B17 Redux Manual - v1
B17 Redux Manual - v1
Game Manual
WORK IN PROGRESS!
Game Overview
The classic game remastered. Feel the
power of flying a 10-men crew on a B-17 over
occupied Europe in WWII. Plan the mission,
choose your men and take action in every
post onboard, from pilot to bombardier and
machine gunners. Get ready for a high-flying
adventure in this all-time classic remake.
The missions undertaken by the crews of B-
17 bombers during World War II are the stuff
of legend. What was it like to fly through
relentless anti-aircraft fire over Nazi-
occupied Europe? What was it like to have a
thin layer of steel between life and death at
15,000 feet? How did it feel to furiously fend off enemy fighters zipping around
your plane and then to precisely deliver your payload over enemy targets?
Find out for yourself as you lead a 10-men crew to victory... or defeat... against
squadrons of Nazi warplanes in the legendary B-17 Flying Fortress!
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Redux
The same experience remastered with the original engine upgraded to support
the functionality present in Directx 12. Working on the redux will give us the
opportunity to look back and learn in order to push forward with future Flying
Fortress titles.
Whilst we will stay true to the original experience, we will also be looking to add
to it, with more information released closer to the release.
Early Access
Why Early Access?
“To bring the game to modern audience and to update the game's
presentation and feel for modern audiences we are looking to go
through a period of early access.”
Approximately how long will this game be in Early Access?
“6 months to 1 year.”
How is the full version planned to differ from the Early Access
version?
“Additional Features and improved functionality will be added during
the Early Access process.”
What is the current state of the Early Access version?
“The game is playable from start to finish with interiors updated and most
interfaces updated.”
Will the game be priced differently during and after Early Access?
“During Early Access the game may increase in price.”
How are you planning on involving the Community in your development
process?
“Community feedback via Steam forums and other avenues is encouraged so
that we can improve the experience for the players.”
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Known Bugs
We thank you, test pilots, for
identifying and reporting
bugs to the team! The
following are bugs and
improvements the team
have identified and are
working towards fixing. So,
take that in mind when
testing or reporting!
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0. TL;DR
Pro Tips
So, you've jumped straight into the game and some things are not working as
intended.
Use this guide to ensure everything is set up properly.
If you want to assign a control that’s based on the joystick axis movement,
highlight the control (for example Pitch (Nose Up/Down) and, in the right hand
panel click on the line below ‘Axis’.)
Notice that the software is ‘scanning’ for a control input and that the two small
panels in the lower left/right of the screen are showing Down and Up. Move the
Joystick forward and back and the central dial should react moving to the
extreme left for Down and the extreme right for Up. Let go of the joystick and
this control will be assigned.
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Set all Throttles to same axis
If you are having issues with your engine Throttle controls, make sure you
set ALL of the following engine controls to the SAME joystick axis:
Engine 1 Throttle
Engine 2 Throttle
Engine 3 Throttle
Engine 4 Throttle
Port Throttles
Starboard Throttles
All Throttles
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1: Taxi and Take Off
This is simply an exercise in taxiing the B-17 to the main runway and then
carrying out a take off. It’s here that you will learn basic ground handling skills
and take off procedures. The mission will end once you get to 1,000 feet pull,
raise landing gear and flaps.
Your aircraft is on a hardstand at an airfield with engines running, parking and
tail brakes set and flaps fully lowered. You start in the Pilot's position, Action
view.
Taking Control
1. Press F2 to enter exterior view. Move your view
to behind the aircraft.
2. Press M to enter Manual mode.
If the aircraft begins moving forward, your throttle controls may need to be
reconfigured (see above tips).
For now, hold Shift and press - [minus key] to reduce throttle and stop
moving.
Directions:
Turn slight right off the hard stand on the
taxiway.
Stay to the right until the taxi-way turns to the
left.
Turn left and align with the center of the
runway.
DO NOT leave the concrete taxiway or runway; you will instantly fail the
mission and must restart.
You are on approach to the main runway of the airfield. All engines are running,
gear and flaps are fully raised. You are in the Pilot’s seat behind the controls of
the B-17 as it turns onto final approach. You will need to follow the correct
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approach and ease the bomber onto the runway. The mission ends once you’ve
landed and brought the aircraft to a complete halt.
Press key M to take control.
1. Use the external camera views for maximum visibility.
2. Locate the main runway where you will land (it should be
lined up in front of you).
3. Drop your landing gear (Shift + Up Arrow).
4. Ease up on the all engine throttles.
5. Lower flaps (Shift + F).
6. Glide in to the runway and land all three wheels.
7. Cut throttle as plane rolls (- minus key).
8. Put Wheel Brakes on (Insert key) to stop aircraft moving.
An engine that is not feathered when it has stopped will add severe drag. This
could cause a fire or even break the propshaft, so it’s very important to learn
how to feather an engine. You are flying above the airfield at an altitude of 5,000
feet and airspeed of 155mph (IAS). The engines are running, gear and flaps are
fully raised. You must feather engine number 1 and then restart it, all while
maintaining speed and altitude. If you drop below 1,000 feet you will fail this
mission.
Press key M to take control.
1. Go to the Pilot’s Instruments view in the cockpit
(key I).
2. Click on the large, round red button marked “1”.
3. Find the fuel system switches above the pedestal
and turn off the left-most column.
4. Click and move the Turbo- Supercharger and
Throttle to zero for Engine 1.
Number One Engine should now be
feathered.
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5. Locate the fuel system switches above the
pedestal and turn on the leftmost column.
6. Click on the large, round red button marked “1”.
7. Set the throttle and Turbo speeds to match the
other three engines.
At this point the engine should start.
In this mission you must locate the target and release the bombs as accurately
as possible. You will be the Bombardier just at the beginning of the bomb run.
The Norden bombsight is already configured with altitude and speed correctly.
Altitude is 8,000 feet, and airspeed 155mph (IAS). All engines are running well,
gear and flaps are fully raised. The weather is good, altitude is low and there is
no flak or fighter opposition to worry about.
Press key M to take control.
1. Wait for the Bombardier to indicate he is on the bombrun.
Then press key A to go to Bombardier’s Action View (you
will be looking through the bombsight).
2. Enter “Search Mode” by using SHIFT + K (a light will come
on).
3. Use your joystick to locate the target, place the crosshair
over the target and then hit SHIFT + K to ‘lock’ the target.
4. The Sight starts in DRIFT tracking mode. Moving the
joystick left adjusts the angle of Drift to the left – the target
will begin to drift more to the right of the sight picture.
Moving the joystick right will alter the angle of Drift to the
right – the target will begin to drift more to the left of the
sight picture.
5. Press key N to enter the RATE tracking mode. Moving the
joystick up makes the rate track more slowly, so the target
will move towards the bottom of the sight picture. Moving
the joystick down will make the rate track more quickly,
hence the target will appear to move back up towards the
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top of the sight picture. The objective is to freeze any
vertical movement of the target.
6. You should adjust DRIFT and RATE until the sight picture
shows no movement at all. This is called
SYNCHRONISATION, and means the bombsight is
correctly allowing for speed, altitude and wind drift.
7. During your alterations, the target may have slipped out
from the crosshairs. If you have time, you can enter
SEARCH mode, using the SHIFT + K key combination, and
place the target directly under the crosshair again.
Provided that you have correctly SYNCHRONISED the
sight, as described above, the crosshair will remain where
you left it.
8. Watch the two markers close towards each other, when
they meet the bombs will be dropped automatically by the
bombsight – thus ensuring a drop accurate to the
millisecond.
9. Watch bombs release from bay and then press F6 to view
down from inside the bomb bay and F6 again to view target
from ground level (use mouse left button to zoom in and
right hand button to move around target.
In this mission you must fly a mission to a target and bomb it. The weather is
more overcast and more like normal European cloud cover. The altitude is
18,000 feet, which is average for a run on a defended target, but there is no flak
or fighter opposition. The bomber mission starts just before the Initial Point of
the bomb run so you must carry out the full calibration of the bombsight.
Press key M to take control.
1. Press the spacebar to go to the Bomb Panel.
2. Click Bomb Indicator button ON.
3. Click ON – Bomb Bay Doors, Bomb Arming and Autopilot
switches.
4. Press spacebar to return to Norden bombsight view.
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5. Wait for the Bombardier to indicate he is on the bomb run.
Then press key A to go to Bombardier’s Action View (you
will be looking through the bombsight).
6. Enter “Search Mode” by using SHIFT + K (A light will come
on).
7. Use your joystick to locate the target, place the crosshair
over the target and then hit SHIFT + K to ‘lock’ the target.
8. The Sight starts in DRIFT tracking mode. Moving the
joystick left adjusts the angle of Drift to the left – the target
will begin to drift more to the right of the sight picture.
Moving the joystick right will alter the angle of Drift to the
right – the target will begin to drift more to the left of the
sight picture.
9. Press key N to enter the RATE tracking mode. Moving the
joystick up makes the rate track more slowly, so the target
will move towards the bottom of the sight picture. Moving
the joystick down will make the rate track more quickly,
hence the target will appear to move back up towards the
top of the sight picture. The objective is to freeze any
vertical movement of the target.
10. You should adjust DRIFT and RATE until the sight picture
shows no movement at all. This is called
SYNCHRONISATION, and means the bombsight is
correctly allowing for speed, altitude and wind drift.
11. During your alterations, the target may have slipped out
from the crosshairs. If you have time, you can enter
SEARCH mode, using the SHIFT + K key combination, and
place the target directly under the crosshair again.
Provided that you have correctly SYNCHRONISED the
sight, as described above, the crosshair will remain where
you left it.
12. Watch the two markers close towards each other. When
they meet, the bombs will be dropped automatically by the
bombsight, thus ensuring a drop accurate to the
millisecond.
13. Watch bombs release from bay and then press F6 to view
down from inside the bomb bay and F6 again to view target
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from ground level (use mouse left button to zoom in and
right hand button to move around target.
6: Gunnery
You are in the air above the airbase at an altitude of 12,000 feet and an airspeed
of 150mph IAS. The Navigator is in his alternative position on the Cheek gun.
