FIGHTER DUEL-CORSAIR vs. ZERO ii TABLE OF CONTENTS Introduction.............................................................. vii A Quick Test Flight....................................................... ix SECTION I. Pre-Flight Preparations............................................... 1 1. System Requirements.............................................. 1 2. Hard-Drive Installation.......................................... 2 3. Running the Program.............................................. 2 4. The Fighter Duel Menu............................................ 3 II. Aircraft Controls..................................................... 5 1. General.......................................................... 5 2. Digital Stick.................................................... 5 3. Analog Stick..................................................... 6 4. Joystick Firebuttons............................................. 6 5. Mouse Controls................................................... 6 a. No Buttons ................................................ 6 b. Left Button ............................................... 7 c. Right Button .............................................. 7 d. Both Buttons .............................................. 8 III. Basic Training....................................................... 9 1. General.......................................................... 9 2. Carrier Takeoff.................................................. 9 3. Maneuvers........................................................ 11 4. Gunnery.......................................................... 11 5. Carrier Landing.................................................. 13 IV. Advanced Training..................................................... 15 1. General.......................................................... 15 1. Maneuvers........................................................ 15 2. Gunnery.......................................................... 17 V. Combat Air Patrol...................................................... 19 1. General.......................................................... 19 2. Tactics.......................................................... 19 VI. The Four Basic Forces of Flight....................................... 23 1. General.......................................................... 23 2. Weight........................................................... 23 3. Lift............................................................. 23 4. Thrust........................................................... 23 5. Drag............................................................. 24 iii VII. Flight Instruments.................................................... 25 1. General..................................................... 25 2. Airspeed Indicator.......................................... 25 3. Tachometer.................................................. 25 4. Directional Gyro............................................ 25 5. Angle of Attack Indicator................................... 25 6. Turn and Bank Indicator..................................... 27 7. Gyro Horizon................................................ 29 8. Climb Indicator............................................. 29 9. Altimeter................................................... 29 10. Glide-Slope Indicator...................................... 29 VIII. Corsair System Operations............................................ 31 1. Power Plant................................................. 31 2. Fuel System................................................. 32 3. Landing Gear................................................ 32 4. Dive Brake.................................................. 32 5. Arresting Gear.............................................. 33 6. Wing Flaps.................................................. 33 7. Gunsight and Armament....................................... 33 8. Wheel Brakes................................................ 34 IX. Zero System Operations................................................. 35 1. Power Plant................................................. 35 2. Fuel System................................................. 35 3. Gunsight and Armament....................................... 35 X. Performance Comparison.................................................. 37 1. General..................................................... 37 2. Roll........................................................ 37 3. Turn........................................................ 37 4. Climb....................................................... 37 5. Dive........................................................ 38 XI. The Carriers........................................................... 39 1. Bunker Hill................................................. 39 2. Shokaku..................................................... 39 XII. Two Player Mode....................................................... 41 1. Direct Connection........................................... 41 2. Modem Connection............................................ 41 3. Selections.................................................. 41 4. Begin Flight................................................ 42 5. Tactics..................................................... 43 6. Restart..................................................... 43 iv APPENDICES I. Aircraft Specifications............................................... 44 II. Aircraft Performance Data............................................. 44 III. Suggested Reading..................................................... 45 FIGURES I. Map of Training Area.................................................. 10 II. Basic Maneuvers Pattern............................................... 12 III. Advanced Maneuvers Pattern............................................ 16 IV. Map of Combat Area.................................................... 20 V. Corsair Instrument Panel.............................................. 26 VI. Zero Instrument panel................................................. 28 v SEE VI.IFF vi INTRODUCTION Fighter Duel was built from the ground up to recreate the excitement and challenge of the World War Il dogfight. You'll catch all the action with a lightning-fast frame rate that redraws the screen and reacts to your inputs at over 24 frames per second, Aircraft are rendered precisely, pixel-by-pixel, so that even at great distances it is possible to tell, for example, the bank angle of the bandit and where it's headed. In addition we use a high-resolution, interlaced display mode that affords the finest possible detail. Finally, to further enhance your performance, all flight and system controls are made "heads up" with either the mouse or the joystick. The last thing you want to do in the middle of a dogfight is take your eye off the bandit. Fighter Duel is a true flight simulator with accurate and complete aerodynamic modelling. The flight performances of both the Corsair and Zero are realistic whether you pilot the aircraft or fly against them. The scenery objects in Fighter Duel are massive and meant to create an enveloping sense of depth, even when travelling at over 250 miles per hour. For a sample, fly under the arch and pan the view upwards. The following is a brief overview of the layout of the program and some of its features. The first stop is the Fighter Duel menu. Here you can set the player mode for either one or two machines. You can choose to fly either a Corsair or Zero and also select either one as the enemy. The screen colors can also be adjusted here and with a keyboard entry you can choose to install the program on a hard drive. Once the BEGIN FLIGHT button is pressed, you will not be able to return to the menu without a reboot. After entry of a password from the manual, the flight begins with the aircraft sitting on the carrier deck with the engine running, ready for takeoff. The carrier may be within the training or combat areas, depending on the menu setting, but this can be changed by pressing both mouse buttons, pausing the program, and selecting the appropriate button vii from the pause menu. You will be returned to this point in the program if you crash, are shot down or select reset in the pause menu. viii A QUICK TEST FLIGHT Follow these instructions and you should be able take off from the carrier, fly to the arch locale, and engage the enemy in combat. The purpose of this indoctrination flight is to allow the new pilot to appreciate the challenges of high perfor- mance flight simulation. A return to a combat locale should only be