GEE and changes to the oxygen system. The cold condition the aircraft operated in tended to freeze the bomb bay doors and the bomb shackles. In early missions this problem was overcome by one of the crew using a crow bar on the frozen mechanism. Experienced crews would test the bomb bay door operation before they were on the bomb run. Nothing could be done to stop the plane from being tail heavy but crews were warned about storing equipment and ammunition near the rear. [177] Another cause for concern was the ability of the waist gunners to inadvertently fire into the wing and tail. In July 1943 an electrical cut off system was fitted which automatically stopped the gun firing pins if the gun was aimed at any part of the plane. One of the most important changes in the development of the B-17F was the addition of extra fuel tanks giving the plane another 1080 US gallons. Effectively, this increased the B-17F`s range by 1000 miles and the operational radius doubled to 650 miles. The extra fuel units were called Tokyo tanks (supposedly adding enough range so that a B-17 could get to Tokyo from a carrier in the Pacific) and were made up of nine rubber self- sealing cells between the ribs of both wings. These long-range versions first appeared at English bases in May 1943. [180] THE B-17G --------- The B-17G was the last production model of the Flying Fortress and was manufactured in the greatest numbers. In effect, the B-17G was the B-17F with the powered Bendix chin turret fitted under the nose section. Design modifications included the Minneapolis-Honeywell electric turbo-supercharger regulators allowing manifold pressure, or boost to be controlled by one control knob for all four engines. The pilot no longer had to worry about over-revving turbines or having to constantly tweak power controls to stop oil in regulator lines becoming sluggish. Another major difference was that the waist gunners were given an enclosure that protected them from the icy conditions of high altitude with the position of the guns staggered to to give them more room to manoevre. The tail gun position was also improved allowing a wider field of fire, a reflector sight and hand held guns. However, the new model B-17 also experienced its own operating difficulties. When fired at maximum elevation, the chin gun turrets had a tendency to crack the plexiglass nose: a problem solved by fitting blast barrels to each gun. The oil cooler regulator often failed to operate and could result in complete engine seizure. The ability to feather the propeller blades, in event of engine failure, was lost in the B-17G because the standpipe that held back sufficient oil to work the feather tank was sacrificed in the quest for a lighter aircraft. This was a major design error and meant that, by the Winter of 1943, the lack of feathering was a major reason for bomber loss. Urgent requests were made by Groups for special modification kits but it was only in September 1944 that B-17G`s arrived with these modifications built in. [181] Another serious problem on the B-17G was the lack of an engine fire extinguisher system. Designers had believed that it was ineffective so had left it out of the new model. In reality, the system had worked well and it was requested by Bomber Groups that it be re-introduced as soon as possible. The B-117G was still tail heavy with the same centre of gravity problems as the earlier models. However, by May of 1944, when long-range fighter escort was effective defensive protection, gunners were not as busy as before and it was decided that one waist gunner be dispensed with. The radio room gun, the least used in action, was also got rid of and the quantity of ammunition carried reduced. All these measures brought the centre of gravity nearer to a more acceptable position. In the last months of the war, when there was little enemy fighter activity, some Combat Wings flew without waist guns, ball turrets or chin turrets. Operational reports revealed an estimated 25mph increase in airspeed with the improved streamlining. In this period of the war flak batteries were a greater hazard than fighters and unneccessary gunner armour plate was removed to be replaced with laminated steel and canvas plates called flak curtains. In total, the 8th AF received 6,500 B-17G`s. In March it could send 2,370 of them into combat operations. B-412mph: C-433mph: D-428mph: M-470mph: N-467mph Service ceiling> 38,000 feet (B) to 43,000 feet (C,D,M,N) Operational range> 575 miles (B); 1,000 miles (C); 1,900 miles (D with droptanks); 2,300 miles (N) Designed by Republic`s chief designer Alexander Kartveli after studying the air combat that was taking place in Europe at the time. The P-47B went into production in early 1942 and joined the 8th AF in Britain for escort duties for B-17 and B-24 raids. Once the aircraft was fitted with extra fuel drop tanks, it could fly all the way to the target. Vast numbers of P-47D`s were built (12,602) the largest of any sub-type of fighter in history. NORTH AMERICAN NA-73 P51/A-36 MUSTANG ------------------------------------- Models: P-51 to P-51L Built by: North American Aviation, Dallas and Inglewood Aircraft type: Fighter/Single seater Engine: (B,C,D,K)- Packard V1650 (Licence built R-R Merlin 61- series) Dimensions: Span 11.29m; Length 9.81m Performance: Speed> 437mph (P-51D) Service ceiling> 41,900 feet Operational range> 1,300 miles (with drop tanks) Originally a commission by the RAF to North American Aviation for the design and development of a completely new fighter, the P-51 was designed, built and flown within 117 days. The RAF got 620 Mustangs and in 1942 the superior airframe was matched by the excellent Merlin engine producing the P-51B, the Mustang III (C), and the teardrop canopy D model with six 0.50 calibre guns. In all, 15,586 Mustangs were built; their main task being to fly from England with the 8th AF deep into Germany escorting heavy formations of daylight raiders. P-38 LIGHTNONG -------------- Models: XP38 to P-38M Built by: Lockheed Aircraft Corporation Aircraft type: Long range fighter/bomber/Single seater Engine: Two Allison V-1710 vee-12 liquid cooled Dimensions: Span 15.86m; Length 11.53m Performance: Speed> 391-414mph Service ceiling> 38,000-40,000 feet Operational range> 360-460 miles Built by Lockheed, a company not known for its military aircraft at the time, using a new concept in design, it brought in startling figures for performance in 1939. After the US entered the war, the P-38 was always found deep in combat in Europe, North Africa and the Pacific. The F model was the first to have the capability to carry 1000lb bombs, torpedoes, drop tanks and other stores using inner wing pylons. DE HAVILLAND MOSQUITO --------------------- Models: DH98 1 to 43 Built by: The de Havilland Aircraft Company Aircraft type: High speed bomber/many variants Engine: Two Rolls Royce Merlins Dimensions: Span 16.5m; Length 12.34m Performance: Speed> 300-425mph Service ceiling> 30,000 to 44,000 feet Operational range> 1,860 miles Made of wood, in order to save much needed metal, the Mosquito was originally designed as a fast, unarmed day bomber. Grudgingly approved by the British Air Ministry, its role was seen as a basic reconnaissance craft. Eventually nearly 8,000 were built performing a wide variety of tasks including nightfighter, trainer, bomber, fighter-bomber and high altitude fighter. [211-214] --------------------------------------------------------------------------- GERMAN FIGHTERS --------------------------------------------------------------------------- ME-109 ------ Models: Bf 109G-6; Bf 109G-10 Built by: Messerschmitt Aircraft type: Single Seater Fighter Engine: Daimler Benz DB-605A 12 cylinder liquid cooled (G-6): Dimensions: Span 32.5 feet; Length 29.5 feet Performance: Speed> 340-386mph (G-6) 342-426mph (G-10) Service ceiling> 37,890 feet Operational range> 620 miles (with drop tanks) An exceptional fighter at the beginning of the war but kept in service too long and eventually easily overtaken by the Spitfire and the Fw 190 in performance. 