You must shoot at a target B-17. It will come up alongside you in various
positions to cover all gun positions. You should experiment with ‘leading a
target’ and the effects of range on bullet arcs. You must hit the bomber with 50
rounds from each position but don’t worry about doing any damage – all guns
are loaded with special ‘paint’ rounds.
You will begin in the Top Turret position. Switch your position to the Bombardier
[` key]
Press key M to take control (of Bombardier).
1. Wait for the target B-17 to appear.
2. Aim and fire. When 50 hits are recorded you will not be able
to fire anymore and have to move on.
3. Press F2 to get an outside view of the B-17.
4. Press [ to select the target B-17 and use the Camera keys
to look at the colourful ‘damage’.
5. Press [ to select your B-17 and press F1 to return to Chin
Turret station.
6. Repeat the above for all gun positions in this order:
Chin Turret, Cheek Gun, Top Turret, Ball Turret, Left Waist Gun,
Right Waist Gun and Tail Gun.
7. When you have succeeded in hitting the B-17 with all guns
the mission will end.
All Training Missions will be debriefed. You will be told in the Debriefing File if
you have achieved the required competence.
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Starting a Mission
STEP BY STEP:
Quit Mission
The default key bind to quit a mission is to hold Ctrl and Shift then press Q key.
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1: Technical
Overview
Technical Requirements for operating the game.
System Requirements
MINIMUM
OS: Windows 10 or later
Processor: Intel® Core™ i5
Graphics: NVIDIA® GeForce GTX 750 Ti or AMD equivalent
Storage: 1 GB
RECOMMENDED
OS: Windows 10 or later
Processor: Intel® Core™ i5
Graphics: NVIDIA® GeForce GTX 750 Ti or AMD equivalent
Starting January 1st, 2024, the Steam Client will only support Windows 10 and
later versions.
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2: Getting Started Guide
The Game Tutorial
Well, you've successfully installed and loaded the game and you’re itching to
get into the air in that big bomber and see some WWII action. This tutorial will
get you up and running in a Bomber Commander campaign game, but it will not
teach you the complete simulation (manual flying, bombing etc). For that you
will need to try the specific Training and Quickstart Missions using the Training
School sections later in this manual.
Starting Off
After the Early Access disclaimer, you will see the Main Menu screen.
Before you do anything else you must check the status of the Navigation
realism. Navigation is an important factor in the simulation and the aircraft can
fly at three levels of Navigation Complexity: Historical, Easy or Flawless. For
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this guide we don’t want you to get lost so you will be flying with Flawless
navigation.
Click on the Game Option icon (bottom
left) - a red light will switch on when
selected.
Click on the Forward button (bottom
right).
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If it isn't, click on the line and click on Flawless in the lower panel.
While you're in the Realism option menu, also adjust the Collision Damage
setting to "Ground only" - this will prevent any mid-air collisions with friendly (or
enemy) aircraft. However, if you want a more realistic experience, do not
change this setting.
Click on the Continue switch (lower right).
Click on the return to previous screen switch (lower left) to
return to the Main Menu screen.
New Game
Now we want to play a New Game (the icon of the B-17 - lower left).
Click on the icon (a red light will switch on when selected)
and then click on the Continue button (bottom right).
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Game Type
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At the bottom of the screen is a Campaign Start panel (covering the period
December 1st 1943 to February 10th 1945). This is where you choose the
campaign length.
Click in the panel until it shows the date March 1st 1944.
Flip the Continue switch (lower right).
Crew Screen
Your next stop is your Crew screen. This
shows the current crew for your B-17.
Remember that in a Bomber Commander
campaign you are in overall charge of the
ten-man crew and the one bomber.
Click on the top left portrait (the
Bombardier) and the bombardier’s
name will appear in the central panel.
Click inside the name panel and delete the name using the
Backspace key.
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Type in a new name (it could be your own) in the two panels
and press Return/Enter.
Flip the Continue switch (lower right) and you will be taken
to the HQ Corridor screen.
The HQ Corridor
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Crew Information File
Click on the book on the left of your desk and you
will open the Crew Information File. The first page
will open on the Bombardier details and will show
the name you inserted in the Crew screen.
Clicking on the tabs along the side of the book will
show details for all ten crew (coded by position:
TG - Tail Gunner, N - Navigator etc).
Click away from the pages and the book will close.
Inspect Bomber
Click on the windows to go outside to Inspect Bomber and
you will be taken to your Jeep.
A clipboard will show the name of your bomber.
Click on the B-17's name on the clipboard.
This will take you to the aircraft waiting at its dispersal point
(in the 3D world). Inspection is particularly useful when you
have returned from a mission and want to see the damage
your bomber has sustained.
Full camera views are available:
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CONTROLS: KEYPAD
Plus + and Minus - : Zoom in/Zoom out.
Arrow keys: Move the view left/right/up/down.
PageUp/PageDown: Tip view up/down.
Ins/Delete: Rotate view left and right.
CONTROLS: MOUSE
Alternately, you can use the mouse (with the right mouse
button pressed in to zoom in/out and the left mouse button
pressed in to rotate view).
Press ESC to return to the jeep bonnet - this contains the
Crew Management File.
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The Briefing Room
The Briefing Room gives you all the current information available about your
target (or targets) and the routes there and back.
In the centre of the stage there are facilities to see a fly-over
film of your target, as it will appear to the Bombardier.
Click on the film screen and watch the film carefully.
In this tutorial guide you’ll be sitting in the Bombardier's
seat during the bomb run so it’ll help if you recognise the
target.
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When the film has finished or when you
have pressed ESC, you will return to
the Mission Briefing room.
Click on the Map on the right of the
stage to see bomber route, the target
and the route back.
Map Controls
Target Details
You’ve now seen a reconnaissance film
and the route to the target but you’ve still to
read all the target details.
Click on the green Mission Briefing file
on the desk in front of you.
This opens on the Mission Summary
page that includes details on the
Primary and Secondary targets, type of
bomb selected, distance to travel and fighter
escort details.
Click on the right-hand page of the Mission
Briefing file and it will turn the page to show
the Primary Target details including Flak
Strength, Fighter Strength and Target
Intelligence.
Click again on the right-hand page to view
details of the Secondary Target.
When you have read about the mission
targets click on the right-hand page again.
You will now have to sign that you have read
and understood the target/mission details.
Click on the line (marked by an X) and a signature will
appear.
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Click away from the book to close the Mission Briefing file
and return to the Mission Briefing room.
Now let’s start the mission.
Click on the door on the right of the Mission Briefing hut
(Start Mission) to enter the 3D simulation.
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Press F1 to go inside the aircraft.
You will now be on the flight deck just behind the Pilot/Co-Pilot seats on the
flight deck. To give the Begin Mission order you must go to the Radio
Operator station.
Press keyboard key 7 and you will jump to the Radio
Operator's Compartment view. You will now see the Radio
Operator sitting at his station with a highlight around him.
ACCESSING THE RADIO OPERATOR'S INSTRUMENT VIEW
You now need to go to the Radio Operator's instrument view and can do this in
one of two ways:
Either move your mouse cursor to the extreme right side of
the screen (in the middle) to reveal a bank of five view
icons. The current view is lit with a red light (the figure icon).
Click on the fourth icon down (the dial icon).
Or with the Radio Operator selected (highlighted) press key
I.
This will bring up the Radio Operator’s Instrument View (a radio set and two
message books).
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MANUAL CONTROL AND ORDERS
Click on the ‘Outgoing Messages’ book (on the left) and it
will open.
Look for the Begin Mission order.
Before you can do anything you must take control away from the computer AI.
This is a feature of B-17: everything will work on computer control but if you
want to influence a position or character, you must take manual control.
Press key M and the ‘computer controlled’ icon will
disappear and be replaced by the manual control symbol (a
‘hand’ icon).
You are now in control of the Radio Operator.
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Click away from the book and you will return to the Radio
Operator's Instrument View.
You should hear the engines starting.
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The bomber will taxi to the main runway followed by the rest of the squadron
and take up a position at the head of the take off runway.
The simulation also has a Pilot Helper key
(H) that can guide you in various aspects of
the simulation. In take off, if you press key
H you will see a large green cone take up
position in front of the aircraft. This leads
you to the main take off runway. Press key
H to switch off Pilot Helper.
Eventually when you get to the take off runway, the B-17 will stop briefly for the
final checks to be carried out. It will then speed up and take off. The landing gear
will retract and the other aircraft in the squadron will follow the leader. Your B-17
will circle until the other bombers in the squadron form up with it.
When taking off in manual mode the Pilot Helper key (H) also comes into play
here. When you hear the command ‘Join Formation' press H and you will see a
white formation box appear (you might have to look for it with view keys). This
box is where you should be for all the squadron to form up with you.
Time Controls
You can ‘pause’ the simulation at any time by pressing the
Pause/Break key (toggle).
The Home key will speed up the simulation 2, 4 or 8 times.
The End key will slow down the simulation (if things are
happening too quickly) 2, 4, 8 times.
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Once in the air and in formation, the B-17 will head for the target, perform the
mission to the best of the crew's current ability/initiative, defend itself against
any attack, and try to return home and land.
If you want to skip large chunks of time when nothing important is happening,
press the Return/Enter key to Time Skip. You Skip time as much as you can to
speed up the ‘getting there’ procedure. If you are unable to skip time that means
that a ‘game event' is happening, such as escort fighters scrambling, flak firing
or enemy fighters engaging you in combat.
You need not do anything if you don’t want to. But the fun of this simulation is
that you can jump into any position and take over manual control of that job!
Similarly, you can jump into the escort and enemy fighter cockpits and dogfight
with your enemy. Or, you can simply admire the views of the aircraft crossing a
fully mapped Northern Europe!
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Crew Positions
In this tutorial guide, we’ll jump into a variety of positions. You should still be in
external view, in the B-17 squadron formation.
There are various ways to navigate around the aircraft positions:
1. At the top of the screen is a Crew Portrait pop-up panel that
allows you to jump to any member of the crew by clicking
on his portrait.
2. To the left of the screen is a Crew Position pop-up panel
that allows you to jump to any crew task (Navigation, Bomb
Aiming/Dropping, Flying (as Pilot), etc.).