attempted after familiarization with the pilot's manual and satisfactory completion of the training exercises. (1) Plug a digital joystick into the joystick port. (2) Boot your Fighter Duel disk on an Amiga with at least 1 Meg RAM. (3) The first screen to appear will be the title screen. The second screen contains the Fighter Duel menu. Select COMBAT from the PLAYER OPTIONS menu. Default for the FRIEND item, which refers to the aircraft that you will fly, in the AIRCRAFT menu is CORSAIR and default for FOE is ZERO. (4) Press BEGIN FLIGHT and when prompted enter the password from the manual. (5) You are sitting on the carrier deck with the engine idling. Without moving the mouse, press and hold down the left mouse button. A yellow selector arrow will appear on the instrument panel, Move the arrow to the far right side of the panel over the flaps indicator. Move the selector arrow downward and the flaps setting indicator will move downward. Stop at a setting of 30 degrees. (6) Continue to hold down the left mouse button. Set the aileron takeoff trim by holding the joystick to the right for 2 seconds. Press the joystick firebutton to illuminate the cross hair in the middle of the display that serves as a glideslope indicator during carrier landings. Release the left mouse button. (7) Look around by pressing the right mouse button and ix simultaneously moving the mouse to pan the view. Release the right mouse button. (8) Prepare for takeoff. Move the mouse forward until the tachometer (gauge second from left) reaches a maximum rpm of 2700 and begin roll out. (9) At an indicated airspeed of 100 knots or just before the end of the deck pull back on the stick and the aircraft will become airborne. Keep the glideslope indicator well above the horizon and the wings level with lefUright stick. To add trim, press the left mouse button while moving the stick. (10) If still airborne, continue on a heading of 000 (due north) and climb to 2000 ft. At that point press the left mouse button and put the flaps back to zero then move the selector arrow over to where the landing gear is drawn and move the arrow upwards to retract the landing gear. Release the left mouse button. (11) A few seconds after takeoff, the cross hair turns black and scores appeared to either side. This indicates arming of the six 0.50-cal machine guns. Press the firebutton for a checkout. (12) If you haven't wandered too far you should be able to see something straight ahead on the horizon. It should be the arch. If you can't see anything then use the right mouse button to look around. Find the arch and fly towards it. (13) Fly around the arch and keep an eye out for the Zero He'll be on your tail, or what's left of your tail, if you're not careful. (14) You can pause the program at any time by pressing both mouse buttons. Release the buttons and standard Amiga options buttons will appear. Reset will return you to the carrier. x SECTION I PRE-FLIGHT PREPARATIONS 1. SYSTEM REQUIREMENTS Fighter Duel has been tested successfully on the entire Amiga line through the 3000T and representative accelerator boards through the 68040. A megabyte of RAM memory is required to run the program, plus the availability of true fast RAM wiil enhance performance. True fast RAM is memory added to the external bus connector on the Amiga 500 or to a card in an Amiga 2000 bus slot. The Commodore A501 memory expansion module that plugs into the underside of the Amiga 500 is NOT true fast RAM, but along with the standard 512K of chip RAM will satisfy the one megabyte requirement. The Kickstart in use must be version 1.2 or later, and there is complete compatibility with version 2.0. With the 68040 microprocessor, the 2.0 version must be used and the special copyback mode should be turned off. Fighter Duel requires both a mouse and a joystick. All flight controls and systems operations are controlled through the mouse and joystick, thereby allowing true "heads up" flight. There are no keyboard equivalents. Both analog and digital joysticks are supported. Since analog sticks are not generally available for the Amiga, it will be necessary to customize an IBM or Apple analog stick. We DO NOT recommend that you attempt to do the customization yourself. Find a trained technician that will guarantee the work. Inform this person that the connections for the analog stick are according to the Amiga Hardware Manaul except that the vertical and horizontal potentiometer connections are switched. (The switch was necessary in order to achieve compatibility with the cockeyed method of analog support in existing flight simulators.) Jaeger Software emphasizes that it is not responsible for any damage resulting from the use or misuse of this information. Finally, be careful to select an analog stick that has smooth and continuous control over the full range of stick travel. 1 2. HARD-DRIVE INSTALLATION To begin the installation of Fighter Duel on your hard drive, boot the computer from the hard drive, insert a copy of Fighter Duel Disk 1 in DF0:, and double-click the disk icon that appears on the Workbench screen. Start the program by double-clicking the FIGHTERDUEL icon that appears in the disk window. The Fighter Duel title screen will appear followed by the menu screen. With the menu screen showing, press the "h" key on the keyboard and the HDINSTALL window will appear. You can abort the installation at this point and return to the menu screen by clicking the CANCEL button. Otherwise, click the OK button. HDINSTALL will then ask you to supply a valid AmigaDos path for the drawer that will contain Fighter Duel. Make sure to select a location that is accessible from Workbench and has at least 2 megabytes of free space. If enough free space is not available then you will have the opportunity to either clear space (by switching tasks and deleting files) and retry, or provide a new path. 3. RUNNING THE PROGRAM Before doing anything, make backup copies of both Fighter Duel disks and store the originals in a safe place. Disk copying is covered under the headings "Duplicating Your Disks" and "Copying a Disk" in the Amiga User Manual. There are 3 methods for running the Fighter Duel program: (1) The default or boot method is to insert Disk 1 in DF0: at the Workbench disk prompt. (2) The second method is to boot the computer from the Workbench disk, insert Fighter Duel Disk 1 in DF0:, and double-click the disk1 icon that appears on the Workbench screen. Start the program by double-clicking the FIGHTERDUEL icon that appears in the disk window. (3) The last method, which requires hard-drive installation (see above), is to display and double-click the FIGHTERDUEL icon. 2 The program will start and after a period of disk activity the Fighter Duel title screen will appear, Clicking either mouse button will bring up the Fighter Duel menu screen with the Fighter Duel menu bar across the top and the BEGIN FLIGHT button. The menu follows the standard conventions(see below) for an Amiga menu, (This screen also contains the Identification Friend or Foe silhouettes, which are for reference only and not part of the menu,) When the BEGIN FLIGHT button is clicked with the left mouse button, the program will proceed as directed by the current menu settings. After another period of disk activity, you will be prompted to look up and enter a word from the Fighter Duel manual- Your flight will begin after entry of the correct password. 