35,000 Me 109`s were built including later models fitted with a supercharger to ensure a higher service ceiling. The 109 was an adaptable fighter that could be fitted with different guns, bomb racks and fuel tanks. The G-6 was usually fitted with an MG 151 cannon, which was very useful against Allied bombers but made the plane heavy when manoevering against Mustangs and Thunderbolts. The new model G-10 appeared in 1944, was very fast and had a much bigger supercharger. ME163 ----- Models: Me 163B-1a Komet Built by: Messerschmitt Aircraft type: Single Seater Fighter Engine: Walther HWK 509A-1/ A-2 bi-fuel Rocket Dimensions: Span 30.5 feet; Length 18.5 feet Performance: Speed> 515-596mph (Sea level 20,000 feet) Service ceiling> 39,500 feet Operational range> 50 miles The rocket powered Komet was the most startling addition to German aircraft design. It had a short fuselage and discarded its landing gear once airborne, Capable of phenomenal climbing ability it could only function for just over 9 minutes and, although it could get among the Us bomber formations very easily, it effectively only gave the Komet pilots 3 or 4 seconds to aim and fire the two MK 108 cannons. After all of its fuel was used up, the Me 163 had to glide back to base but would then be at its most vulnerable against the bomber fighter escorts. Another major disadvantage was the explosive nature of its two rocket fuel elements, called `T-Stoff~ and `C-Stoff`. These exploded violently, if they came into contact with each other. Sometimes the Komet would explode if its glide landing was rough and there were trace of the volatile fuel left in the tanks. ME 262 ------ Models: 262A-1a, 262A-2a Built by: Messerschmitt Aircraft type: Single Seater Fighter Engine: Two Junkers Jumo 004B-1/ B-4 Turbojets Dimensions: Span 12.5m; Length 10.6m Performance: Speed> 515mph (sea level) 540mph (20,000 feet) Service ceiling> 39,360 feet Operational range> 652 miles 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 plane. 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 fighter was left behind. Even the Me 262 pilots were 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. FW 190 ------ Models: 190A, 190D Built by: Focke-Wulf Flugzeugbau Aircraft type: Single Seater Fighter Engine: BMW 801 (A); Jumo 213 (D) Dimensions: Span 10.5m; Length 8.84m Performance: Speed> 355mph (sea level) to 408mph (20,600 feet)-(A) 355mph (sea level) to 453mph (20,600 feet)-(D) Service ceiling> 34,500 to 37,500 feet Operational range> 500 miles A matchless design and the most effective German piston-engined fighter. The Luftwaffe pilots preferred the Fw 190 to the Me 109 because it was smaller lighter, more manoeuvrable and extremely adaptable. It could perform equally well as a dive bomber or a night fighter. [223-228] --------------------------------------------------------------------------- GLOSSARY --------------------------------------------------------------------------- AILERON Lateral control flaps at rear of airplane main wing tips. Raised and lowered by the control column will make the plane turn left or right. APHRODITE Obsolete B-17F/G`S stripped of war equipment fitted with PROJECT radio sets, linked to the autopilot and loaded with ten tons of explosive. Guided by a `mother` aircraft to the target. AREA BOMBING The bombing of `general` targets and destruction of square acres of industrial towns as opposed to specific strategic targets. Advocated by Air Marshal `Bomber` Harris Chief of RAF Bomber Command and still a matter of controversy today. AUTOPILOT An electro-mechanical robot which controls the plane auto- matically in straight and level flight, or manoeuvres the craft in response to the fingertip controls of the pilot or bombardier. BOMB BALLISTICS The air resistance of the bomb calculated by its shape, size and weight. BUNCHER SIGNAL (Also SPLASHER) A signal emitted by a radio beacon in Morse code, around which a B-17 Group would get into formation above the cloud layer. CCRC Combat Crew Replacement Centres CG Centre of Gravity. The centre of gravity was a major factor when loading the B-17 because it had such a heavy tail section. There were restrictions as to how many ammunition boxes could be stowed in the rear of the plane. CARPET A barrage radio jammer that transmitted a continuous signal on a wide range of pre-set frequencies. CARPETBAGGER Patriot Support Operations named after opportunist OPERATIONS visiting salesmen. Aimed primarily at resistance fighters in central and south-east France CHAFF (Also WINDOW and ROPE) Lengths of aluminium foil released in large numbers by bombers in order to create fake targets on German radar. DEAD RECKONING The basis of all other types of navigation. The position of the plane was worked out by keeping record of track and distance flown over the earth`s surface from the last defined point. DEFLECTION The swerving path of a stream of bullets fired towards a target when affected by speed and gravity. DRAG The wind resistance encountered by a fast moving object. DRIFT A bombing term. The distance the bomb will travel downwind from the point of release to the point of impact. DROP TANKS Extra fuel tanks developed to fit various B-17 escort fighters and usually carried on the wings. Fighters would switch to drop tanks soon after take off, use up the extra fuel on the way to the target and then discard the empty tanks. In the event of air combat the drop tanks would have to be discarded to make the fighter battleworthy. ELEVATORS The horizontal portions of the tail. When pushed down will make the plane dive or pitch down, when pushed up will make the plane climb. ETO The European Theatre of Operations. The US term for the war in Europe. FEATHERING To turn the propeller blades end-on to the direction of travel thus giving a zero drag value in the event of engine failure. A free spinning propeller made the bomber very difficult to control. FLAK German anti-aircraft fire. The main danger from an exploding shell were the high velocity splinters from the burst casing. If a heavy calibre shell exploded close to an aircraft it would cause devastating damage. FLAK VEST/SUIT Lightweight body armour originally made by the Wilkinson Sword Company. It was discovered that two-thirds of men hit by