3. At the bottom of the screen is a panel that pops-up only in
Compartment View that allows you to jump into the six B-
17 compartments.
All crew positions in the simulation have a pre-set keyboard key:
Bombardier
2 Navigation
3 Cheek Gun
4 Pilot
5 Co-Pilot
6 Engineer/Top Turret Gun
7 Radio
8 Ball Turret Gun
9 Left Waist Gun
0 Right Waist Gun
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- Tail Gun
You should be on the flight deck just behind the Pilot and Co-Pilot. (If you are
not press key 3 and select Compartment View from the right-hand pop-up
menu.)
Select the Pilot (if he’s not already selected) by clicking on
the figure on the left.
PILOT'S ACTION AND INSTRUMENT VIEW
All members of the crew have their own set of specific views. The Pilot has an
Action view (accessed by pressing key A) which drops you into his seat looking
out of the front window (and left/right in the cockpit), and an Instrument view
(press key I) showing the fully functioning cockpit dials and switches/levers. All
these views can also be accessed via the View Menu panel by hovering the
mouse cursor on the central right edge of the screen.
In addition, some crew positions have additional instrument views that relate to
their jobs. The Pilot and Co-Pilot have specific zoomed-in instrument views (F5,
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F6, F7, F8 and F9).
Press key A to access the Pilot's Action
view.
Look left/right in the cockpit using
the joystick ‘hat’ or Camera view
keys.
Press key I to access the Instrument
view.
This is a fully functioning B-17 cockpit with
dials, switches, levers etc all working.
Hover the mouse pointer on a switch or
lever to see what it does.
Press F5 or F9 to see the Co-Pilot’s
instruments.
Press F6 to see the close-up engine
dials.
Press F7 or F8 to see the close-up
Pilot’s dials/switches.
DO NOT OPERATE ANY OF THESE
INSTRUMENTS UNTIL YOU
UNDERSTAND MORE ABOUT THE B-17
SIMULATION CONTROLS (see the
Training Schools later in this manual).
Return to the Pilot’s Compartment view (key C or use the
View Menu panel).
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Engineer / Top Gun Turret
We've already seen the Pilots’ Compartment (see earlier) so let’s continue with
the tour.
Press key 6
This will take you to the Engineer/Top Turret Gun compartment next to the
bomb bay.
Note: Because of his position the Engineer/Top Turret gunner is obscured by
the bombs and is not shown fully, but you can just see his legs highlighted.
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Press the Action view (key A) and you will see the
Top Turret view.
Press key M to take control of the top turret and
rotate/fire the guns using your keyboard or
joystick.
Notice the realistic tracer path but do not shoot at your own aircraft!
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Press key C or click on the second icon down on the View
Menu panel to see the Compartment view.
You will now see the two waist gunners with an almost obscured highlight of the
Ball Turret gunner’s position close to the feet of the Right Waist Gunner.
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Now select one of the Waist Gunners (click on one of them
or press key 8 or 9), and go to his Action view (key A or
View Menu panel third icon down).
You will be in position in front of the
machine gun.
Select manual control (key M) and fire
the machine gun.
Now return to the Compartment view
by pressing key C.
Tail Gunner
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Navigator's Station
Now let’s look at where the aircraft is headed and jump to the Navigator’s
station.
Open the top panel and click on the second portrait from
the left - this is the Navigator. You are currently in
Compartment view, so you will jump to the aircraft nose
section (where the Bombardier also lives). The Navigator
will be highlighted to show that he is the selected crewman.
Press key I to access the Navigator's Instrument view. This
will show his desk and instruments: the Radio Compass,
the Drift Meter, and the Map.
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Click on the Map (on the left of the screen), or press the
Spacebar, and you will jump to the Map screen.
USING THE MAP
This map is very similar to the Mission Briefing map but also has a track of the
plane’s position (a green aircraft icon at the correct height and an aircraft
shadow to show its position across the ground), its projected course (a broken
blue line) and its actual course across the map (a solid colored line).
The solid line is colored green when there is ample fuel left, amber if the fuel
status is becoming critical, and red if the fuel is calculated to run out.
All map controls are the same as for the map in the Briefing Room. You are
flying on Flawless Navigation level so the actual course flown by the aircraft will
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not differ from the mission briefing, but if you were to fly Easy or Historical
navigation complexity you would have to adjust position by constantly referring
to the map and what you can see outside.
Exit the Map screen by pressing key C to go to the
Compartment view.
Select the Bombardier by clicking on him (the
crewman sitting right in the nose of the
Compartment) and he will be highlighted.
Bombardier
CHIN TURRET
The Bombardier is also the Chin
Turret operator when he is not
busy with the bombsight. You may
have to get him to change from
Chin Turret to Bombsight. In this
case, right-click on him to open
the Icon Rose.
Look at the
topmost icon (at
12 o’clock), if this
is a bombsight
left-click on it and
he will change jobs. If it’s a Chin Turret, simply click away.
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NORDEN BOMB SIGHT
Now press the Instrument key I to view
the Norden bombsight. This is a
complex piece of equipment that
Bombardiers use to locate and lock on
to targets as long as the correct data is
input properly.
Press the Action View key A. You will
be looking at the ground (or the sea)
through the bombsight.
BOMB RUN
In this tutorial, you will not drop bombs manually; you will leave the crew
Bombardier to do this for you.
Return to Compartment view by pressing key C.
SKIP & ACCELERATE TIME
The simulation allows you to skip large chunks of time by
pressing the Return/Enter key but you might not be allowed
to ‘skip’ if a game event is happening.
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You can also accelerate time by pressing the Home key (3
levels of speed up) or slow down time by pressing the End
key (3 levels of slow down).
Throughout the mission, the Navigator will give the Pilot instructions about new
turn headings and waypoints, and the pilot will respond. You need do nothing in
this guide but let them get on with it!
Eventually, you will reach the last turn before the target (the Initial Point). Check
this on the Navigator’s map. This is the straight line run to the target.
Now control of the aircraft is passed to the Bombardier. You may hear him call
out “We’re on the bomb run” or “I have the plane”. Now make sure the
Bombardier is selected and jump into the Bombardier’s Action view (key A).
You might have to be patient here depending on the length of the bomb run but
watch carefully as the target is sought out by the AI-controlled Bombardier, then
acquired and locked into position.
You’ll notice two marker blocks on the right of the bombsight that are slowly
approaching each other. When they meet, the red release light will come on and
the bombs will be dropped. The view will then switch automatically to the bomb
bay where you will see the bombs dropping.
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When this happens press F6 (to see the bombs in
the air) and F6 again to view the bombs hitting the
target.
Use the mouse with left/right buttons pressed in to
view the target from various angles or zoom.
Press Fl to return to the Bomb Bay.
You've now looked at all the B-17 positions. Why don’t you take a flight in one of
the many fighters available in the simulation?
Press key F2 to get an exterior view of the B-17. In
Bomber Commander mode, only one bomber can
be selected out of the six in the squadron. In the
Squadron Commander game, you can select all
six bombers.
Your B-17 will be centred in the middle of the
screen.
To access the fighters, hover your mouse pointer
on the extreme right side of the mid-screen.
This area will show a pop-up menu with a white icon representing your B-17,
your fighters (if there are any on your mission) and the enemy fighters types (if
there are any around).
If there are any friendly fighters around, click on
the icon to jump to an outside view of the fighter.
Press F1 to enter the cockpit of the fighter.
Press key M to take control of the fighter and fly
around (be careful and check the
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keyboard/joystick controls on the Reference
Card).
Take a moment to examine the detailed cockpit and fully functioning dials,
levers, and joystick.
Press the camera keys to view the virtual cockpit.
Press key F2 to go to the outside view (you'll still
be in control!)
Press key M to return to AI control.
Return to your B-17 by accessing the B-17 icon in
the pop-up panel.
Press F1 to go back into your B-17.
Crew Management
You've now looked over the basic areas of the bomber simulation. Now let’s look
at aspects of crew management that you'll need to know when things get rough
and you experience casualties or emergencies such as fires.
Depending on their level of initiative set up, crew can be told to takeover other
crew positions, and made to perform certain actions in emergencies (apply first
aid, unjam guns, take over in case someone panics, etc.). If all else fails, they
can be ordered to bail out!
Make sure you're in the nose section in the Compartment view (you can see the
figures of the Bombardier and the Navigator).
Select the Bombardier by clicking on him and
check that he is highlighted.
Place your mouse cursor on the Bombardier and
right-click.
This will open an ‘Icon Rose’. All the icons in the circle are instructions you can
issue to individuals; all 10 crew in the B-17 can be given these types of orders
(but they do vary depending on the job).
Place your mouse cursor on a few of the icons and read the
pop-up tooltips associated with these icons.
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The central icon is the instruction you are issuing (such as ‘Move To’ a different
position). If you click on the central icon the instruction will change (Give First
Aid, Repair, Use, Bail Out etc).
If you select Give First Aid and you see a portrait (or portraits) with a red cross
on – that means there is a crewman who requires first aid.
Click on the injured crew portrait and the selected crewman will go to him and
help.
If there is a fire additional icons with pop-up tooltips will show which fire
extinguishers can be used in what compartments. Remember to put out fires as
soon as you get a warning (or see smoke). Fire is your worst enemy aboard the
B-17!
The Bombardier also has control of the Chin Turret that’s located just under his
bombsight station. This is useful when he has completed the bomb run and can
function as a defensive gunner on the dangerous journey back home.
Now, let’s change his ‘job’ to that of a chin turret gunner.
Right click on the Bombardier and open the icon rose.
The central icon will be the Move To (walking man) order (if it isn’t then right
click on it until it is).
Move your mouse cursor to the top of the ‘rose’ and click on
the Chin Turret icon (the pop-up tooltips will confirm this)
and left click.
The Bombardier will now move the chin turret controls over the bombsight.
Press key A to access the Chin Turret Action view
and you will see the chin turret sight.
Press key M to get manual control of the Chin
Turret and fire off a few rounds.
Now, with what you’ve already learnt, try to make
the Bombardier return to his Bombsight. Note:
The Norden Bombsight icon will have replaced the
chin turret icon in the topmost position of the icon
‘rose’.