4. THE FIGHTER DUEL MENU The Fighter Duel menu follows the standard conventions for an Amiga menu. Hold down the right mouse button to display the menu headings along the menu bar at the top of the screen. Move the mouse pointer over a heading and the items belonging to that menu will appear in a column beneath the heading. Some items have a ">>" to their right indicating that these items have submenus associated with them. These submenus are displayed to the right of the item when the mouse pointer is placed over the item. To make a selection, place the mouse pointer on the item, which will highlight it, then release the right mouse button. Selected items have check marks to the left of the item. Items that are not available are ghosted. The flow for making selections from the different menus is from left-to-right. The default items will already have check marks. Starting on the left, PLAYER MODE menu will have ONE PLAYER option checked. Next over, in the PLAYER OPTIONS menu, the MISSION item will have the TRAINING option checked. In the AIRCRAFT menu, the FRIEND item, which corresponds to the aircraft that you will fly, has the CORSAIR option checked, and the FOE item, the enemy aircraft, has the ZERO option checked. In one-player mode, the two-player items, MODEM, LOCALE, and START, in the PLAYER OPTIONS menu are ghosted. Chapter XII details the menu items for two-player mode. 3 The menu on the far right is named CONFIG. The COLORS item will display the COLORS screen, which will allow you to fine tune many of the screen colors used in the actual flight part of the program. This is necessary because of the marked shade variation that exists among monitors displaying a high-resolution, interlaced screen. To help in the selections, the top two-thirds of the COLORS screen is a combination of various scenes from Fighter Duel. The lower third contains eight color squares plus three selector buttons. The color squares represent the eight alterable colors. Default shades are either the Fighter Duel defaults or a set saved earlier using the SAVE option (see below) in the CONFIG menu. The shades can be cycled by clicking the mouse pointer on the square or on a part of the Fighter Duel scene where the color appears. Labels above the squares refer to objects of that color in the scene. Only a portion of the brown carrier deck can be seen in the lower left-hand corner of the scene. Numbers below the squares identify the shade; some colors have only 2 shades. The Fighter Duel default shades can be restored by clicking the DEFAULT button. When the shade selections are completed, click on the USE button to use these shades in the pending flight and return to the Fighter Duel menu screen. Click the CANCEL button at any time to return the Fighter Duel menu screen without affecting the color selections. The second item in the CONFIG menu is SAVE. SAVE will save to disk the current settings of PLAYER MODE, PLAYER OPTIONS, AIRCRAFT, and COLORS. The next time Fighter Duel is run, these settings will be loaded automatically. You can return to the original Fighter Duel default settings, including COLORS, by selecting the DEFAULT item, the last item in the CONFIG menu. 4 SECTION II AIRCRAFT CONTROLS 1. GENERAL The mouse and joystick are used to control all flight and systems operations; there are no keyboard equivalents. Fighter Duel supports both digital- and analog-type joysticks. Each provides quick response and accurate control, but there are fundamental differences in the methods by which they affect the aircraft's movement. The descriptions below may help you decide which stick you will want to use. 2. DIGITAL STICK Aileron control with the digital stick is left stick for left roll and right stick for right roll. Continuous stick pressure will cause the aircraft to roll with increasing rate until the stick is brought back to the center position, which stops the roll and maintains the angle of bank. Elevator control is back stick for increased pitch or nose-up attitude, and forward stick for decreased pitch or nose-down attitude. The angle of attack indicator on the instrument panel will show a positive value for nose-up and a negative angle for nose-down attitudes, Returning the stick to the center position will stop the change and maintain the elevator and the angle of attack of the aircraft in the airstream at their current angles. This will also keep the aircraft at its current angle of pitch, Trim tabs are used to stabilize excess roll and pitch that would otherwise require constant stick movements to keep the aircraft straight and level. Trim with the digital stick is accomplished by holding the left mouse button down while moving the stick in the direction trim is required. The effect is cumulative so that the longer the stick is held in a direction the greater the amount of trim. There is no trim indicator in Fighter Duel. 5 3. ANALOG STICK Aileron control with the analog stick ig left stick for left roll and right stick for right roll. The further from center the stick is moved, the greater the rate of roll. Returning the stick to the center position stops the roll and maintains the angle of bank. Elevator control is back stick for increased pitch or nose-up attitude, and forward stick for decreased pitch or nose-down attitude. The angle of attack indicator on the instrument panel will show a positive value for nose-up and a negative angle for nose-down attitudes. The further from center the stick is moved, the greater the angle of attack of the aircraft in the airstream. Returning the stick to the center position will return the elevator to its center position and cause the angle of attack to return to zero. The operation of the analog stick is identical to that of the control stick in an actual airciaft. The desired roli rate and pitch can be set instantaneously. Also, the analog stick will have fine-adjustment wheels for trim adjustment. 4. JOYSTICK FIREBUTTON The joystick firebutton is involved in the operation of three flight systems: armament, glide-slope indicator, and brakes. With the left mouse button down, the fire button will alternately arm and disarm the guns. When a black gunsight appears in the center of the display, the guns are armed and the firebutton will fire the guns. The guns cannot be armed in the vicinity of the carrier. Instead, pressing the firebutton and the left mouse button will display a grey gunsight that functions as a glide-slope indicator, Finally, the firebutton will activate the brakes independently of the other systems. 5. MOUSE CONTROL a. NO BUTTONS- In this mode, the mouse is moved without pressing the buttons. Left and right mouse movement controls the rudder; forward and back movement controls the throttle. The relative position of the rudder is given by the vertical bar in the turn and bank indicator. Left rudder will move the bar to the left and cause the aircraft to yaw to the left. Right rudder will move the bar to the right and cause the 6 aircraft to yaw to the right. (Yaw is the turning of the aircraft about its vertical axis.) The position of the throttle is reflected in the rpm reading of the tachometer. Moving the mouse to a full-back position will close the throttle and idle the engine at 700 rpm. Moving the mouse to a full-forward position will open the throttle and increase engine rpm to around 2700. The propeller governor is set to MAX rpm. b. LEFT BUTTON- Pressing the left mouse button allows instrument panel selections as well as gun arming and trim tab input. Pressing this button will display a yellow selector arrow on the instrument panel. Moving the mouse will move the arrow, The arrow controls the lowering and retracting of the landing gear and hook, which are positioned on the left end of the panel, and of the flaps, on the right end. Place the arrow over the object and move the arrow downward for extension and upward for retraction. Remember, the hook cannot be lowered until the gear are fully down, and gear cannot be retracted until the hook is raised. Also, while the left mouse button is held down, the return heading to the carrier is written over the fuel gauge at the lower-right corner of the instrument panel. Pressing the left button and the the joystick firebutton will toggle on and off the cross hair in the center of the display screen. Away from the carrier, this will also toggle the arming of the guns. Pressing the left button and clicking the digital ioystick will accumulate aileron and elevator trim. c. RIGHT BUTTON- Pressing the right mouse button enables panoramic viewing that imitates the pilot's ability to look side-to-side and up and down. Pressing this button will display an orienting arrow at the bottom center of the view. The color code of left-half yellow and right-half red indicates the view is straight ahead. Moving the mouse to the right will pan to the starboard or right side of the aircraft. When looking 90 degrees to the right, the arrow is full red. The view can be panned further to the right until the left-half red, right-half yellow arrow appears indicating a full-rear view. Moving the mouse to the left will pan back to the normal view and continue past the full left view with its yellow arrow to the full-rear view. 7 Back movements of the mouse will pan the view upwards in the same sense that back movements of the joystick will produce a nose-up attitude. Accordingly, moving the mouse fomard will pan the view downward. When panning upwards do not pan beyond the vertical or the view will automatically pan back to the normal view. Side-to-side and up-and-down panning can be combined. Releasing the right button will automatically pan back to normal view. Panning the view is not allowed in extreme nose-up or nose-down attitudes in which the horizon is not visible on the screen. Pressing the right button in these