flak shrapnel in bomber combat escaped serious injury because they were wearing flak vests. FLAPS The large sections on the trailing edge of the wings that enable the aircraft to get extra lift at takeoff and slow down for a landing. FRANK SUIT The British pressurised suit worn to prevent `blackout` when affected by G-forces. Worn by some fighter pilots from April 1944 onwards. G-SUIT The American version of the Frank suit (see above). GROUNDSPEED The speed of the aircraft relative to the earth`s surface. A navigation term. IAS Indicated Airspeed on the pilot`s control panel. IFF Identification friend or foe signal beamed out by bombers passing over home defences. IP/INITIAL The point where the bombing Group turn towards the target POINT in preparation for making the bombing run. JAVELIN A bomber formatinn used by the 8th AF; each Group following the other at one and a half mile intervals stacked towards the sun. MAC Mean Aerodynamic Chord. A formula for calculating the centre of gravity for an aircraft. MAE WEST An inflatable life preserver. An RAF originated term comparing the wearer to the well-endowed film actress. MPI Mean Point of Impact. The ideal pattern for bombs hitting a target as specified in the mission Field Order. MTU Mobile Training Units. NAXOS A German nightfighter radar aid that homed in on H2S bomber target finding emissions and helped them locate the bomber formations. NICKELS Code name for leaflets dropped from B-17`s in night time missions. NORDEN A bombsight that worked on the tachometric system. A bomb aimer could `fly` the aircraft by fine adjustment of the sighting telescope. PDI Pilots Directional Indicator. A pilot`s control panel dial that linked him with the autopilot and allowed him to respond to directionaL changes required by the bombardier. PFF The Pathfinder Force. Established to mark the targets with flares or smoke before the main attack force arrived. PURPLE HEART The lowest, rearmost and most exposed flight in a heavy CORNER bomber formation, often selected for head-on attack by enemy fighters. RALLY POINT The re-assembly point after a bombing run. Ideally, in a position with no flak defences so that the Groups could get back into formation for the return to base. ROPE See Chaff RUHR The Industrial heartland of Germany and the most heavily defended in Germany. Many bombing missions had targets within this area. SOP Standard Operational Procedure. SPLASHER See Buncher. SQUADRON (Or Flight) Originally six aircraft in two Vees made up a squadron but, when there were more bombers available for operations, this was changed to three Vees in a nine aircraft squadron. STALAG LUFT German prisoner of war camp for Allied airmen. SWIVEL-HEADS A popular name for fighter escort pilots who had to keep turning their heads to check on enemy fighters appearing out of the sun`s glare. TOKYO TANKS Extra fuel tanks built into the wings of the B-17F and G models increasing the range of the bombers; supposedly allowing them to bomb Tokyo from a carrier. They were made of rubber self-sealing cells. TRACER Bullets fired from the Browning machine guns that radiated heat and light and allowed gunners to see where their bullets were striking. In 1944, a brighter form of tracer was introduced called `headlight`. Tracer rounds were usually interspersed with other types of bullet at a ratio of one to four. TRAIL (BOMBING) The Horizontal distance between the bomber and the point of impact of the bomb on the ground. TRAIL Flying in line, one after the other. (FORMATION) TRIMMING Good trim was essential for a heavy bomber. Poor trim cuts down airspeed and increases fuel consumption. Formation flying was extremely difficult without proper trimming. TURBO- Each engine on a B-17 had a turbo-supercharger that SUPERCHARGER boosted manifold pressure for take off and allowed sea- level air pressure at high altitude. UNITED NATIONS A term used early in the war for the Allies. VEES/VICS The basic three plane formation that was the building block of all other formations for heavy bombing. WEDGE A US 8th AF bomber formation: the centre Group led and the top and bottom Groups were ranged in echelon in opposite directions. WINDOW See Chaff X-GERAET German target finding system in which four beams, an approach beam and three intersecting beams automatically released the bombs at the correct bombing point. YB-40 An extra fortified Flying Fortress with sixteen 0.50 calibre guns, carrying 15,000 rounds of ammo but no bombs. Its task was to take on the enemy fighters before the main formation arrived. The YB-40 experiment failed as these models proved to be very slow and more of a liability than a help. ZONE SYSTEM A machine gun firing system adopted by the US 8th AF. Gunners filled a zone with bullets and waited for the attacking aircraft to fly through it. [229] --------------------------------------------------------------------------- DESIGNER`S NOTES --------------------------------------------------------------------------- THE GAME -------- FLYING FORTRESS grew out of a fairly casual conversation with Paul Hibbard, the head of Microprose`s UK development team. What was wanted, he explained, was a `different` flight simulator. At the time , I don`t think either of us appreciated exactly how different..... There are -- and always will be -- plenty of `standard` flight simulators available. These are the games that put you squarely in the pilot`s seat -- which is the only seat in the aeroplane. In most simulators it`s largely a game of you versus the `Rest of the World`.There are even a few games around that allow you to fly multi-crew aircraft, but in most cases, there`s nobody else on board -- gun positions can be set to automatic fire, but that`s about all. But in FLYING FORTRESS, you`re not on your own! There are ten men on board, all doing important jobs at the same time. The earliest decisions about the game design were all to do with how the crew would be represented (as mini- personalities) and how they would behave. As work on the design progressed, we came to realise that you`ll need to move people around inside the bomber, to carry out repairs, man the guns and help with the wounded. Perhaps `Crew Simulator` is a better term than `Flight Simulator`.... Certainly, once you are in formation and heading for the target you need not -- if you really want to run the risk -- touch the flight controls again! At the same time, we also wanted you to have the chance to jump in and take over from any of the crew, otherwise you could end up feeling like a spectator, rather than a player. All the computer controlled crewmen can do their jobs, but you`ll find that to do well in the game, you`ll have to master the skills of the pilot, bombardier and gunner. Although I don`t generally like talking about `hidden` parts of the game design, the scoring system allocates more points to the player who gets `stuck-in` rather than letting the computer do the hard work. The 3D technology in FLYING FORTRESS also deserves a special mention here. The system does more than just give you attractive looking models of the aircraft in the game. All the aircraft are `articulated` models: as well as