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Returning Home
After releasing their bombs, the aircraft will go to the Rally Point and then take
the route marked on the mission map home (check this on the Navigator’s map
view). This is a dangerous time when all gunners have to be alert; you may be
attacked by fighters or flak. This is a good opportunity to try out the Gunners’
stations and to get an understanding for the zones around the B-17 that each
Gunner can defend.
Be careful not to shoot at your own aircraft in the formation and note that, if the
guns jam, you can attempt to unjam them in the following way:
Return to compartment view (key C).
Right click on the gunner figure to open his ‘Icon Rose’.
Right click on the icon in the middle until you see the
‘Repair’ spanner and click on the ‘Unjam’ guns icon that
appears above it.
Gunners will call out bandits on the Clock System with 12 o’clock in front of the
aircraft, six o’clock behind, and nine o’clock on the left etc. Level means level
with the aircraft high and low are relative to the B-17’s level flight.
Unless something happens to the Pilot, the B-17 will be flown back to base and
landed.
Mission Debriefing
At the end of the mission, the aircraft will be landed and you will be taken to the
Mission Debriefing hut. Here in manual mode you could also use the Pilot
Helper key (key H). This will show a cone that you should fly towards to get to
your base and to the landing runway. When the B-17 has landed the green cone
will help you taxi back to the hard- standing dispersal point you will be taken to
the Mission Debriefing hut.
Double-click on the Mission Debriefing file to view details of
your recent mission performance (click on the page to turn
it).
Here you’ll find all details of the mission analyzed and you may be informed of
any medals and promotions.
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Saving the Game
To save the game at this point, press ESC. This will open
the Options screen.
Click on the Load/Save Menu (the floppy disc icon) and flip
the continue switch (lower right).
Select and type in a name for the file in the panel.
Click on the right-hand button (Save the Current Game).
Return to the Options menu (flip switch lower left).
Flip the switch (lower left) to resume the game.
This concludes the Getting Started Guide for "B-17 Flying Fortress: The Mighty
8th". Follow these steps to familiarize yourself with the game mechanics and
controls, and enjoy your flight experience!
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Flip the Continue switch (lower right) to jump into a Training
Mission.
You will be taken into the 3D world so that you can perform the training exercise
without risk to life and limb.
1: Pilot Checkout
This first training mission will show you how to navigate the basic B-17 controls.
This includes accessing the interior screens as well as the exterior camera
controls.
1. Click the inside the red circle, under Start Time, to begin.
2. Pan left and right around the aircraft by using the mouse
Left Click or key pad 0 and .
3. Pan up and down, the full way.
4. Zoom in and out by using the mouse Right Click or key pad
+ and -
5. Press F1 to enter the flight deck.
6. Select the Bombardier from the menu at the top of the
screen.
7. Now you're in the nose compartment, with the Bombardier
selected. Press I to enter the Instrument view. Then press
Space to view the alternate instruments.
8. Press A to view through the Norden bomb sight.
9. Press W to view through the window.
10. The Navigator has collapsed! The Bombardier needs to
revive him. Press the C key or use the right-side menu to go
back to Compartment view.
11. Right click the Bombardier and select the Move To button
in the middle of the circle menu. Then select the First Aid
button for the Navigator. The Bombardier will leave his
station and revive the Navigator. When he's finished, he will
move back to his original position.
12. Select the Flight Engineer from the top-menu. This will take
you to view the bomb bay compartment.
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13. Press A to enter action view, and you will be in the Top
Turret, where the Engineer is located.
14. Pan around the turret using your joystick or controller.
15. This will conclude your check out! To complete the mission,
go back to the flight deck and click inside the red circle
under Finish Time.
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10. Raise flaps (key F).
You are on approach to the main runway of the airfield. All engines are running,
gear and flaps are fully raised. You are in the Pilot’s seat behind the controls of
the B-17 as it turns onto final approach. You will need to follow the correct
approach and ease the bomber onto the runway. The mission ends once you’ve
landed and brought the aircraft to a complete halt.
Press key M to take control.
1. Use the external camera views for maximum visibility.
2. Locate the main runway where you will land (it should be
lined up in front of you).
3. Drop your landing gear (Shift + Up Arrow).
4. Ease up on the all engine throttles.
5. Lower flaps (Shift + F).
6. Glide in to the runway and land all three wheels.
7. Cut throttle as plane rolls (- minus key).
8. Put Wheel Brakes on (Insert key) to stop aircraft moving.
An engine that is not feathered when it has stopped will add severe drag. This
could cause a fire or even break the propshaft, so it’s very important to learn
how to feather an engine. You are flying above the airfield at an altitude of 5,000
feet and airspeed of 155mph (IAS). The engines are running, gear and flaps are
fully raised. You must feather engine number 1 and then restart it, all while
maintaining speed and altitude. If you drop below 1,000 feet you will fail this
mission.
Press key M to take control.
1. Go to the Pilot’s Instruments view in the cockpit
(key I).
2. Click on the large, round red button marked “1”.
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3. Find the fuel system switches above the pedestal
and turn off the left-most column.
4. Click and move the Turbo- Supercharger and
Throttle to zero for Engine 1.
Number One Engine should now be
feathered.
5. Locate the fuel system switches above the
pedestal and turn on the leftmost column.
6. Click on the large, round red button marked “1”.
7. Set the throttle and Turbo speeds to match the
other three engines.
At this point the engine should start.
In this mission you must locate the target and release the bombs as accurately
as possible. You will be the Bombardier just at the beginning of the bomb run.
The Norden bombsight is already configured with altitude and speed correctly.
Altitude is 8,000 feet, and airspeed 155mph (IAS). All engines are running well,
gear and flaps are fully raised. The weather is good, altitude is low and there is
no flak or fighter opposition to worry about.
Press key M to take control.
1. Wait for the Bombardier to indicate he is on the bombrun.
Then press key A to go to Bombardier’s Action View (you
will be looking through the bombsight).
2. Enter “Search Mode” by using SHIFT + K (a light will come
on).
3. Use your joystick to locate the target, place the crosshair
over the target and then hit SHIFT + K to ‘lock’ the target.
4. The Sight starts in DRIFT tracking mode. Moving the
joystick left adjusts the angle of Drift to the left – the target
will begin to drift more to the right of the sight picture.
Moving the joystick right will alter the angle of Drift to the
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right – the target will begin to drift more to the left of the
sight picture.
5. Press key N to enter the RATE tracking mode. Moving the
joystick up makes the rate track more slowly, so the target
will move towards the bottom of the sight picture. Moving
the joystick down will make the rate track more quickly,
hence the target will appear to move back up towards the
top of the sight picture. The objective is to freeze any
vertical movement of the target.
6. You should adjust DRIFT and RATE until the sight picture
shows no movement at all. This is called
SYNCHRONISATION, and means the bombsight is
correctly allowing for speed, altitude and wind drift.
7. During your alterations, the target may have slipped out
from the crosshairs. If you have time, you can enter
SEARCH mode, using the SHIFT + K key combination, and
place the target directly under the crosshair again.
Provided that you have correctly SYNCHRONISED the
sight, as described above, the crosshair will remain where
you left it.
8. Watch the two markers close towards each other, when
they meet the bombs will be dropped automatically by the
bombsight – thus ensuring a drop accurate to the
millisecond.
9. Watch bombs release from bay and then press F6 to view
down from inside the bomb bay and F6 again to view target
from ground level (use mouse left button to zoom in and
right hand button to move around target.
In this mission you must fly a mission to a target and bomb it. The weather is
more overcast and more like normal European cloud cover. The altitude is
18,000 feet, which is average for a run on a defended target, but there is no flak
or fighter opposition. The bomber mission starts just before the Initial Point of
the bomb run so you must carry out the full calibration of the bombsight.
Press key M to take control.
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1. Press the spacebar to go to the Bomb Panel.
2. Click Bomb Indicator button ON.
3. Click ON – Bomb Bay Doors, Bomb Arming and Autopilot
switches.
4. Press spacebar to return to Norden bombsight view.
5. Wait for the Bombardier to indicate he is on the bomb run.
Then press key A to go to Bombardier’s Action View (you
will be looking through the bombsight).
6. Enter “Search Mode” by using SHIFT + K (A light will come
on).
7. Use your joystick to locate the target, place the crosshair
over the target and then hit SHIFT + K to ‘lock’ the target.
8. The Sight starts in DRIFT tracking mode. Moving the
joystick left adjusts the angle of Drift to the left – the target
will begin to drift more to the right of the sight picture.
Moving the joystick right will alter the angle of Drift to the
right – the target will begin to drift more to the left of the
sight picture.
9. Press key N to enter the RATE tracking mode. Moving the
joystick up makes the rate track more slowly, so the target
will move towards the bottom of the sight picture. Moving
the joystick down will make the rate track more quickly,
hence the target will appear to move back up towards the
top of the sight picture. The objective is to freeze any
vertical movement of the target.
10. You should adjust DRIFT and RATE until the sight picture
shows no movement at all. This is called
SYNCHRONISATION, and means the bombsight is
correctly allowing for speed, altitude and wind drift.
11. During your alterations, the target may have slipped out
from the crosshairs. If you have time, you can enter
SEARCH mode, using the SHIFT + K key combination, and
place the target directly under the crosshair again.
Provided that you have correctly SYNCHRONISED the
sight, as described above, the crosshair will remain where
you left it.
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12. Watch the two markers close towards each other. When
they meet, the bombs will be dropped automatically by the
bombsight, thus ensuring a drop accurate to the
millisecond.
13. Watch bombs release from bay and then press F6 to view
down from inside the bomb bay and F6 again to view target
from ground level (use mouse left button to zoom in and
right hand button to move around target.
7: Gunnery
You are in the air above the airbase at an altitude of 12,000 feet and an airspeed
of 150mph IAS. The Navigator is in his alternative position on the Cheek gun.
You must shoot at a target B-17. It will come up alongside you in various
positions to cover all gun positions. You should experiment with ‘leading a
target’ and the effects of range on bullet arcs. You must hit the bomber with 50
rounds from each position but don’t worry about doing any damage – all guns
are loaded with special ‘paint’ rounds.
You will begin in the Top Turret position.