situations will display the orientation arrow but movements of the mouse will be ignored. Also, if the aircraft attitude becomes extreme while the view is being panned then the view will automatically pan back to normal. While the right button is pressed the guns and aileron control are temporarily disengaged but the elevator control continues to function. d. BOTH BUTTONS- Holding both mouse buttons down will pause the program at any time other than while in two player mode. Upon releasing both mouse buttons the program will remain paused and a set of four option buttons and a selector arrow will appear on the instrument panel. Placing the arrow over a button and pressing the left mouse button will highlight the button, and then releasing the mouse button will select the option. To unpause, select either the RESUME TRAINING or RESUME COMBAT buttons. If the aircraft is stationary on the carrier deck, either mission may be chosen. (Pressing the firebutton on the deck will activate the brakes and ensure that the aircraft is stationary.) If the aircraft is in flight, only the current mission type may be selected. The CENTER STICK button will center the analog stick at the moment when the left mouse button is released. The RESET button will reset the program and the aircraft will begin again on the carrier deck. 8 SECTION III BASIC TRAINING 1.GENERAL Training is necessary in order to develop fundamental flying and gunnery skills. Without these skills the student will NOT develop into a feared fighter pilot, and will never know the satisfaction of a hard fought victory. To place the carrier in the training area before beginning flight, select the TRAINING option of the MISSION item in the PLAYER OPTIONS menu. You can switch to the training area from the combat area by pausing and clicking the RESUME TRAINING button if stopped on the deck or clicking the RESET button if in flight. The Fighter Duel Training Program is divided into Basic and Advanced sections. A map positioning the training area localities in relationship to the carrier is shown in Figure 1. Headings are provided for flying to each locality from the carrier and from locality to locality, The carrier is situated in the center of the area with basic gunnery located 12 nautical miles to the north, maneuvers located the same distance to the southeast, and advanced gunnery the same distance to the southwest. The training gunsight displays your gunnery score on the right side of the cross hair and an elapsed time clock on the left. The clock is started with the first firing of the guns and can be reset by rearming. 2. CARRIER TAKEOFF Takeoffs can be made with any flaps setting, however a flap setting of 30 is recommended for the student pilot. A low-drag flaps-up takeoff is the fastest way to get from the carrier out to a locality. This will, however, decrease the available lift and make turning difficult. After setting the flaps, add right aileron trim to counteract engine torque by holding down the left mouse button while applying right stick for about a second. Without aileron trim, the aircraft will roll to the left after leaving the deck. The reaction of the aircraft to engine torque is greatest at high rpm and low airspeeds, and will cause the aircraft to yaw left and roll left. The 9 SEE 10.IFF 10 takeoff rudder trim is 6" nose right and the aileron trim is 6" right wing down. There is no trim indicator in Fighter Duel. Begin the takeoff roll out by applying maximum throttle. Keep the aircraft rolling down the centerline with rudder adjustment. At an airspeed of 90 knots gently bring the nose up. When airborne, trim ailerons and elevator for 135 knot climb out and retract the gear and flaps at a safe altitude. Retracting flaps will cause the aircraft to settle temporarily. With increasing airspeed, the aircraft will have a tendency to roll right because of the takeoff trim settings. This can be countered by pressing the left mouse button while moving the stick to the left until the rolling stops, 3. MANEUVERS The maneuvers area is located (see Figure I) 12 nautical miles to the southeast of the carrier. There is a 16 mile-long centerline with crossing buoy lines laid out on the ocean surface at approximately three-mile intevals. Basic maneuvers are performed in the northern half of the area. The pattern flown by the lead aircraft is diagrammed in Figure II. Notice that the perspective is from the east while you will probably approach the area from the west. Spot and fall in behind the lead aircraft, performing the series of maneuvers at full throttle in tandem with the lead. The lower level of the pattern is flown at an altitude of 2000 feet and the upper level at 4000 feet. Banked turns will require back stick to maintain altitude. To begin the loop, enter a shallow dive, level the wings, then pull back gradually to an angle of attack of 10 degrees and hold it, It is instructive to experiment with the angle of attack in the loop. 4. GUNNERY Basic continues with a flight to the basic gunnery range. Drawing aim on a stationary target is meant to simulate a head-on or tail attack. Here is the procedure. Approach the target from the south in a shallow dive at 180 knots. When the target fills the gunsight, squeeze off a short burst and pull up to avoid knocking the target off its sled. Continue down range. Make a flat turn back toward the target for a run from the north to complete the pattern. Repeat the pattern for a total of four gunnery passes at the target. Chart 11 SEE 12.IFF 12 performance by recording the total score and elapsed time. As your skill level improves, increase the pattern airspeed and tighten turns to lower the elapsed time. You may also experiment with different maneuvers, such as a three-quarter loop with roll out, to reverse directions after a oass. 5. CARRIER LANDING The last requirement of Basic is the carrier landing. If you are out in the training area press the left mouse button to display (over the fuel quantity guage) the heading back to the carrier. Make an approach from the south, fly over the carrier at an altitude of 1000 feet, and when past make a hard left turn. If you are on the carrier ileck, begin the exercise with a 30 degree-flaps take off then a climbing 45 degree banked left turn, maintaining approximately 110 knots in the climb to 1000 feet, With either approach, level out on a heading of 180 and cut power to maintain an altitude of 1000 feet and an airspeed of 110 knots. LOWER THE HOOK. Illuminate the cross hair and ranging circle by simultaneously pressing the left mouse button and the firebutton. In the vicinity of the carrier, these function as a glide-slope indicator by targeting where the aircraft is headed, as opposed (in the normal gunsight mode) to where the aircraft is pointed. Now pan to the left to pick up the carrier. When past the carrier, begin the 45 degree banked left turn to final, Ideally the aircraft will level out on final at 110 knots, altitude about 700 feet and the glide-slope indicator centered on the deck just past the aft number. During the approach, rapidly scan the airspeed, line up, and glide-slope, Keep the angle of attack around 8 degrees and use the throttle to control the descent and the glide-slope. Cut the throttle over the numbers and let it stall in. On the Bunker Hill, arresting wires are strung from the numbers to forward of the "x" marking the elevator. If you miss, apply full throttle and go around again. If the approach is low, high, or off line, then take a wave off, open the throttle and go around again. Don't waste your time trying to salvage a poor approach; in the fleet it would be your last. They never work anyway. A crash into the stern or a dive for the deck is the more likely outcome. A touchdown with too much nose-down attitude or a high sink 13 rate is another invitation to crash and burn. If you do decide to open the throttle and go around again, then be prepared for the aircraft to roll left-wing down in reaction to the increased engine torque. 14 SECTION IV ADVANCED TRAINING 1. GENERAL Congratulations on completion of the Fighter Duel Basic Training section and welcome to Advanced. The purpose of Advanced is to teach the pilot the flying and gunnery skills needed to survive in a tactical combat situation. 