propeller movement, you can see gun turrets tracking round and under- carriages unfolding properly. The 3D models are among the best looking and most attractive yet seen in a flight simulator. [230] You may find it surprising that you don`t get to plan the bombing campaign and choose your targets. I have reasons for not including this kind of decision making in the game. Most importantly, I felt that it was a diffusion of the emphasis in the game. FLYING FORTRESS is about the aircraft and the men who flew them, not about generals who organised the campaign. As an aside, there is evidence to suggest that the Bomber Generals didn`t do a very good job, even though the pilots and crews of the B-17`s did everything -- and more -- that was asked of them. Tank and U-baot production, to take two examples, reached their highest levels, during the early months of 1945, at precisely the times that the Generals were proclaiming their successes. For some historians, the real victory of the bomber offensive was the total destruction of the Luftwaffe, as a viable force in the West. This enabled the D-Day landings to take place with complete Allied air superiority. The other victory of the campaign was in tying down men and resources in a `Second Front` above Germany before the invasion. --------------------------------------------------------------------------- THE PEOPLE --------------------------------------------------------------------------- B-17 FLYING FORTRESS is my first computer game design and naturally, there is an even longer than usual list of people who deserve thanks for their ideas, help and encouragement. At Microprose in Tetbury, Gloucestershire, thanks go to Paaul Hibbard, for the idea of a `proper` bomber simulation in the first place. Pete Moreland, the fount of all knowledge, for his useful comments; Alkis Alkivides, for all the work he put in on the manual; and last but by no means least, Tim Roberts for his support and managerial expertise. In the Leeds, Yorkshire, office, Andy Craven, Mark Griffiths and Dominic Robinson all had a say in the design and must share credit (but none of the blame for my mistakes!) Dean Betten and Derek Austin and Mark Griffiths (again) deserve credit for the superb art and 3D game world. Mike Brunton Microprose April 1992 ================================================================================ _____ /__ /\ ________ T.H.E ____________ // /_/__\_____ \/\ _______ \_______ \_________ ___ __/ / /\\ \ .\_____ \/\ /. / /\ ___/_ ____ ___ Y \______ / / \ \ \\ _ \ \// / \ \___ _ _\ Y . \_____\/ / \ \________/\\ \ \__/__ / \/\ \\ . \/ \/_______/\ \________/__\__\/ / \ \ ______/[Sk!n] \/_______/ \/ \ \/_____/ %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+% % THE LoOnS PROUDLY PRESENT % % % % B-17 FLYING FORTRESS % % % % TECHNiCAL AND FLiGHT SUPPLEMENT % %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+% TYPED BY: B/\GGY SUPPLIED BY: PYTHON RELEASE DATE: 1st APRIL 1993 "CLuNk CLiCk DoNT iT MAkE YoU SiCk!" ------------------------------------PAGE:1----------------------------------- TECHNICAL AND FLIGHT SUPPLEMENT FOR COMMODORE AMIGA COMPUTERS TECHNICAL SUPPLEMENT -------------------- CONTENTS -------- Your B-17 Flying Fortress game should contain a manual,this Technical and Flight Supplement(including a pull-out key guide), poster,a set of 3.5" disks and a registration card. REQUIRED EQUIPMENT ------------------ COMPUTER: This simulation requires a Commodore Amiga with at least 1MB of RAM. CONTROLS: This simulation can be run entirely from the keyboard and mouse. Most sections also support joystick control.Analogue joysticks are not supported. DISPLAY: This simulation requires a colour display. DISK DRIVES: B-17 Flying Fortress can be installed onto 3.5" floppy disks. However,it works best if installed onto a hard disk drive. Important: B-17 Flying Fortress should not be played from the disks enclosed.You must either copy the original disks onto backup floppy disks (see Making Backup Game Disks),or use the Install program to make a subdirectory on your hard disk.If you attempt to play from the disks enclosed they may become permanently altered. ------------------------------------PAGE:2----------------------------------- AMIGA KEYBOARDS --------------- The simulation has alternative keys for players who own Amigas without the numeric keypads.The following alternative keys should be used: Numeric Key Pad Alternative Function --------------- ----------- -------- KEY PG UP 9 CTRL/CURSOR KEY UP PITCH VIEW UP KEY PG DOWN 3 CTRL/CURSOR KEY DOWN PITCH VIEW DOWN INS KEY 0 CTRL/CURSOR KEY LEFT ROTATE VIEW LEFT DEL KEY . CTRL/CURSOR KEY RIGHT ROTATE VIEW RIGHT KEYPAD 5 BACKSPACE CENTRE 3D VIEW KEYPAD PLUS + CLOSE SQUARE BRACKETS ] ZOOM VIEW IN KEYPAD MINUS - OPEN SQUARE BRACKETS [ ZOOM VIEW OUT COPY PROTECTION --------------- Flying Fortress has no disk copy protection.This means you can install the simulation files from the original disks to a hard disk.However,the program asks you a simulation related question.Use the manual to answer the question. Microprose regrets that continuing casual and organized software piracy requires that we retain this minimal form of copy protection. INSTALLATION ------------ INSTALLATION CONCEPTS --------------------- B-17 Flying Fortress has no disk copy protection.This means you can copy the game files from the original disks to other floppy disks,or to a hard disk.However,always keep the original disks handy. B-17 Flying Fotress has been left uprotected for your convenience in making back-up copies and when playing from a hard drive.However,making additional copies to give away or sell is a Copyright Violation.See the Copyright Notice in the game manual. MAKING BACKUP GAME DISKS ------------------------ To create the backup game disks for B-17 Flying Fortress load up the Workbench disk and insert the first disk yo wish to copy.A disk icon and the name of the disk will appear. ------------------------------------PAGE:3----------------------------------- Click once on the disk icon and the name of the disk will appear.Hold down the right mouse button and you will see three menus.Choose the Workbench menu and select the Duplicate option.Follow all on-screen prompts and the disk will be duplicated onto your blank disk. When a disk has finished copying you will need to rename it so that it has the same name as the original disk from which it was copied.To do this insert your copied disk,click on its icon once with the left button and then hold down the right button.Select the Rename icon from the Workbench menu.Finally,delete the "Copy Of" prefix in front of the disk name and press the [Return] key. Repeat the above procedure for each of the original B-17 Flying Fortress game disks. INSTALLING ON HARD DISK ----------------------- Boot up your hard disk as normal and insert B-17 Flying Fortress Disk A. Open this disk and double-click on the "INSTALL_HD_B17" icon.Please follow any on-screen prompts.A drawer will be created on your hard disk,containing all necessary files. RUNNING B-17 FLYING FORTRESS ---------------------------- FROM THE FLOPPY DISKS If your computer has Kickstart in ROM,turn off