Press key M to take control (of Bombardier).
1. Wait for the target B-17 to appear.
2. Aim and fire. When 50 hits are recorded you will not be able
to fire anymore and have to move on.
3. Press F2 to get an outside view of the B-17.
4. Press [ to select the target B-17 and use the Camera keys
to look at the colourful ‘damage’.
5. Press [ to select your B-17 and press F1 to return to Chin
Turret station.
6. Repeat the above for all gun positions in this order:
Chin Turret, Cheek Gun, Top Turret, Ball Turret, Left Waist Gun,
Right Waist Gun and Tail Gun.
7. When you have succeeded in hitting the B-17 with all guns
the mission will end.
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All Training Missions will be debriefed. You will be told in the Debriefing File if
you have achieved the required competence.
1: Limping Home
You are flying a B-17 as part of the low element of your squadron on a mission
to Berlin. Over the target you were hit by flak, damaging you quite badly.
Limping home you were savaged by a group of Bf-109’s who were driven away
by your faithful fighter escort. You made it home to your airbase and are just
performing the flight checks for landing when you realise that your
undercarriage has been badly shot up! You now have to plan and execute an
emergency landing.
In this mission you must endure a savage attack by German fighters against
your formation. Luckily you have ‘little friends’ along for the ride, but they will be
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outnumbered and in many cases the only thing between you and the long drop
will be the guns of your formation.
A full formation of B-17’s, minus one that has been shot down, accompanies
your bomber.
A formation of P-51’s is riding ‘shotgun’, in their usual position about 1,000 feet
higher than the bombers. They have just arrived and none have been engaged
so they have their drop tanks and full ammo loads.
As the war progressed the ‘little friends’ cut a safe path through German
airspace for the bomber formations. US losses dropped sharply as the German
fighters turned from the hunters to the hunted. From time to time, however, bad
weather or navigational errors led to the fighters and bombers missing each
other. In this mission, exactly this has happened and the bomber formation
must rely on its own guns to drive off the German fighters. A full formation of B-
17’s, less one bomber that has been shot down, accompanies your aircraft.
The American fighters have been making your job very difficult of late. Finally
your fighters have found a formation of B-17 bombers that are unaccompanied
by their escorts, making them easy meat for you! This is your chance to inflict
heavy losses on the bombers and win a battle for the Luftwaffe. Two bombers
are already missing from the formation.
The B-17 bombers are coming again and, as usual the 8th Air Force is trying to
clear the Luftwaffe defenders with an advance sweep of P-51s just before the
bombers arrive. Formations of Luftwaffe fighters are waiting to savage the
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bomber stream if you can knock down this advance wave. You should be able to
do the job with your Fw-190s, but a small formation of flight instructors in jet
powered Me-262s is standing by in case you need the help.
You are part of a full formation of Fw-190s, already in the air and closing. There
is a formation of three Me-262s on the ground, ready to scramble.
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3: Reference
Game Menus In Depth
Learn about each user interface menu, how to change game settings, getting
around the air base, mission planning with the map, how to operate all crew
positions, commanding missions and more!
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You can also select the icons by clicking and
dragging on the on-screen central dial.
Continue Switch
Once you have made your selection flip the
Continue Switch (lower right) to carry on with the
game set up.
Quit Switch
Click on the Quit switch (lower left) to exit the
game.
Controls Menu
The simulation will automatically detect if you have a joystick attached to your
PC and will make this the intelligent default. Some joysticks have extra controls
(R-axis or throttle) if these exist on your joystick they will be in force. You can of
course re-assign most controls to suit your style of play.
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panel click on the line below ‘Axis’.
Notice that the software is ‘scanning’ for a control input and that the two small
panels in the lower left/right of the screen are showing Down and Up. Move the
Joystick forward and back and the central dial should react moving to the
extreme left for Down and the extreme right for Up. Let go of the joystick and
this control will be assigned.
Click to select levels of Realism/Difficulty throughout the game. The top panel
shows the current state (scroll to view full details).
Click on an item and various options will appear in the lower
panel.
Click on an option to select.
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Flak Accuracy
The general level of German flak concentration against the bomber formation.
Choose from Rookie, Veteran or Elite.
Ammunition Quantity
Choose a quantity of ammo held by your side (B-17 machine guns, Allied
fighters etc) from Historical, Double the historical amount or Unlimited.
Fuel Quantity
Choose the quantity of fuel on board your aircraft from Historical, Double the
historical amount or Unlimited.
Bomb Damage
Select the amount of damage your B-17 bombs can inflict on a target from
Historical, Historical without Duds/Double the damage without Duds. Duds are
damaged or defective bombs that hit the target but do not explode.
B-17 Durability
How tough do you want your bomber(s) to be? Choose from Historical,
Enhanced or Invulnerable.
Navigation Complexity
Set how realistic you want Navigation to be from Historical, Easy or Flawless.
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Friendly Bullet Strength
How effective do you want your machine gun bullets to be? Choose from
Historical, Increased or Double strength.
Collision Damage
Set parameters for any collision damage your aircraft may suffer. Choose from
Ground/Other Aircraft, Ground Only or No Collision Damage.
General Difficulty
Choose an overall difficulty level for the simulation from Low, Medium or High.
Weather Severity
Set a level for bad weather encountered from Light, Moderate or Severe.
Crew Autonomy
Set how much initiative you want your crew to have when not directly in your
control from:
None – they will show no initiative without your prompting. Limited – they will
show initiative in only essential tasks. Normal – they will behave like an average
crew. Superior – they will show above average initiative.
Note: The crews of aircraft not currently possessed by the player in Squadron
Commander mode will always count as being on Superior Autonomy. This
setting covers the autonomy of a player-occupied bomber only.
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Click on the lower right hand switch to accept the changes
and return to the Options Screen.
Click on the lower left hand switch to cancel all control
changes.
Note: Beyond the convergence range, the bullet pattern will spread again. This
may be useful if you are intending to “spray” the aircraft.
Graphics Menu
The Graphics options allow you to select a suitable set-up for your machine: a
‘Speed’ setting will give you the lowest and less ‘high spec’ machine settings; a
‘Detail’ setting will give you the highest graphic quality and a Balanced setting
will give you a cross between the two. The top panel shows the current settings.
Click on an option and details will appear in the lower panel.
Click to select the option in the lower panel.
Object Complexity
How detailed do you want your 3D game objects? Choose from Speed (the
fastest but less detailed level), Balanced or Detail.
Environmental Effect
This gives a level for items such as Particles, Clouds and Smoke effects.
Choose from Speed, Balanced or Detail.
Interior Shadows
Interior shadows make the flying experience more realistic. Choose from Speed
(the fastest but less detailed level), Balanced or Detail.
Special Effects
Select a level for in-game special effects such as explosions from Speed,
Balanced or Detail.
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Landscape Textures
Choose the landscape texture detail that suit your machine spec from Speed,
Balanced or Detail.
Non-Player B-17s
How detailed and numerous do you want the non-player B-17s to appear in-
game? Choose from Speed, Balanced or Detail.
Damage Modelling
What grade of damage and ancillary damage do you want? Choose from
Speed, Balanced or Detail.
Note:This controls only the visibilityof the damage; any damage inflicted will still
affect the flight model.
General Quality
Set a general overriding level for game 3D graphics from Speed, Balanced or
Detail.
Click on the lower right hand switch to accept the changes
and return to the Options Screen.
Click on the lower left hand switch to cancel all control
changes.
Sound Menu
Click to select a number of in-game sound options. The higher panel shows the
current state.
Click on an option and details will appear in the lower panel.
Click to select in the lower panel.
Ambient Detail
What level of ambient sound (Wind, Bird Song, Foghorns, etc.) do you want
Choose from Low, Medium or High.
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Engine Volume
Select an engine volume setting from Off, Level 1 to Level 5.
Gun Volume
Select a Gun volume setting from Off, Level 1 to Level 5.
Speech Volume
Select a Speech volume setting from Off, Level 1 to Level 5.
Mechanical Volume
Select a Mechanical objects volume setting from Off, Level 1 to Level 5.
Overall Volume
A general setting for all volume levels in the game from Off, Level 1 to Level 5.
Click on the lower right hand switch to accept the changes
and return to the Options Screen.
Click on the lower left hand switch to cancel all control
changes.
Load/Save Menu
This allows you to Save the current game state or Load in any previously saved
games.
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Loading Games
The lower panel shows a list of saved games.
Click to select and it will appear on the top panel.
Click on the Load a Saved Game button (on the left).
Playing a Campaign Game will give you a complete tour of duty, meaning that
you will have to complete the 25 missions for the scenario time period you are
flying:
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Manage your bombers and their crew using all your available resources to best
effect. You are a career officer in this campaign – your ultimate goal is
progression up the chain of command. This is achieved by managing your
Squadron as effectively as possible.
There are three single mission options available on this menu. These allow you
to jump into the simulation for specific and limited single missions. You can
choose between Quickstart Missions, Training Missions or specific Historical
Missions.
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Play a Historical Mission
Historical Missions are actual missions flown during the real bomber campaign.
Click on the lowest icon on the right to play a choice of historical missions.
Flip the Continue switch (bottom right) to go to the Historical Mission screen.
The top panel on this screen shows a scrollable list of six ‘real’ historical
missions.
MISSION ONE: BREMEN ON 20/12/43
On the 20th of December 1943, the 381st Bombardment
Group (Heavy) had a tough assignment. The target was
Bremen, a feared target due to its numerous flak batteries.
The group had been there on the previous day and made it
back with no losses, but this time it was to be a rather
different story. The Group took off at 08:15 and by the time
they made it back to Ridgewell they had lost four bombers,
victims of the punishing flak.
MISSION TWO: OSNABRUCK ON 22/12/43
On the 22nd of December 1943 the 381st Bombardment
Group (Heavy) set off for Osnabruck to attack its vital
industrial centre. On this mission flak wasn’t so
troublesome, but the 381st had more than its fair share of
fighter attention. Due to excellent escort fighters, the 381st
made it back home with no losses.