2. MANEUVERS Several maneuvers in this section of the training program involve changes in attitude in both the vertical and horizontal planes. The disorientation that can result from the improper execution of these maneuvers may prevent a timely response on the part of the pilot. These situations are called unusual attitudes and invariably occur in extreme nose-up or nose-down attitudes. The procedure for recovering from any unusual attitude and returning the aircraft to straight and level flight follows. (1) Let go of stick. (2) Cut the throttle. (3) Center the rudder. (4) Wait for airspeed. (5) Minimize angle of attack if digital stick. (6) Level wings- use Gyro Horizon if necessary. (7) Pull out without stalling. The most lethal unusual attitude is the spin. This maneuver should be started at an altitude of at least 5000 feet. Close the throttle and put the aircraft into a 30" climb- the horizon will just be visible at the bottom of the view. As the airspeed bleeds off, it will be necessary to increase the angle of attack in order to maintain the climb angle. When the airspeed drops to about 100 knots and the aircraft begins to buffet, throw the rudder to full right to initiate a right spin or full left for a left spin. The nose of the aircraft will drop off violently in the direction chosen and begin to rotate in a nose-down attitude about a point on the ocean. To stop the rotation, return the rudder to its neutral position and apply forward stick to decrease the angle of attack. 15 SEE 16.IFF 16 Advanced maneuvers are performed in the southern half of the maneuvers locality as indicated on the training map in Figure I. The pattern flown by the lead aircraft is diagrammed in Figure III. As was the case with the Basic pattern, the perspective is from the east while you will probably approach from the west. The maneuvers pattern begins at an altitude of 2000 feet with a loop, followed by a hard left turn and a hard right turn, then a three-quarters loop with a roll out, followed by a climb and a stall, and finally a hard left turn to complete the pattern, Again, the lead is flying these maneuvers at full throttle. 3. GUNNERY In Basic, the student learned to control the aircraft so as to aim at and hit a stationary target, In advanced gunnery, the situation is a great deal more complicated with the target moving at 130 knots. Locate the Advanced Gunnery locality on the training map. At an altitude of 2000 feet, the tow aircraft tows the target back and forth along the centerline between the northern and southern ends of the 50 mile-long area. The northern end is the most likely place to find the target. The purpose of the moving target is to become proficient at the deflection shot, which is drawing aim on a target moving across your field of view. The degree of difficulty is obviously dependent on the rate at which the target is moving across the field of view. This is determined by the deflection angle, the angle between your heading and the target heading. Two examples are used to explain the deflection shot, one with a zero degree angle and one with a 90 degree angle. Picture the target travelling from north to south. A zero degree angle is a northerly approach from behind the target. The target does not move across the field of view, and there is no difficulty in drawing aim and no need to lead the target, In contrast, the 90 degree angle is a broadside approach from the east or west. The target is moving at 130 knots across your field of view. You must fly to a point ahead of the target so that you will be able to draw aim when the target comes into range. Finally, you must again lead the target for the time it takes the bullets to reach the target. 17 A rectangular flight pattern has been devised to help the pilot practice the deflection shot. The example used is again the target flying from the north to the south, To enter the pattern, approach the target from behind and when even with the target begin a climb to 4000 feet, maintaining the southerly heading- Level off and continue on course, checking the position of the target. When you have a sufficient lead on the target, and this is something you must learn by trial, turn sharply to your left to a heading of 270 degrees. Continue on this heading for about 5 seconds; this time will determine the length of the final approach. Turn sharply again to your left to a heading of 180 degrees. From this perch, the target should be visible below and to the left side as a red dot, For reference, note the relatlve position of the target to the cross hair or to the edge of the display and begin a descending left turn that will bring the target into view. Place the crocs hair ahead of thc target and fire. Pull up sharply and begin a climbing left turn and repeat the pattern. After a few passes, you will begin to understand the challenge of this exercise. But the skills acquired should serve you well. In a combat situation, the hit-and-run deflection pass will ring up a lot of kills and guarantee a long life. 18 SECTION V COMBAT AIR PATROL 1. GENERAL To place the carrier in the combat area before beginning flight, select the COMBAT option of the MISSION item in the PLAYER OPTIONS menu. You can switch to the combat area from the training area by pausing and clicking the RESUME COMBAT button if stopped on the deck or clicking the RESET button if in flight. Your mission as a Fighter Duel pilot is to fly Combat Air Patrol (CAP). The map of the Combat Area (Figure IV) shows three contested localities named arch, towers, and isles. Headings are provided for flying to the locale from the carrier and from locale to locale. The carrier is situated in the center of the area. The arch is located 12 nautical miles due north of the carrier. The isles are located the same distance to the southeast of the carrier and the towers are the same distance to the southwest. Your mission is to patrol these areas and to intercept and to destroy enemy aircraft. The combat gunsight displays the number of hits on the enemy aircraft on the right side of the cross hair and the number of hits to your aircraft on the left. If your opponent crashes or is shot down, the blinking message "kill" will appear in place of your gunnery score for about 15 seconds. Returning to the carrier will replace destroyed enemy aircraft, clear the number of hits on your aircraft, and replenish fuel and ammo stores. 2. TACTICS The initial stage of a successful CAP mission is a relentless search of the sky for enemy aircraft. The first pilot to see the other will be more likely to gain the superior position at the point of interception. If you're daydreaming, the enemy will be more than happy to roll in on your tail and subdivide your aircraft. The second stage of the mission is the ability to maneuver for the superior position behind the enemy and make out his attitude and match his maneuvers. Eventually you'll be able to close for the kill by turning inside his turn or pulling inside his loop. 19 SEE 20.IFF 20 Maneuvering for the superior position is largely a matter of improvisation. In tight with the enemy, a series of unpredictable vertical maneuvers can result in an advantage. If the bandit is just a speck, maneuver the speck into the center of the cross hair and level your wings. A speck that doesn't move from the center of the screen is coming directly at you or soon will be, since the enemy is also after you and can definitely see you. When you realize a heads-on pass is imminent, roll inverted and dive under him then loop back around. Resist the temptation of a heads-on firing pass, it's far too risky. 21 SEE 22.IFF 22 SECTION Vl TME FOUR BASIC FORCES OF FLIGHT 1. GENERAL This section is an introduction to the basic forces that act on an aircraft in flight, namely Weight, Lift, Thrust, and Drag. The ability to control and manipulate these forces in a wide range of flight conditions is the key to developing effective tactical-combat skills. 2. WEIGHT Weight is the attractive force of the aircraft and planet Earth. It is equal to the weight of the aircraft and, unlike the other forces, is constant in magnitude and direction. Weight is unremitting in its desire to pull the aircraft into the ocean, especiallY at low airspeeds when Weight can become the dominant force. Weight can be used to advantage when at altitude by diving and rapidly increasing the airspeed. 3. LIFT Lift is the force generated by the airfoil shape of the wing, which is rounded on top and flat on the bottom. The airstream moves faster over the top surface in order to keep up with the air moving over the bottom surface. Because a faster moving airstream exerts less pressure, the result is a pressure differential and a net force pointing up through the wing. Lift increases with airspeed and also with the angle of attack of the wing in the airstream. A combination of high airspeeds and back pressure on the stick (producing a high angle of attack) will result in a Lift force many times the weight of the aircraft. It can be used to climb, descend or turn depending on the bank angle of the aircraft. In straight and level flight the Lift is equal to the Weight. 