your computer and insert your backup Disk A.Power up the computer,and insert the program will auto load. If your computer does not have Kickstart in ROM,load Kickstart as normal, insert your backup Disk A at the Workbench prompt and the program will auto load. Follow any on-screen prompts requesting disk changes. FROM THE HARD DISK Boot up your hard disk as normal.Open the drawer and double-click on the "game" icon. SAVED GAMES Individual Bomber Campaigns may be saved to disk but only when missions have finished.Campaigns may be saved onto your hard drive or onto a previously formatted floppy disk.It is recommended that you do not save campaigns onto your game disks or backup game disks.Saved game files are normal Amiga DOS files that can be moved and copied using standard DOS commands. LOADING A SAVED GAME To load a saved game,choose the "Load Save" button on the Roster Screen, then follow the on-screen prompts. ------------------------------------PAGE:4----------------------------------- SIMULATION ENHANCEMENTS & LAST MINUTE INFORMATION ------------------------------------------------- THE COMPARTMENT SCREENS ----------------------- The original PC version of Flying Fortress contained six Compartment Screens each showing the position of the crew for that part of the plane. You will find many references in the manual to the different Compartment Screens (particularly parges 50-51).For ease of use and to speed up the gameplay,the Amiga version has all six Compartment Screen details on ONE top down view.This is still accessed by KEY C and the icons and portraits still appear.However,you will NOT be able to click-on a 2D picture of the individual crew member but will have to selct the portraits. This screen will also show damage. QUICK START ----------- A Quick Start Option is available in the Difficulty Menu of the Configuration Screen.Select this option to bypass the taxi-out sequence and eliminate navigation errors (see navigation below). Yow will begin the game as the last of a flight of three B-17's,queued, ready for take-off,near the start of the runway.You will be in manual control of the pilot,with your engines running and throttles set in the idle position.Increase power to the engines to begin taxiing fowards,then follow the other B-17s in your flight out onto the runway for take-off. MANUAL/COMPUTER CONTROL ----------------------- The simulation will show a Hand Icon in a corner of the screen when you are in Manual control of any B-17 position.If you choose to revert to Computer xontrol (KEY M),a Computer Icon will appear in the same position. ------------------------------------PAGE:5----------------------------------- NAVIAGATION ----------- Your Navigator will always make minor errors in estimating your position depending on his particular skill level.Your B-17 flight (3 planes) will drift off course unless you manage to correct his estimates.The more you correct him successfully,the better will become his skill level. BOMBING ------- If you do not wish to aim and drop the bombs manually,or if there are no uninjured crew members qualified to operate the Norden Bombsight you can, provided you are in formation,position a crew member at the Bombardier's station and have the computer contolled crew members release the bombs when he sees the raid leader's signal. If you do wish to bomb manually,you should position a qualified crew member at the bombardier's station and,using the Radio Operator,send the `Bomb on my command' Radio message to take control of the bomb run so that the computer controlled crew will wait for your commands. GUNNERY ------- The Turrets Menu on the configuration Screen allows you to set the speed at which the turrets and the hand held guns will traverse in response to the keyboard and the joystick controls.In addition,fine tracking may now be enabled by holding down either the Shift or CTRL Keys while operating the other controls.The CTRL Key is recommended as it may give better results with some keyboards. LANDING ------- The landing procedure differs depending on whether you are in formation or not when you reach Alconbury (Home Base). In Formation ------------ The formation will circle Alconbury descending to an altitude of about 2,000ft.At this point,the Alconbury control tower will radio `Permission to Land'.When this happens,the computer controlled pilot will break away from the formation to begin his landing approach and will land the aircraft unless you take manual control (by selecting the Pilot and Key M). ------------------------------------PAGE:6----------------------------------- If you wish to land immediately,before landing permission is granted,you must send a radio message requesting permission to land,then wait for the reply from the Tower to start the landing sequence. OUT OF FORMATION ---------------- The Control Tower will ask whether you want permission to land.You should reply with a radio message requesting permission,then proceed as above. BREAKING FORMATION ------------------ If you break away from your 3 plane formation at any point in the missions, you must send a radio message to the rest of the flight via your Radio Operator. FIGHTING ENGINE FIRES --------------------- B-17 now has a more detailed engine fire-fighting procedure. If engine fires are not extinguished within 1 minute,the engines will suffer damage and stop functioning.If the fire persists (depending on the B-17 reliability level you have chosen) your B-17 is liable to explode between 2 and 12 minutes after the fire has started. If your fire extinguishers are ineffective,or have been used up in a previous fire,you can try to extinguish the fire by diving your V-17 at a speed in excess of 350mph.Avoid speeds over 400mph as this will result in structural damage. CREW NAMES ---------- Crew members' names may be changed by selecting the Name button on the Crew File Screen when this is accessed from the Crew Photo Screen between missions. MUSIC ----- Music may be switched on/off by pressing Keys ALT/S. THE PILOT'S CONTROL COLUMN ICON ------------------------------- The Pliot's Control Column Icon is the lower of the two icons in the Compartment Screen and not the top icon,as stated in the manual (Page 28). The top Control Column Icon will light up when you select the Co-Pilot. You will begin every mission in the Pilot's seat (left-hand looking out of the cockpit window). ------------------------------------PAGE:7----------------------------------- THE MISSION BRIEFING MAP ------------------------ The Yellow Line shows the Waypoints to the initial point. The Red Line shows the initial point to the Primary Target,and the Black Line to the Secondary Target. The White Line shows the Waypoints to home base. VIEWING CREW POSITIONS KEYS F1-F10 ---------------------------------- There is no need to assign the ten crew positions when you first enter the B-17 as stated in the Flying Fortress Manual.All crew are in their correct position and can be viewed immediately by pressing Function Keys F1 to F10. SKIP TIME ALT/T --------------- By pressing ALT/T you will jump to the next Waypoint,or to a point where something is happening.