MISSION THREE: LUDWIGSHAFEN ON 07/01/44
On the 7th of January 1944 the 381st Bombardment Group
(Heavy) set off to the vital industrial centre of Ludwigshafen
on the bank of the Rhine River. Through bad weather the
fortresses dropped their bombs on target and turned for
home. The escorting fighters drove off heavy fighter
attacks, but one bomber fell to flak before the group got
back home.
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MISSION FOUR: FRANKFURT ON 29/01/44
On the 29th of January 1944 the 381st Bombardment
Group (Heavy) targeted the industrial centre of Frankfurt.
The target was bombed through heavy cloud for the loss of
two Fortresses and all agreed that losses would have been
higher had the fighter escort not performed so valiantly. As
it was, the flak was very intense, and the result of the
bombing was believed to be good.
MISSION FIVE: BRUNSWICK ON 30/01/44
On the 30th of January 1944 the 381st Bombardment
Group (Heavy) was sent on a mission to bomb Brunswick.
The target was largely obscured by cloud, but the Group
found a hole and achieved success. The German defence
was described as ‘frequent but not persistent’ with fighter
attacks and intense but inaccurate flak. Despite this, three
of the Group’s Fortresses failed to return.
MISSION SIX: HAMBURG ON 18/06/44
On the 18th of June 1944 the 381st Bombardment Group
(Heavy) broke from its pattern of hitting ‘invasion priority’
targets and was sent to bomb Germany’s oil industry
centre in Hamburg. The enemy fighters didn’t prove to be
too much of a problem, thanks to the escort provided and,
even with the heavy flak, the 381st managed not to lose a
single bomber.
Click on a mission name and study the mission details in the lower panel. If it’s a
mission you want to undertake, flip the Continue switch to go to the Mission
Briefing room (see Mission Briefing below). The game will play as if you had
been assigned this mission as part of a regular campaign. You will be debriefed
on your return from the mission.
Campaign Start
The lowest panel on this screen shows when the campaign will begin. Click on
the date to alter the start date of the campaign. Start between December 1st
1943 and February 10th 1945.
When you have made your selection, click on the Continue Switch (lower right)
to go to the Customise Bomber screen.
It’s here where you can personalise your B-17 by giving it your choice of name
and nose art.
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now your responsibility.
The crew from top left to top
right are:
Bombardier
Navigator
Pilot
Co-Pilot
Engineer/Top Turret Gunner
The crew from bottom left to
bottom right are:
Radio Operator
Ball Turret Gunner
Left Waist Gunner
Right Waist Gunner
Tail Gunner
By clicking on each portrait you see his name in the display panel.
You can rename any or all members of your crew. Click on the name in the two
display panels, delete it using the Backspace key and re-type your choice of
name (first name and surname) then press Return/Enter. Your choice of crew
names will be used throughout the campaign.
In the middle of the screen you will see a red button that allows you to replace
the entire crew line up. All portraits will change but any crew already named by
you will retain their identities – gaining new faces.
Selector Dial
As in most B-17 Flying Fortress menu screens, clicking and dragging the
Selector Dial Indicator will also perform crew selection.
Continue Switch
When you have made your choice flip the Continue Switch (lower right) to enter
the HQ Corridor.
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Return to Previous Screen Switch
Flip the Return to Previous Screen switch (left) if you want to change any
previous selection.
If you are playing the Squadron Commander Campaign you will be able to name
and customise each bomber in your squadron.
When you have made your choice flip the Continue Switch to enter the
Squadron Crew Screen.
The HQ Corridor
Once you have made all your game selections, you will enter the HQ Corridor.
This is the planning hub of the airbase, which will allow you access to the
following areas: Bomber Inspection- the windows.
The Bomber Commander’s Office – the furthest
door on the left (for the Bomber Commander
only).
The Briefing Room – the nearest door on the left.
The Squadron Commander’s Office – the
furthest door on the right (for the Squadron
Commander only).
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The Operations Room – the nearest door on the
right (for the Squadron Commander only).
First, let’s have a look at the operations map. This will give you an idea of the
area in which the Squadron will be operating and the number of strategic targets
you currently have information about.
Left click the map on the Ops room table to open the
Operations Map screen.
Map Controls
You can scroll around the map
by using either the mouse
and/or
the keyboard.
Mouse Control:
Move around the map by holding down the right
mouse button and moving the mouse.
Tilt and rotate the map by holding down the Shift
key plus the right mouse button and moving the
mouse.
Numeric Keypad Controls: Use numeric keypad ‘Ins’ and ‘Del’ to rotate the map
horizontally left and right.
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Use numeric keypad 9 and 3 to rotate the map vertically (from 0° to 90°
degrees).
Use numeric keypad 4 and 6 to move the map left and right.
Use numeric keypad 8 and 2 to move the map forward and backwards.
Use numeric keypad + and – to Zoom In/Out.
Fine-tune all the above map control movement by holding down CTRL as you
press the keys.
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Railways
It is also marked with Allied fighter (White Star) and bomber (Grey-out Star)
Airbases, Luftwaffe airbases (Blue filled circle)
The following is important mission information:
Light Red Circles (or arcs) – areas of light flak concentrations.
Red Circles (or arcs) – areas of medium flak concentrations.
Dark Red Circles (or arcs) – areas of heavy flak concentrations.
Factory Icon – Target location.
Blue Circles (or arcs) – areas that have strong enemy fighter concentrations.
The map also shows the shifting front line (thick red line) throughout the years
of the campaign.
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Setting up a Bombing Mission
TARGET INTELLIGENCE
Study the map and the targets carefully. Check all available
details in the Target Intelligence File (see below), and then
decide where you think your Squadron would be most
effective.
Decide on the Primary Target and choose a Secondary
Target close by (in case the Primary is unavailable or
obscured). You could also set a Tertiary Target (if a third
target is also close).
THE PRIMARY TARGET
To assign a Primary Target, make sure it is shown
on the map, click on the red bomb at the top of the
map screen, hold down the left mouse button and
drag the bomb on to the target icon and release.
The target will now have a small red bomb above it
and the suggested mission route will be clearly
shown. The route will be a blue broken line route
from your airbase, via several waypoints (red
arrows) at appropriate heights (gold pyramids) to
the Initial Point (the last turn before the bomb run),
the target, the Rally Point (the first waypoint and
forming up point after the bomb run) and then
back home.
THE SECONDARY TARGET
To assign a Secondary repeat the above procedure using
the orange bomb icon on your choice of Secondary Target.
SETTING WAYPOINTS
Apart from your home airbase and the assigned targets, you can adjust all other
aspects of waypoints, the initial point and rally point, including ground location
and waypoint/bombing height. Tooltips on the waypoint gold pyramid markers
will indicate the altitude for any particular waypoint.
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To move a waypoint, click on the red arrow, hold
down the left mouse button and drag it to its new
position.
To de-select a target, click on the bomb icon and
drag it up away from the ground until it disappears.
This map is very similar to the Mission Briefing Map and the Navigator’s map on
the B-17 (see Navigation below). Remember that, depending on what
Navigation complexity you are playing (Historical, Easy or Flawless) you might
choose to place waypoints on recognisable geographical features so that visual
sightings can be made by the Navigator to confirm aircraft position.
When you have finished setting waypoints, press ESC to exit the Map screen
and return to the Operations Room.
Now you’ve decided on the target(s) for the bombing mission, you should check
all intelligence about the target(s).
Note: Intelligence is only provided for targets that have current reconnaissance
information. To add a target to this file, make sure it is assigned to a
reconnaissance flight (see above) and fly your next mission. When you return,
the target will be included for as long as the information you have remains
current. Periodic reconnaissance flights are needed to keep target information
current.
Click on the Intelligence File on the right of the desk.
When the file opens flip through the targets (if appropriate)
by clicking on the right hand page. The page will turn and
show the next target.
Locate your chosen target(s) in the book and check details
on: Flak Strength, Fighter Strength, Strategic Priority and
Damage Already Inflicted.
The Blackboard
If you’ve forgotten which targets you selected in the Map screen, click away
from the File and click on the blackboard at the back of the Ops Room. This will
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give you full details. Click away from the blackboard to get back to the room and
continue to study the Target Intelligence File.
Before you send your entire squadron on a bombing mission you must first
check the status of each bomber and their crew. It would be foolish to send out a
badly damaged aircraft or one that did not have a complete crew.
So in order to check each of your bombers, click on the
office window to get into the jeep to take you on your tour of
inspection.
Bomber Clipboard
The clipboard shows your squadron bomber strength.
Point to one of the bomber names and left click. You will be
taken into the 3D world with the selected bomber on its
hardstand.
Use the camera keys to look around the bomber. If this is your first mission it will
have no visible damage.
Now press ESC to go to the jeep bonnet.
Click on the files to go to read the specific reports.
Each B-17 has the following files associated with it:
Mechanical File
Click on the file to open it.
Here you will see bomber details including summaries of essential/
recommended repairs and maintenance. If you click on the right hand page you
will see a form that allows you to order the aircraft to be scrapped for parts and
to replace it with a new aircraft. If the B-17 is in a bad state of repair you will have
to sign it off and ask for a replacement. You must click on the signature line at
the bottom of the page.
Click on the bonnet to close the file.
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Crew Management File
Click on the file to open the file.
This will give you all details about that bomber’s crew. On the front page is a
summary of crew names and their specific positions (marked as Xs) with an
indication of other specialist crew positions they could be assigned to
successfully.
Click on the right hand page to turn the page and you will
see more details of the first member of the crew, including
‘morale’ and skill levels for the key emergency tasks
Gunnery, Piloting, Bomb Aiming, Navigation, First Aid and
Technical.
Get to know your crew and understand their strengths and weaknesses;
particularly who would be useful to double up on a crew position and who is
good at Technical or First Aid.
You can also assign a crewmember to Ground Duties (for example, you might
think his morale is too low).
Click on the Ground Duties box to make the slash into a
cross. A rookie will take his place and he will be shown in
the Crew Replacement File.
Click on the bonnet to close the file.
Next Bomber
When you have finished inspecting the first bomber, click on the
Keys/Hat/Gloves to return to the Clipboard and inspect the other bombers in
the Squadron in the same way.
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When you have finished inspecting all the B-17s, click away
from the Clipboard to return to the HQ Corridor. From the
HQ corridor, return to the Operations room to continue
planning the mission.