4. THRUST The airfoil-shaped propeller blades provide Thrust, the pulling force that increases with rpm and decreases with airspeed. Thrust is at a maximum at takeoff when it is equal to about one-half the Weight. 23 5. DRAG Drag is a combination of the friction of the aircraft profile against the airstream and the induced drag associated with Lift. Drag increases with airspeed and acts in the direction opposite to the motion of the aircraft. It can be manipulated to slow the aircraft on a landing approach or during combat. If maximum airspeed is desired, the Drag should be minimized by retracting flaps, landing gear and tailhook. In level flight, Drag is counteracted by Thrust. 24 SECTION Vll INSTRUMENTS 1. GENERAL Labelled pictures of the Corsair and Zero instrument panels are shown in Figure V and VI, respectively. The instruments are described below in the left-to-right order that they appear on the panel. 2. AIRSPEED INDICATOR This instrument registers the indicated airspeed in knots. The true airspeed is obtained by correcting for temperature, pressure, altitude and instrument error; but for short-distance flights, the indicated airspeed is sufficiently correct. Knots is nautical miles per hour with a nautical mile equalling 6000 ft. To convert to statute miles per hour, multiply knots by 1.14. The Zero A6M5 indicator gives readings in units of kilometers per hour, which should be doubled to get the airspeed in knots. 3. TACHOMETER This instrument registers the engine revolutions per minute (rpm). The tachometer, while not a flight instrument, may be used as an approximate indication of the aircraft's attitude. For one setting of the throttle its reading will decrease in nose-up attitudes and increase in nose-down attitudes. These changes are clearly audible yet amount to only a few hundred rpm because the aircraft rpm is controlled by a constant speed propeller. With the engine control settings in Fighter Duel, the tachometer can be used to gauge the position of the throttle. 4. DIRECTIONAL GYRO This instrument is a gyroscopically-controlled compass that gives the aircraft heading in units of tens of degrees. The instrument is initialized to indicate a heading of 000 (magnetic north) at start-up on the carrier. 5. ANGLE OF ATTACK This instrument registers the angle of attack of the wing in the airstream in units of degrees. An angle of attack greater 25 SEE 26.IFF 26 than 16 degrees will result in a stall condition and this region of the indicator is colored red. Neither the Corsair or the Zero actually had an angle of attack indicator. We have included one here in order to assist the pilot fly the aircraft in the absence of g forces and stick forces. While engaged in combat, the pilot will draw maximum climb and turning performance from the aircraft by pulling back hard on the stick. This will increase the angle of attack of the wing in the airstream and will result in increased lift. At typical intercept speeds, this maneuver will cause accelerating (g) forces and resistive stick forces. The pilot uses these physical cues to extend the aircraft to the edge of the performance envelope. With too much force on the stick, a high-speed stall may develop or the airframe could become overstressed. In Fighter Duel, the angle of attack can be set just below stall to give maximum performance by using the angle of attack indicator. Assistance is also provided by the stall horn beeps which increase in frequency as stall approaches, Finally, the position of the instrument panel functions as an accelerometer. With positive g-forces the panel rises to simulate the pilot being forced downward in the seat; negative g-forces lift the pilot and lower the panel. In Fighter Duel, it is not possible to overstress the airframe. Accelerating forces are not allowed to exceed positive 7.5 g or negative 3 g. 6. TURN AND BANK INDICATOR The turn portion of this instrument refers to the vertical bar that moves away from its center position in the direction of the turning or yawing of the aircraft. The distance it moves indicates the rate of the turn or yaw. The bank or ball portion of the instrument indicates slip/skid, If the longitudinal axis of the aircraft is aligned with the direction of flight then the ball will appear in the center of the box. For example, applying rudder in level flight will cause the aircraft axis to point away from the flight path, causing a skid condition in which the ball will move away from center and toward the flight path. The slip condition arises when the aircraft is steeply banked. The nose of the aircraft is on the horizon 27 SEE 28.IFF 28 but the aircraft is descending. The ball will move to the low side of the bank, again in the direction of the flight path. 7. GYRO HORIZON The white line that moves across the black face of this instrument represents the position of the horizon relative to the aircraft. The orientation of the line gives the pitch and bank of the aircraft. Horizontal gradients on the lower portion of the face represent increments in pitch of 10 degrees. Tick marks around the upper edge of the instruments represent increments in bank of 30 degrees. The horizon line is visible in all attitudes, which is particularly useful in steep dives when the real horizon is not visible and the wings must be rolled level to pull out of the dive. 8. CLIMB INDICATOR This instruments indicates the rate of climb or descent in thousands of feet per minute for the Corsair and in units of hundreds of meters per minute for the Zero. It operates on the change in air pressure and is not affected by local barometric pressure. There is an appreciable lag in thig instrument and it therefore should be used only for extended climbs or descents and not in the pursuit of constant-altitude flight. 9. ALTIMETER This instrument measures altitude by means of atmospheric pressure and is affected not only by its position above sea-level, but also by barometric pressure of the locality. The altitude is given in hundreds of feet for the Corsair and in hundreds of meters for the Zero. To convert from meters to feet, multiply by three. 10. GLIDE-SLOPE INDICATOR The Corsair and Zero pilots were aided in their carrier landingg by the landing signals officer who would stand at the end of the carrier deck and signal the pilots if their approaches were too high or too low, The glide-slope indicator in Fighter Duel serves the same purpose and is functional in the vicinity of the carrief or if the carrier is visible on the display screen. It appears as a grey cross hair and ranging circle along the centerline of the display screen and 29 is illuminated by simultaneously pressing the left mouse button and the firebutton. By moving up and down, it is able to target where the aircraft is headed, as opposed (in the stationary gunsight mode) to where the aircraft is pointed. The grey glide-slope indicator will switch back and forth with the black gunsight automatically as dictated by the position and heading of the aircraft. 30 SECTION VIII CORSAIR SYSTEM OPERATIONS 1. POWER PLANT The Chance-Vought F4-U-1D "Corsair" is powered by a supercharged Pratt and Whitney Double Wasp 18 cylinder radial engine (2:1 gearing) capable of delivering 2000 BHP on takeoff. The plane is equipped with a Hamilton Standard Hydromatic three blade propeller with a diameter of thirteen feet, four inches. Except for the throttle, the engine controls in Fighter Duel are not adjustable and have been set for maximum performance in a combat situation: a) Mixture control is set in "AUTO RICH". b) Propeller Governor Control is "FULL DOWN" to give maximum rpm. c) Supercharger Control is self-adjusting. "NEUTRAL" to 5500 feet, "LOW" blower from 5500 to 16500, and "HIGH" from 16500. The propeller governor control sets the constant speed unit and has no direct control over propeller blade angle. The blade angle is such that 2700 rpm can be obtained at somewhat less than full power, and 3060 will not be exceeded in dives up to maximum allowable diving speed. Rapid changes in throttle setting will tend to cause the rpm to "overshoot the mark" momentarily before settling down. The purpose of the the supercharger control is to supply air to the carburetor at approximately sea level pressure when operating at altitude. The pilot must compensate for strong torquing forces generated by the 2000 BHP engine. The reaction of the aircraft is greatest at high rpm and low airspeeds, and will cause