(eg.an air attack by enemy fighters.) NAVIGATOR'S VIEWS ----------------- If you access the Navigator's external view Key E (Flying Fortress Manual page 80) you may return to Map View by pressing Key I. READ ME FILE ------------ The latest notes regarding this program,additions,revisions ect can be found on Disk A in an ASCII file named "READ.ME".You can read the file using standard Amiga DOS commands,eg Type","More".These utilities can be found on the Workbench disk. OPERATING DIFFICULTIES AND LOADING PROBLEMS ------------------------------------------- In the vast majority of cases a loading problem is not because of faulty software,but either incorrect loading procedure or hardware fault. Please ensure that the loading instructions have been correctly executed. The most common hardware failures are due to a misalignment of the heads in the disk drive.Such faults may be detected by loading the game on another computer. ------------------------------------PAGE:8---------------------------------- Alternatively, a virus may have transferred into your hardware from another piece of software.Pirated copies of games are an incredibly common source of virus problems.It always pays to own original software.In the unlikely event of a software fault please return the complete package,with your receipt,to the place of purchase.Microprose regret that goods cannot be replaced unless bought from the company directly. If you have any difficulty while loading B-17 Flying Fortress or need help while running the simulation,Micrprose will be happy to assit you on the Helpline.Please ring UK 0666 504399,Monday to Friday 0900 to 1700 hours. Have a pen and paper handy when you call. FLIGHT SUPPLEMENT ----------------- THE TRAINING BASE ----------------- By selecting `Crew Training' from the Main Bomber Screen,you will be taken to a Mission Briefing and assigned a Training Mission on practise targets `somewhere in England'. THE FLIGHT SIMULATOR -------------------- To access all flight controls you must choose the Pilot F3 or Co-Pilot F4. If you have just begun a mission you will automatically be in the Pilot's seat looking out of the cockpit window. By pressing KEY [ (open square brackets) you can move the view left and by pressing KEY ] (close square brackets) you can move the view right.You may also access more selective views from within the cockpit by pressing the Pad Keys PGUP PGDN INS and DELETE. To view the B-17 Pilot's Instrument Panel press KEY I. ------------------------------------PAGE:9---------------------------------- The B-17 has numerous dials and switches which you should become familiar with.Study the Pilot's Instrument Panel Diagram. Press KEY [ (open square brackets) to move your view left and KEY ] (close square brackets)to move your view right,while viewing the instrument panel. You can easily raise your view away from the Instrument Panel by selecting KEY W. Press KEY I. THE PILOT'S INSTRUMENT PANEL ---------------------------- THE RADIO COMPASS ----------------- This dial will show you your heading.A Heading of 0 degrees is North,90 degrees is East,180 degrees is South and 270 degrees is West. THE DIRECTIONAL GYRO -------------------- This dial will aslo show you your heading.A Heading of 0 degrees is North,90 degrees is East,180 degrees is South and 270 degrees is West. THE FLIGHT INDICATOR -------------------- A gyro stabilized artificial horizon indicating degree of turn from 0 degrees to 90 degrees. THE TACHOMETERS --------------- Two dials with two indicators on each dial to show the rpm of each engine. Do not run the engines at the maximum of 2500rpm for long periods or they will overheat.Throttle back to 2300rpm to cruise. THE MANIFOLD PRESSURE GAUGES ---------------------------- Two dials with two indicators on each dial to show the manifold pressure on air intakes to engines. THE FUEL PRESSURE GAUGES ------------------------ If fuel pressure falls due to damage,power will fail to the engine.Reducing revs may help. THE OIL PRESSURE ---------------- If oil pressure drops,the engine will overheat and may seize up.Throttle back immediately! THE FUEL QUANTITY GAUGE ----------------------- Yout Flying Fortress carries enough fuel for all missions,unless the fuel tanks begin to leak as a result of damage.Reducing power to the engines will conserve fuel. ----------------------------------PAGE:10/11--------------------------------- *NOTE: These two pages contain a picture of the Pilot's Instrument Panel.So I'm afraid I'll have to skip this section. ------------------------------------PAGE:12---------------------------------- THE OXYGEN FLOW INDICATORS -------------------------- If the values fall on the flow indiactors,you must drop to below 10,000 feet,where there is sufficient oxygen for the crew to survive without oxygen masks. THE ALTIMETER ------------- Thsi dial shows height above sea level.The long dial shows hundreds of feet and the shorter dial thousands of feet.The inset window shows ten of thousands of feet infigures.Always be aware of your flying height. THE AIRSPEED INDICATOR ---------------------- The dial shows the speed of the aircraft through the air in Miles Per Hour from 0 to 500. THE TURN AND BANK INDICATOR LOCK -------------------------------- The banking rate of the plane is indicated by the central dot moving away to the right or left. THE LANDING GEAR INDICATOR -------------------------- A visual indicator that the main Landing Gear has been raised or lowered.In event of damage you may have tooperate the gear manually. THE RATE OF CLIMB INDICATOR --------------------------- A visual indication of climb/dive angle shown as hundreds of feet per minute.Pointer on 0 means level flight. THE BRAKE LIGHT --------------- Illuminated when the wheel brake is engaged. THE TAIL WHEEL LOCK ------------------- A visual indicator that the Tail Landing Gear has been raised or lowered. THE FLAP POSITION INDICATOR --------------------------- Flaps are the trailing edge of the wings that when lowered,enable the aircraft to get extra lift at take off and slow down for landing. THE CYLINDER HEAD AND OIL TEMPRETURE GAUGES ------------------------------------------- They will run a little hot if the engines is run at maximum RPMs of losing oil for any period of time.If they do,throttle back. ------------------------------------PAGE:13---------------------------------- SHIFT/1,2,3,4 - Maximum power on engines 1-4 5,6,7,8 - Decrease power on individual engines 1-4 SHIFT/5,6,7,8 - Minimum power on engines 1-4 + - Increase power on all engines SHIFT/+ - Maximum power on all engines - - Decrease power on all engines SHIFT/- - Minimum power on all engines CTRL/1,2,3,4 - Start/Stop (feather) engines 1-4 ALT/1,2,3,4 - Fire extinguisher on engines 1-4 G - Landing Gear Up/Down (starts motors) F - Flaps Up/Down Toggle B - Brakes On/Off D - Bomb Bay Doors Open/Closed (starts motors) THE BOMBARDIER -------------- C - Compartment/Crew Position View I - The Bombsight View W - Window View - controlled by PGUP/PGDOWN INS/DEL E - External View M - Manual/computer control toggle D - Bomb Bay Doors (open/closed) O - Bombsight On/Off CURSOR KEYS/JOYSTICK - Adjust bombsight tracking motor speeds left/right and