Now you’ll need to select the type of bombs to drop on the selected target(s).
Click on the Ordnance File (the book in the middle of the
desk) to open the Mission Ordnance Selection.
This will determine what type of bomb load the B-17s will be carrying on this
mission. Most of the targets can be hit with General Purpose Bombs but some
will need Incendiary, Armour Piercing or Anti-Personnel ordnance.
General Purpose bombs are the most commonly carried ordnance on 8th
Airforce missions. Also known as “Demolition” bombs, they are used to break
open multi-storey buildings and destroy other structures. GP bombs come in a
variety of sizes – in general harder targets require larger bombs.
As a target becomes more armoured, General Purpose bombs achieve less
and less, soon the size of bomb required to damage a target becomes
prohibitive. This is when Armour Piercing and Semi-Armour Piercing bombs
come into play. Both these types of bombs devote more of their weight to heavy
casing, sacrificing explosive charge for the ability to penetrate far more steel
and concrete.
Armour Piercing bombs should be saved for heavily armoured targets, such as
Submarine Pens or the largest factories. Much of their explosive weight has
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been converted to steel penetrator, so although they inflict massive damage to
armoured targets, they have little explosive radius in relation to their overall
weight.
Semi-Armour Piercing bombs represent a halfway house. Roughly between
General Purpose and Armour Piercing, they represent a good compromise
solution if, for example, your Primary target is armoured, but your secondary
target is not, and you wish to hedge your bets.
As well as the explosive bombs, there are other types that the 8th Airforce uses
to good effect in its campaigns. Incendiary bombs are especially useful in areas
such as Oil Refineries or Factories, where flammable objects can burn for many
hours after a raid. Anti Personnel cluster bombs are especially useful against
airbases and troop concentrations, where they cause casualties amongst vital
personnel and can hinder the clean up process.
Click away from the file to return to the Ops Room
Finally, before you leave the Ops Room check the Blackboard on the back wall
of the Ops Room to remind yourself of the basic mission details.
Click away from the blackboard to return to the Ops Room.
Click on the left hand door to return to the HQ Corridor.
The ‘in-tray’ is where you will read all new mail that relates to the latest mission
flown by your bombers and crew.
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Click on the sheets of paper to view details of missions
flown, enemy aircraft ‘kills’, mechanical status, targets,
bomb damage inflicted, aircraft shot down, injuries incurred
and medals awarded.
Click the book in the middle to open the bomber dossier for
all B-17s in the Squadron. Bombers are ‘tabbed’ along the
edge of the file.
Click on a tab to open at the marked point.
Click away to shut the book.
Medical File
The Medical File (on the right of the desk) shows the list of personnel wounded
in action and details of when they can return to the aircraft or be given a possible
discharge. When a crew member is fully recovered from being wounded in
action, he will be moved from this file and be made available for air duties.
Click away to shut the book.
Click on the window to carry out a full inspection of all your bombers. Details are
similar to the Inspect Bombers section from the Operations Room (above).
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Click on the left hand door to return to the HQ Corridor.
The in-tray is the place where you read your new mail that’s relevant to the latest
mission flown by your bomber and crew.
Click on the top sheet to flick through details of missions
flown, enemy aircraft ‘kills’, mechanical status, targets,
bomb damage inflicted, aircraft shot down, injuries incurred
and medals awarded (if applicable).
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where you can assign personnel in correct or different
positions.
Click the Keys/Hat/Gloves on the jeep bonnet to exit the
screen and return to the HQ Corridor.
Click on the Map on the right of the stage to look at the route to and from the
targets. If you are not playing the Squadron Commander this will be the first
time that you will see details of the mission. The controls are the same as those
in the Operations Room. Press ESC to return to the Mission Briefing Room.
Click on the Movie Screen at the centre of the stage to view any reconnaissance
film of the target gathered by your Intelligence Section and pay particular
attention if you are planning to ‘act’ as bombardier. This will show you what the
target looks like from the air.
Reconnaissance film will be shown only for the highest priority target that has
current reconnaissance information. If the Primary target has no
reconnaissance then the Secondary target will be shown. If the Secondary
target has none, then the Tertiary target will be shown. If no targets have
reconnaissance information, then no film will be shown.
In a Bomber Commander campaign, Group HQ will ensure you ALWAYS have
reconnaissance information for your Primary target.
Film
Reconnaissance
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View Map
Begin the
Mission
At the desk in front of you is the Mission Briefing File. Click on the cover to open
it. This gives you a full written Mission Summary including:
Date of Mission Primary Target Details Secondary Target Details Ordnance
Selected Distance to Farthest Target Fighter Escort
Click the page to turn over.
On the final page of the summary you must signthat you have read and
understood the briefing.
Click on the line to sign, then click away from the file and
you will return to the Briefing Room.
Now all preparations are completed you’re ready to get set off on your mission.
Click on the door on the far right of the room to leave the Briefing and be taken
to the aircraft to start the mission.
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aircraft and 50 other aircrew – in addition to having planned the whole show in
the first place!
Starting Off
Once you have left the Mission Briefing room, you will begin all campaign
missions with all your crew inside the bomber in their assigned positions ready
for take off. You will see your B-17 (or lead B-17) in external view positioned at
its dispersal point awaiting orders. If you are playing Squadron Commander the
game will centre on an outside view of the lead bomber in the squadron or, if you
are playing the Bomber Commander game, it will centre on ‘your’ B-17 – the
lead bomber.
The Crew
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CREW PORTRAIT PANEL (POP UP MENU)
Hover the mouse pointer at the top of the screen
and the Crew Portrait Panel will pop up. This
shows the portraits of the ten crew positioned in
the B-17. If you hover the mouse pointer over a
picture you will see a name.
Click on a portrait to select and jump to that
crewman.
CREW POSITION PANEL (POP-UP MENU)
This is another pop-up menu but this time it accesses the B-17 station notthe
man but if the position is not filled (for example, there’s no one manning the
Cheek Gun) you will notbe able to access it. Note:Positions filled by wounded
crewmen will also vanish from this panel – making it an excellent way to judge
the gaps in your gun coverage.
Hover the mouse pointer to the left of the screen and the
Crew Position Panel will appear showing icons of all ten
jobs on board.
Click on one of these jobs to jump to the action view for this
crew position. This is very useful if you want to jump to
different action stations quickly (for example in air combat).
Note:These positions (plus an eleventhCheek Gun action position) are also
accessible from the keyboard keys:
`. Bombardier;
1. Navigation;
2. Cheek Gun;
3. Pilot;
4. Co-Pilot;
5. Top Turret Gun/Engineer;
6. Radio Operator;
7. Left Waist Gun;
8. Right Waist Gun;
9. Ball Turret Gun;
0. Tail Gun.
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CREW VIEWS PANEL (POP-UP MENU)
All crew positions in B-17 have a number of different ‘views’ available. These
are accessible through the Crew Views pop-up menu and keyboard shortcuts. If
there are two or more crew shown in the compartment, the views will refer to the
selected crew member (highlighted by a white border).
Hover the mouse pointer on the extreme right side of the
screen (about mid-screen) and a panel of icons will pop-up
that allow you to access those views for a specific
crewmember. Note: Some crew will not have all of these
views available to them.
The Aircraft Icon – External View (key F2) By clicking on the top icon (or
pressing key F2) you will jump to the external view of the aircraft and be able to
access all the 3D camera controls (see Reference Card). Press F1 to return to
the internal crew position.
The Crew Icon – Compartment View (key C) Clicking on the crew icon (or
pressing key C) will show the Compartment View. This is a general view of the
section of the B-17 that your selected crewman is located in. There may be
another crewman shown but the one selected will be highlighted with a white
border.
The Sight Icon – Action View (key A) By clicking on the sight icon you will enter
the Action View for that crewman. For example, for the pilot this will be looking
through the front windshield; for the Gunners it will be the sight/machine gun
view etc.
The Dial Icon – Instrument View (key I) This will show any ‘instrument’ view and
will vary depending on the crewman selected. For example, the Bombardier will
have a general view of his Norden bombsight with adjustable dials.
Note:Additional Instrument Views also exist for some crew that can be
accessed by pressing the spacebar.
Window Icon – Window View (key W) This shows a view of the external world
seen by the crewman through the nearest window.
The Navigator
The Navigator must direct your airplane from take off to the target and back
again. 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 .50 calibre cheek-mounted machine gun sited close to his
station, and must be familiar with bomber systems and learn how to operate
turrets and radio equipment.
Aircraft Icon – External View (key F2)
Jump to the external aircraft view. Press key F1 to return.
Crew Icon – Compartment View (key C)
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Shows the nose compartment view of the Navigator (left) and Bombardier
(right). Click once on either figure to select. Like all compartment views this
allows you to perform various tasks by right clicking on the figure and accessing
the crew management icons.
Note:This compartment has two additional positions available: Chin Turret
Gunner (usually controlled by the Bombardier) and a Cheek Gun (usually
controlled by the Navigator).
Sight Icon – Action View (key A)
The Navigator’s Action View accesses the Drift Meter that must be used to
calculate wind drift. In the Action View you will be looking through the meter. You
must try to align the dotted scale lines (using joystick left and right) so that a
fixed ground point will travel along one of them for a period of time. Then you
can read off the wind drift value (in degrees) from the scale to the right. You can
use the drift scale value as the initial wind drift value in the bombsight.
Note:When in computer control, the Navigator will set the wind drift as best he
can. If you correct the drift scale for the Navigator you will be helping to improve
the navigator’s skills for future missions.
Dial Icon – Instrument View (key I)
The Navigator’s Instrument View shows the Radio Compass dial, the
Navigator’s Map and the Drift Meter.
The Radio Compass has a needle that shows the compass heading of the
aircraft:
0/360 = North; 90 = East; 180 = South; 270 = West.
On his table is the Navigator’s map. This is accessible by clicking on it and is
controlled in much the same way as the as Mission Planning and Mission
Briefing maps. You can also select this map by pressing the Spacebar from the
Navigator’s Instruments view, as with every other alternate instrument view.