the aircraft to roll left and yaw left. Inverted or negative g flight shall not exceed 10 seconds because of loss of oil pressure and possible damage to bearings, especially the thrust bearings, caused by the temporarily insufficient engine lubrication. If the engine begins to run rough, roll the aircraft wings level and pull positive gs. 31 2. FUEL SYSTEM The fighter carries 237 U.S. gallons of grade 100/130, specification AN-F-28 fuel. The self-sealing main tank, located in the fuselage forward of the cockpit, has a total capacity of 237 U.S. gallons of fuel, including a standpipe reserve of 50 U.S. gallons, The fuel quantity gauge is located in the bottom right corner of the instrument panel and reads in units of U.S. gallons. The tanks are topped off after each successful carrier trap. 3. LANDING GEAR The landing gear control will not operate on the deck. The positions of the left and right gear are shown by the indicators on the left edge of the instrument panel. A mechanical inter-lock is provided between the arresting gear control and the landing gear control. The arresting gear control cannot be moved to "DOWN" unless the landing gear control is set at "DOWN". Conversely, the landing gear control cannot be moved to "UP" unless the arresting gear control is set at "UP". The tail wheel must not be extended by operating the landing gear control to "DOWN" position in excess of 200 knots because serious damage to tail wheel doors may result from the high air loads if the doors are open at high speeds. In Fighter Duel, moving the landing gear control to "DOWN" in excess of 200 knotg will activate the dive brake so that the tail wheel will not extend. 4. DIVE BRAKE Activating the dive brake control will extend the main landing gear without extending the tail wheel. In Fighter Duel, moving the landing gear control to "DOWN" in excess of 200 knots will activate the dive brake control, It is not permissible to extend the dive brake at airspeeds greater than 260 knots because at higher speeds the gear will not extend fully or lock down. If the dive brakes are activated at greater than 260 knots the indicators will show incomplete extension until the airspeed drops to 260 knots at which time the down and locked indication will be given as the gear extend and lock. The dive brake should not be operated to retract the landing gear above 350 knots. 32 5. ARRESTING GEAR In Fighter Duel, the arresting gear indicator is located below the landing gear indicator and is labelled "hook". The tailhook icon is indicative of the tailhook extended condition. A mechanical inter-lock is provided between the arresting gear control and the landing gear control. The arresting gear control cannot be moved to "DOWN" unless the landing gear control is set at "DOWN". Conversely, the landing gear control cannot be moved to "UP" unless the arresting gear control is set at "UP". Lowering the tailhook on deck during roll out will create excess drag and may prevent a successful take-off. The tailhook may be retracted after a trap landing and another take-off attempted. 6. WING FLAPS The flap control mechanism is designed so that any desired flap angle in 10 degree steps to "FULL DOWN" (50 degrees) can be obtained by a corresponding setting of the wing flap control. The wing flap system includes a mechanism that causes the flaps to "blow-up" (back off) from the angle set by the control under excessive loads caused by airspeeds greater than normal. The flaps will return to the angle corresponding to the control setting when the airspeed is reduced. The mechanism is set so that with flaps set full down and power on for level flight in the landing condition, they begin to "blow-up" at between 90-110 knots, indicated. At lesser flap settings, the "blow-up" speeds will be greater than with flaps full down. The flaps are also designed for use in maneuvering the airplane in combat. With typical maneuvering flap deflections of 20 degrees or less, the airplane may be maneuvered at equivalent limiting "flaps up" accelerations up to 200 knots. The landing and maneuvering flap control shall not be placed in position for lowering flaps at speeds in excess of 200 knots even though the flaps are protected by an overload release mechanism. 7. GUNSIGHT AND ARMAMENT In Figther Duel, arming the guns illuminates a cross hair and ranging circle in the center of the view, At a distance of about 400 feet, the enemy aircraft will just fill the ranging 33 circle. The number to the right of the cross hair is the number of hits on the enemy aircraft, the number to the left is the number of hits absorbed. On average, the Corsair is able to withstand considerably more hits than the Zero owing to the Corsair's far superior armor and fire protection. For safety purposes, the guns cannot be armed in the vicinity of the carrier. Armament consists of six wing-mounted 0.50-caliber Browning M2 machine guns firing a 0.1 pound bullet at 800 rounds per minute with a muzzle velocity of 2810 feet per second. The bullet streams converge at a distance of 1000 feet. With a combined weight of fire of 8 pounds per second, firing should be held to short bursts else a noticeable loss of airspeed may result. With the four inboard guns holding 400 rounds each and the two outboard guns holding 375 rounds each, total firing time is about 26 seconds. Ammo stores are replenished after each successful carrier trap. 8. WHEEL BRAKES Braking action is achieved by toe-down pressure on the rudder pedals. In Fighter Duel, pressing the joystick firebutton will brake the aircraft. 34 SECTION IX ZERO SYSTEM OPERATIONS (See Corsair operations in SECTION 8 for systems not described below.) 1. POWER PLANT The Mitsubishi A6M5a "Zero" is powered by a supercharged Sakae 21 14-cylinder radial engine (12:7 gearing) capable of delivering 1130 BHP on takeoff. The plane is equipped with a Sumitomo (under license from Hamilton Standard) hydromatic three bladed propeller with a diameter of ten feet. 2. FUEL SYSTEM The maximum internal fuel capacity is 524 liters (138 U.S. gallons). The main tank, located in the fuselage forward of the cockpit, has a capacity of 144 liters, and the 2 wing tanks have capacities of 190 liters each. The A6M5a fuel system has no armor or fire protection. The fuel quantity gauge is located in the bottom right corner of the instrument panel and reads in liter units. The tanks are topped off after each successful carrier trap. 3. GUNSIGHT AND ARMAMENT Two wing-mounted 20 mm TYPE 99 cannons firing a 0.25 lb bullet at 550 rounds/min with a muzzle velocity of 1950 ft/sec and an ammo belt containing 125 rounds, Two 7.7 mm(0.30-cal) TYPE 97 machine guns mounted in the upper fuselage decking firing 1000 round/min with a muzzle velocity of 2460 ft/sec with an ammo drum containing 70 rounds. The ammo stores are replenished after each successful carrier trap. 35 SEE 36.IFF 36 SECTION X PERFORMANCE COMPARISON 1. GENERAL In a nutshell, the Zero is light and maneuverable, the Corsair is rugged and powerful. As a result, the Corsair will see a greater drop-off in performance at low airspeeds. 2. ROLL Differences in roll performance between the two aircraft become apparent at airspeeds above 200 knots. The Zero's stick becomes increasingly heavy at high airspeeds, thereby limiting the pilot's ability to roll the aircraft, The Corsair, in contrast, has finely tuned, aerodynamically balanced ailerons that do not degrade roll performance at high airspeeds. At 240 knots, the Corsair will roll more than 180 degrees in a second. The Corsair's superior roll rate can be used defensively to offset some of the maneuverability advantage of the Zero. 3. TURN Turning radius is an important component of close-in tactical combat. It is primarily a function of wing loading (weight divided by wing area, see Appendix I and II), which is in essence the weight-to-lift ratio. The wing loading in units of pounds per square foot is 26 for the Zero and 37 for the Corsair. The Corsair has a greater weight-to-lift ratio and must turn at a shallower bank angle to maintain its altitude. Based on these wing loadings, the calculated minimum radius of a turn performed at stall speed is 490 feet for the Zero and 710 feet for the Corsair. This means that the Zero can complete three turns in the time it takes the Corsair to do two. Get on the tail of a Zero and soon he'll be on your tail, Instead take your shot and break it off, or if the Zero is on your tail, use your superior roll rate to keep him guessing. 