up/down.Plus SHIFT - fine control. SPACE BAR/RETURN OR SELECTOR - Release bombs. BOMB BAY -------- VIEWS (only accessible if the crew man taken to compartment) C - A crew man's view of the bombs E - External view W - Return to bomb bay view THE NAVIGATOR ------------- C - Compartment/Crew Position View E - External View I - Map View B - Mission Breifing Details MOUSE - Point and click to set estimated position. THE RADIO OPERATOR AND INTERCOM SYSTEMS --------------------------------------- C - Compartment/Crew Position View MOUSE - Point and click on various Icons/Messages. THE CREW -------- Viewing the Ten Crew Positions. F1 - Bombardier F2 - Navigator F3 - Pilot F4 - Co-Pilot F5 - Engineer/Top Turret Gunner F6 - Radio Operator F7 - Ball Turret Gunner F8 - Left Waist Gunner F9 - Right Waist Gunner F10 Tail Gunner THE GUNNERS:DEFENDING THE B-17 ------------------------------ CURSOR KEYS/JOYSTICK - Move turret/gun SHIFT/CTRL - Fine tracking on target JOYSTICK BUTTON SPACE BAR/RETURN - Fire U - Unjam gun (manual control) ----------------------------------PAGE:14/15---------------------------------- *NOTE: These two pages contain a Key Guide for the Amiga. ------------------------------------PAGE:16----------------------------------- THE CONTROLLER -------------- The simulation can be controlled using a keyboard and a mouse and,to a limited extent,a joystick. THE SELECTOR ------------ The Left Mouse Button. AIRCRAFT SELECTION ------------------ X - Next Aircraft Z - Previous Aircraft GENERAL AIRCRAFT VIEWS ---------------------- 3D views from current aircraft: SHIFT/F1 - Foward View SHIFT/F2 - Rear View SHIFT/F3 - Left View SHIFT/F4 - Right View SHIFT/F5 - Up View SHIFT/F6 - Down View External views that depend on context.(From the aircraft,its targets,bombs, airbase control tower ect.) SHIFT/F7 - Tactical View SHIFT/F8 - Reverse Tactical View External views from notional chase plane: SHIFT/F8 - Chase View External views from remote camera: SHIFT/F10 - External View Moving the remote camera and Window View Pilot/Co-Pilot and Bombardiers: PGUP - Pitch Up PGDN - Pitch Down INS - Rotate Left DEL - Rotate Right PAD KEY 5 - Centres/Resets 3D Views + - Zoom In - - Zoom Out GENERAL CONTROLS ---------------- A - Aircraft Status/Damage View C - Compartment View/Action View Toggle I - Instrument Panel View (Bombardier,Navigator and Co-Pilot only) W - Window View (3D view through aircraft window) E - External View (3D view from remote camera) M - Toggle Manual/Computer control P - Pause Game/Resume Game ALT/C - Configuration Screen ALT/A - Accelerate Time ALT/T - Skip Time ALT/D - Adjust Detail Level (cycle through) ALT/M - Film Director Toggle CRTL/Q - Quit Game ALT/S - Sound Levels ALT/B - Hide Game PILOT/CO-PILOT -------------- W - Pilot/Co-Pilot Window View - must be controlled using PGUP,OGDOWN,INS or DEL JOYSTICK,CUROSR KEYS - Control Column (elevator,ailerons) < > - Rudder left/right [ - View to the left (Cockpit View/Pilot's Instrument Panel) ] - View to the right (Cockpit View/Pilot's Instrument Panel) 1,2,3,4 - Increase power on individual engines 1-4 ------------------------------------PAGE:17---------------------------------- FLIGHT CHARACTERISTICS ---------------------- DIVE JOYSTICK CONTROL COLUMN /\ ----------------------- |--*--| LEFT < |__|__| > RIGHT | \/ CLIMB CURSOR KEYS CONTROL COLUMN -------------------------- DIVE _ /|\ | TURN LEFT /___ ___\ TURN RIGHT \ | / \|/ ¯ CLIMB RUDDER KEYS ----------- NOSE OF PLANE LEFT / \ RIGHT \ / ------------------------------------PAGE:18---------------------------------- THE PILOT'S CONTROL COULUMN --------------------------- A Joystick CONTROLLER is recommended for flying the B-17 but you may also fly it using a Keyboard CONTROLLER. Ailerons are lateral control flaps at the rear of the airplane main wing tips.When raised or lowered by moving the Control Column left/right they will make the plane turn to the left of right. Elevators are the horizontal portions of the tail.When pushed up/down by pushing the Control Column up/down they will make the plane dive or climb. RUDDER LEFT/RIGHT < > Rudder controls left/right will swing the nose of the plane left/right by moving the trailing edge vertical segment of the tail left/right. THE FOUR ENGINES ---------------- The Flying Fortress is a large four-engined bomber and this simulation provides seperate controls for each of the four engines.Engine number 1 is the left outboard engine from the Pilo's view followed by 2,3,4 in sequence. All numeric keys are on the top row of the main computer keyboard. 1,2,3,4 - Increase power on individual engines 1-4 SHIFT/1,2,3,4 - Maximum power on engines 1-4 5,6,7,8 - Decrease power on individual engines 1-4 SHIFT/5,6,7,8 - Minimum power on engines 1-4 + - Increase power on all engines SHIFT/+ - Maximum power on all engines - - Decrease power on all engines SHIFT/- - Minimum power on all engines CTRL/1,2,3,4 - Start/Stop (feather) engines 1-4 ALT/1,2,3,4 - Extinguish Fire on engines 1-4 ------------------------------------PAGE:19---------------------------------- OTHER PILOT CONTROLS -------------------- G - Landing Gear Up/Down (starts motors0 F - Flaps Up/Down Toggle B - Brakes On/Off D - Bomb Bay Doors Open/Closed (starts motors) NB Any control that starts a motor will take time to function. THE TAKE OFF ------------ You will begin every mission in the pilot's seat under plater control.Your Flying Fortress will be at its starting point on the airfield.Ahead of you, the two other B-17's in your `V' will be preparing to take-off. You must take-off and join the other two planes. On your first mission,you may find it easier to watch while the computer takes control.To activate computer control,press the "M" key.Repress the "M" key to regain control.If you set the plane under computer control,you can jump around any of the views or screens to watch the take-off. The following pages describe how to take-off manually. STARTING ENGINES ---------------- Start all four engines in the sequence CTRL/1,2,3,4 Increase the Engine Throttle Controls 1,2,3,4 Release the Brake (B) The B-17 will now begin to move. Check that you can easily flip from the Pilot's Instrument Panel (I) to Window View (W) to see flight formation. ------------------------------------PAGE:20---------------------------------- TAXIING AND STEERING -------------------- Select an appropiate External View ( (E),then PGUP/PGDOWN/INS/DEL) and steer the B-17 by using your Controller.Gentle left/right will produce a slow turn in the chosen direction. Stay on the correct path.Do not stray onto the grass. Steer the bomber carefully to the edge of the take off runway.Try to line up the B-17 along the white dotted line. FLAPS ----- Check that the Flaps are Down (F). TAKING OFF ---------- Returnto the Pilot's View (W).Apply maximum power to all four engines SHIFT/+. Do not try to pull the plane into the air.Normally,when you reach an Airspeed of 100-115 mph a gentle `pulling back' on the controller will allow the plane to lift itself off the ground.The B-17 controls may feel sluggish compared to other flight simulators,but remember that this is a big,heavy airplane. After the airplane has left the ground,and you are sure you have sufficient flying speed,raise the Landing Gear (G).Check that this has happened with any appropiate Outside view,then change flaps to up (F). After reaching an airspeed of 130-150 mph,adopt a normal climb attitude with the Rate of Climb Indicator pointer at 200 feet per minute and watch the Altimeter rise gently. CLIMBING AND CRUISING --------------------- Make your climb at 130-150 mph.Steady smooth flying is important.This will cut fuel consumption,increase rate of climb and reduce engine wear.Always check your instruments.They are there to tell you how your plane is performing. You will find the first two planes with which you must join up circling the airfield at about 1000 feet. Form a group of 3 in a `V' formation. ------------------------------------PAGE:21---------------------------------- IF YOU EXPERIENCE DIFFICULTY IN FINDING THE OTHER PLANES.SWITCH TO COMPUTER CONTROL OR USE ALT/T SKIP TIME. Once you have joined the other planes of your squadron in formation,the flight will strike out towards the first Waypoint. LANDINGS -------- When you are near the English base,you will receive a signal over the intercom system giving you a heading to land on.The other planes in the formation,and yours if under computer control,will begin to move into their final traffic pattern (a flight path in which they circle the airfield in a rectangular pattern at approximately 1000 feet). The landing procedure differs depending on whether you are in formation or not when you reach Alconbury (Home Base). In Formation The Formation will circle Alconbury descending to an altitude of about 2,000ft.At this point,the Alconbury control tower will radio `Permission to Land'.When this happens,the computer controlled pilot will break away from the formation to begin his landing approach and will land the aircraft unless you take manual control (by selecting the Pilot and Key M).If you wish to land immediately,before landing permission is granted,you must send a radio message requesting permission to land,then wait for the reply from the Tower to start the landing sequence. Out of Formation The Control Tower will ask whether you want permission to land.You should reply with a radio message requesting permission,then performing a normal landing:Lower your Flaps (F) and drop your Landing Gear (G).Keep the engine rpm's to 2000 at about 130 mph. FINAL APPROACH -------------- The approach is basically a controlled glide,with flaps down,and in which power is used to maintain an accurate landing position. Reduce power gradually (-) until the desired airspeed (about 100-120 mph) and the rate of descent have been established.Touch down gently trying to land all wheels on the runway at the same time.Drop to minimum throttle. LANDING ROLL ------------ When you have landed make sure you use the entire runway for the landing roll.Do not apply brakes too early.Apply the brakes (B) when you feel the plane slowing down from its roll.The B-17 should then slow down and stop. ------------------------------------PAGE:22---------------------------------- ICON SUMMARY ------------ *NOTE: At this point in the guide you will need to look at the .iff picture included with this file. It will show all the different icons/instrument panels ect. in the game. Simply cross reference the letter next to the icon with the list below to find out what it means. The Flying Fortress simulation conatins four sets of Instrument Panels/ Controls that you must become familiar with.Once you have selected the job Icon,KEY C will always take you back into the appropiate position.In the case of the Bombardier,Pilot and Co-Pilot KEY I will take you to their Instrument Panels. ICON A: Pilot/Co-pilot Instrument Panel ICON B: Bombardier Instrument Panel ICON C: Radio Room Instrument Panel ICON D: Navigator Instrument Panel ICON E: By selecting this symbol and pressing KEY C you enter the nearest gun position and man the machine guns.For example,in the Waist Guns/Ball Turret cut away there are 3 such icons to choose from;one for each manned machine gun.For more details see The Gunners:Defending the B-17. ICON F: Select this symbol to go to a turret/gun position and repair a turret that may be damaged by enemy action (the exception being the Ball Turret which cannot be repaired by the Gunner and has to be repaired by another crew member from within the fuselage).See section on Damage. ICON G: Select this symbol if a crew member in this section is injured. See section on Damage. ICON H: The player can order all of the crew to bail out of the Flying Fortress by selecting this button. ICON I: View a crew member's file.Select a current crew member and access this Icon to view his details.FUNCTION KEYS F1 to F10 will take you through other crew files. ICON J: Fight Fire in the appropriate compartment. ICON K: Go to turret/gun position and unjam guns. ICON L: Move selected crew member to the next foward compartment. ICON M: Move the selected crew member to the next rearward compartment. ICON N: Manually lower landing gear. ICON O: Manually raise landing gear. ICON P: Manually open bomb bay. ICON Q: Manually close bomb bay. ICON R: Manually release bombs. ------------------------------------PAGE:23---------------------------------- ----------------------------------------------------------------------------- |BOMBARDIER |MOUSE |JOYSTICK |KEYBOARD | ----------------------------------------------------------------------------- |Release Bombs | |Fire Button |Space Bar/Return Key | | | | | | |Bombsight Tracking | |Left/Right/Up/Down|Cursor Keys | ----------------------------------------------------------------------------- |PILOT/CO-PILOT | ----------------------------------------------------------------------------- |Control Column Sim. | |Left/Right/Up/Down| Cursor Keys | ----------------------------------------------------------------------------- |GUNNERS | ----------------------------------------------------------------------------- |Move Turret/Gun | |Left/Right/Up/Down|Cursor Keys | | | | | | |Fire Guns | |Fire Button |Space Bar/Return Key | ----------------------------------------------------------------------------- |NAVIGATOR | ----------------------------------------------------------------------------- |Move Navigaton |Move Mouse | | | |Marker |Pointer | | | | | | | | |Fix Estimated Postion|Left Mouse | | | | |Button | | | ----------------------------------------------------------------------------- |RADIO OPERATOR | ----------------------------------------------------------------------------- |Choose Icon/Message |Move Mouse | | | | |Pointer | | | | | | | | |Select Icon/ |Left-Hand | | | |Transmit Message |Button | | | ----------------------------------------------------------------------------- --------------------------------PAGE:24/25/26-------------------------------- TARGET APPENDIX --------------- *NOTE:Pages 24,25 and 26 show photographs are various targets in the game. ------------------------------------PAGE:27---------------------------------- Additional Credits for the Amiga version of B-17 Flying Fortress. ANDREW WALROND - Software SUZY LOCKYER - Artwork STEVE RAMSDEN - Amiga Version Project Manager