4. CLIMB The Zero has a small advantage in sea-level climb performance. A Corsair would be ill-advised then to attempt a climbing escape at this altitude, and since turning is also 37 not a viable option, the Corsair must hope its engine is running well and outrun the Zero. The situation is reversed above 18,000 feet where the Corsair has superior climb performance and can dictate its own position for attack. The best climb speed is 105 knots for the Zero and 135 knots for the Corsair. 5. DIVE The Corsair enjoys an 80 knot advantage over the Zero in maximum diving speed, mostly because of the light-gauge skin on the Zero, At altitude the Corsair could make a quick exit with a half roll and a dive for the deck. Extreme caution should be exercised when diving either airclaft, especially with power added. Airspeed will build quickly and, before a pullout can be executed, the controls will become heavy and unresponsive. 38 SECTION XI THE CARRIERS 1. BUNKER HILL (CV-17) The U.S.S Bunker Hill was launched 7 December 1942, the third Essex-class carrier to enter the war. She saw action in battles ranging from the Solomon Islands northward to Okinawa until crippled by two kamikazee hits on 11 May 1945. Corsair squadrons operated sporadically from the carrier until their permanent assignment in early 1945. She carried 91 aircraft, of which 36 were fighters, had a flight deck 860 feet long by iOO feet wide and a top speed of 33 knots. For Fighter Duel carrier operations, the carrier is making 25 knots on a calm sea. Arresting wires were strung from just beyond the aft deck number forward to the aft elevator, which is marked with an "x". 2. SHOKAKU The Imperial Japanese Navy carrier Shokaku was launched 1 June 1939. She survived many of the important naval battles of the Pacific theater, but on 19 June 1944, in the Battle of the Philippine Sea, was sunk by four torpedoes fired from the submarine Cavalla. She carried 84 aircraft, of which 18 were Zero fighters, had a flight deck 790 feet long by 95 feet wide and a top speed of 34 knots. For Fighter Duel carrier operations, the carrier is making 25 knots on a calm sea. Arresting wires were strung from the aft elevator (marked with an "x") forward to the crossing line. 39 SEE 40.IFF 40 SECTION Xll TWO-PLAYER MODE 1. DIRECT CONNECTION Two nearby machines can be connected directly at their serial ports using a null-modem cable. Null-modem cables are available from your local computer hardware retailer. Before making the connection, make sure that the null-modem cable is of the correct gender for the serial port connection on your machine. Remember that the serial port connection on the Amiga 1000 is of opposite gender to that on other Amiga models. 2. MODEM CONNECTION Two machines can also be linked by modems via a telephone line. Fighter Duel requires an external, Hayes-compatible, 1200- or 2400-baud modem. Follow the directions included with the modem for connecting the modem to the computer and the telephone line. In addition, it is necessary that a telephone be connected directly to the modem. Before running Fighter Duel, manually dial youl opponent on this telephone and establish voice communication. 3. SELECTIONS Before either player presses the BEGIN FLIGHT button, both players must select a set of parameters in the Fighter Duel menu. You and your opponent will have voice communication at this time and should discuss and agree upon your respective selections. It should also be noted that in two-player mode the program begins with the aircraft in full flight. Begin by selecting the option TWO PLAYER in the PLAYER MODE menu. Then move to the PLAYER OPTIONS menu. The first item is MODEM TYPE with options null modem, for two machines connected directly by a null-modem cable, or the two possible baud rates, 1200 or 2400, for two machines connected by modems and a telephone line. If both modems are 2400 baud, then both players should select 41 2400. If one or both modems are 1200 baud then both players must select 1200. The modem type must be the same for both players. Next, the item LOCALE is set to either the arch, the towers, or the islands. The LOCALE also must be the same for both players. Finally the item START is set to either NORTH or SOUTH, referring to the northern or southern perimeters of the locale. Your selection must be different from that set by the other player. The program will halt if the same START is selected by both players. Move to the AIRCRAFT menu and set FRIEND to the aircraft that you will fly, and set FOE to the enemy aircraft. Of course, one player's FRIEND must be the second player's FOE and vice-versa. This concludes the menu selections. When you and your opponent have finished with the selections, together press your respective BEGIN FLIGHT buttons and the program will then attempt to make a modem connection. If successful, the program will load from the floppy or hard drive; in the case of the hard dive this could be just a couple of seconds. If you have Fighter Duel installed on hard drive and your opponent is running off floppy then you will have to wait with a blank screen during the time the floppy loads on the other end. 4. BEGIN FLIGHT The performance of the aircraft and of the program itself are unchanged in going from one-player to either direct connection or modem two-player mode. There is no carrier in two-player mode, however, and the program begins in full flight. Your beginning altitude and lateral position along the locale perimeter (indicated by the buoy line on the ocean surface) is assigned randomly. Depending on the option START, it will either be the north or south perimeter line. Your opponent will- be somewhere on the opposite end. The altitude of the start can range between one thousand and ten thousand feet. The initial heading of your aircraft is toward the north if START is SOUTH, and toward the south if START is NORTH. In other words, the aircraft are flying towards each other from opposite ends of the locale. Also, it 42 is not possible to see the enemy at the distance separating the starting points. Pause mode is disabled in two-player mode. The method for centering an analog stick in two-player mode is to hold down both mouse buttons and press the stick's second fire button. 5. TACTICS Tactics will depend initially on possible differences in altitude between the two aircraft. If you find yourself at a favorable altitude then maintain your possible advantage by climbing as you search the area for your opponent. When you spot him go into a full-throttle dive and open fire when the bandit fills the gunsight. If you're flying a Corsair, then your opponent will then understand why the Japanese called the Corsair "Whistling Death". After the pass, zoom back to altitude in order to maintain your advantage. On the other hand, if you find yourself at low altitude at the start, then stay close to the structures which can be used as a shield against a diving attack. 6. RESTART If you crash or are shot down, the screen will go blank and a message will appear informing you of this fate. After a delay of not more than 30 seconds, the program will restart and flight will begin at a new starting point in the same locale. If your opponent crashes or is shot down, the blinking message "kill" will appear in place of your gunnery score for about 15 seconds. This is followed by a blank screen for a short time, then the program restarts and flight will begin at a new starting point. Your opponent will again start at some point on the opposite end of the locale. Both players must reboot and reconnect in order to change locales. 43 APPENDIX I AIRCRAFT SPECIFICATIONS ----------------------------------------------------------------------- Corsair F4-U-1 D Zero A6M5a ----------------------------------------------------------------------- Fighting weight 11700 lbs 6025 Ibs Wing area 314 sq ft 229 sq ft Wing span 41.O ft 36.1 ft Length 33.3 ft 29.9 ft Height 16.1 ft 11.5ft Engine P-W R-2800-8 Sakae 21 Engine rating 2000 hp 1130 hp Propeller diameter 13.3ft 10.0 ft Fuel capacity 237 U.S. gal 138 U.S. gal ---------------------------------------------------------------------- APPENDIX II AIRCRAFT PERFORMANCE DATA ---------------------------------------------------------------------- Corsair F4U-1 D Zero A6M5a ---------------------------------------------------------------------- Max speed-level 360 knots 300 knots @20,000 ft Max speed-dive 480 knots 400 knots Cruise speed 160 knots 200 knots Climb to 20000 ft 8 minutes 7 minutes Service ceiling 37000 ft 38500 ft Range 890 miles 1040 miles Wing loading 37 lbs/sq ft 26 lbs/sq ft Power loading 5.9 lbs/hp 5.3 lbs/hp Turning radius 710ft 490 ft ---------------------------------------------------------------------- The End