The Navigator’s Map All controls and icons are the same as the Operation
Room map but with the addition of a third type of target bomb icon (a green
one). This allows the setting up of ‘opportunity targets’ in the event of Primary,
Secondary and Tertiary targets being unavailable.
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Click on the bomb icon and drag it over a suitable target on
the map. A course will be plotted to the target, and
waypoints set up for the bomb run.
The map is obviously a very important tool for you to use – it’s where you get
your information of where you are and how you are progressing on the mission.
It also details areas of flak concentration and areas of fighter concentration.
Unless you select Flawless navigation, you will have to concentrate to keep the
aircraft on track to and from the target. This means looking at the terrain and
checking where you think you are on the map (for more information check out
the Navigation Schoolsection).
Window Icon – Window View (key W)
The Navigator’s Window view is a simple view of the 3D world looking out over
the port engines (1, 2).
The Bombardier
The ultimate aim of any mission is effective and accurate bombing of a strategic
target. 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
equipment and instruments, and must be thoroughly trained in target
identification.
During a bomb run the Bombardier looks through a sighting telescope to locate
the target. The bombardier inputs bomb load and altitude data, then sets the
telescope sight over the target. The base of the sight is gyro- stabilised and, by
keeping the telescope on the target, aircraft movement information is fed into
the sighting computer. The computer produces course correction signals that
are channelled into the pilot’s panel. When the bomber is close to the target, the
sight telescope is almost vertical and the computer calculates that the release
angle has been reached, a series of electronic contacts are closed and the drop
bombs signal lights automatically. When the angle is exactlyright, the bombs
will be dropped automatically. The Norden bombsight channels data directly
into the autopilot and the bomb aimer effectively flies the plane by fine
adjustment of the sighting telescope. The main disadvantage of this sight is that
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it needs at least 20 seconds of non-deviational flight and loses accuracy if fire
and smoke obscure the target.
Aircraft Icon – External View (F2 key) Jump to the external aircraft view. Press
key F1 to return.
Crew Icon – Compartment View (key C)
The Bombardier’s Compartment View is the same as the Navigator’s (see
above).
Sight Icon – Action View (key A)
The Bombardier’s Action View is that of the Norden sighting telescope,
search/release indicators and scales (for details see the section on Bombardier
School). It’s from this view that the search for target, fine- tuning flying and
bomb release is controlled.
Dial Icon – Instrument View (key I)
This is a view of the complete Norden bombsight allowing you to input the wind
drift details (from the Navigator) and the mission altitude.
Bombing Panel (Spacebar) The Instrument View has an additional screen that
shows the Bombing Panel accessed by pressing the Spacebar. The Bombing
Panel gives you full control over the bomb bay doors, bomb arming, auto pilot
and the way the bombs are released (trail or salvo). Press the Spacebar again
to return to Instrument View.
Window Icon – Window View (key W)
The Bombardier has a clear view from the front of the aircraft through the plexi-
glass dome.
Note: Cheek Gun and the Chin Turret – In the nose section there are also two
extra (and key) gun positions. The Cheek gun is to the right side of the nose and
is usually operated by the Navigator (where appropriate) and the Chin Turret
sits under the plexiglass nose and is usually operated by the Bombardier
(where appropriate).
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The Engineer/Top Turret Gunner
Located just behind the flight deck in front of the Bomb Bay is the Engineer/Top
Turret station. A good combat Engineer knows his aircraft, 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. The Engineer also can
regulate the flow of fuel between the four engines (for example, if one engine
seizes up he can direct fuel to the other engines). He must also be an
outstanding gunner.
Aircraft Icon – External View (key F2) Jump to the external aircraft view. Press
key F1 to return.
Crew Icon – Compartment View (key C)
The Engineer is only partially visible in the top left of the screen (it’s easier to
see when he’s highlighted in this view). The Engineer’s compartment view also
allows a view of the bombs and if you’re watching from here when they’re
dropped you’ll see them drop off their mountings.
Sight Icon – Action View (key A) Selecting the Engineer’s/Top Turret Action
View will access full control of the Top Turret twin machine guns. Click key M to
take manual control, traverse left right up down using your controller option
(joystick recommended) and fire using your primary button.
Dial Icon – Instrument View (key I) Selecting the Instrument View will access a
screen showing the ammo boxes. Hover your mouse pointer over the boxes to
see how much ammo remains.
Fuel Control Panel (Spacebar) The Instrument View has an additional screen
accessed by pressing the Spacebar. This allows the Engineer to move fuel from
engine tank to engine tank by clicking on the red levers (starboard engine 1, 2)
and (port engines 1, 2) to select and the control switch to carry out the transfer.
Note:You can only see the effects of the transfer in the Co-Pilot’s close up
Instrument View (key F8).
Press Spacebar again to return to Instrument View.
Window Icon – Window View (key W)
The Engineer has no Window View.
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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 Outward and Inward. He is the source of all
orders transmitted to the crew. It’s also advisable for him to gain experience of
guns and turrets.
Aircraft Icon – External View (key F3)
Jump to the external aircraft view.
Crew Icon – Compartment View (key C)
A view of the Radio Compartment showing the Radio Operator at work
Sight Icon – Action View (key A) A view through the Radio Operator’s window
located on the left side of the aircraft
Dial Icon – Instrument View (key I)
A view of the radio set plus the Outgoing Messages log and the Mission
Messages log.
Click on the book covers to open the logs. When in manual
mode (key M) click on the message to implement it and it
will disappear.
Window Icon – Window View (key W) The Radio Operator has no Window view.
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Crew Icon – Compartment View (key C) The Waist and Ball Turret gunners
share a Compartment view looking towards the front of the aircraft. The Left
Waist gunner is on the left, the Right Waist gunner on the right; the Ball Turret
gunner is tucked in on the floor between the two (inside his Sperry turret).
As well as the standard Icon Rose orders system (Move To, First Aid, Fire
Extinguish etc.) Gunners also have an Unjam Guns icon option when a gun is
jammed.
The Tail Gunner has his own Compartment View.
Sight Icon – Action View (key A)
Action View will access full control of the machine gun or guns. Press key M to
take manual control of the guns; aim, move and fire using your controller option.
Dial Icon – Instrument View (key I)
Selecting the Instrument View will access the Ammo screen. Leave the mouse
pointer over the ammo box and a pop-up message will show how many rounds
of ammo remain in the boxes.
Window Icon – Window View (key W)
Gunners do not have a separate window view.
When you are in any Compartment view (see above) you can easily jump to any
of the other six B-17 compartment views.
Hover the mouse pointer at the bottom of the screen.
This will open the Compartment Selection pop-up menu showing an outline of
the aircraft divided up into the six different compartments.
Click on the section you want, a red indicator light will
confirm your selection and you will jump to that
Compartment view. Click on a figure to select.
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4: The Training Schools
Earn Your Wings!
The Training Schools are here to give you detailed instruction on performing the
basic functions for each of the ten man crew positions manually. Remember
that, if you wish to let the AI control these functions the mission will still be
carried out but it may not be as successful without your input. Or, if the realism
settings are too high you may never get to the target!
Basics of Flight
The Forces
Gravity
Your airplane and everything in it are attracted to the surface of the Earth. The
more weight (or mass) on your craft, the greater the attraction. If there were no
other forces acting on your aircraft it would simply stay on the ground.
Lift
This is what keeps your aircraft in the air. The design of the wings uses a side
effect of the law of conservation of energy. The shape of the wing makes the air
move faster going over the top of the wing than it does going under the wing.
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Faster moving air has a lower pressure than the slower air and the difference in
pressure between the bottom surface and the top surface of the wing lifts it up.
When the lift force on both wings is high enough, the aircraft is held up in the air.
In combination with Thrust this makes the aircraft fly. The amount of lift
produced is governed by the angle at which the wings meet the airflow (known
as the ‘angle of attack’).
Thrust
Thrust provided by the engine (jet or propeller) pushes the air backwards which,
through an equal and opposite reaction, provides forward motion on the entire
aircraft. The jet engine provides much more thrust than the propeller because
the air is taken in through the front intake and the oxygen is burned with fuel
creating an exhaust which leaves the engine at great speed.
Drag
Drag is the resistance that the air puts up to anything that is travelling through it.
Without thrust a moving aircraft will slow down and stop because of the drag of
the air around it.
Torque
In prop driven aircraft the engine rotates in only one direction. This coincides
with the roll axis of the plane, so as the engine turns it transfers some of the
torque to the body of the aircraft making the plane try to rotate in the opposite
direction as the engine (usually counter-clockwise) making the left wing drop.
At low speeds and during landings the pilot must counter this force or it could
prove very dangerous. Note:The P-38 has two props which counter rotate (they
rotate in different directions) cancelling out each others torque.
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Yaw is the rotation of the aircraft around its middle (so if you were looking from
above the nose would move left/right and the tail right/left).
You control the movement of your plane by manipulating the basic forces (see
above).
Thrust is provided by the engine and you can control its level by slowing it down
or speeding it up.
Gravity always pulls at the aircraft and you cannot affect this.
Drag and Lift however, do not affect all parts of the aircraft equally and this
permits the introduction of ‘control surfaces’ that enable you to control those
two forces’ effect on the plane.
Elevators
These are vertically tilting sections of the horizontal part of the tail. Through
Drag they affect the pitch of the plane and the pilot controls them with the
forward/back movement of the stick (or column). If you push the stick forward
the elevators drop down creating an imbalance in the Drag the nose tilts down
and this makes the plane dive (lessening the angle of attack). If you pull the
stick back, the elevators go up and have the affect of tilting the nose up making
the plane climb (increasing the angle of attack).
Ailerons
These are located on the wings and act in the same way as the elevators.
Moving the stick/column to either side makes one aileron go up and the other go
down which means one wing gains extra lift (rises) and the other gets more
Drag (drops). The aircraft will roll as it banks in the direction you moved the
stick.
Flaps
Flaps are located in the backs of the wings. They can be extended or retracted
and are particularly useful when landing.
‘Flaps down’ means extending the flaps resulting in extra lift (the plane rises),
increased drag (the plane slows down). Generally this lowers the speed at
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which the aircraft will stall, so on landing you can approach more slowly or dive
to a landing more steeply (because you are moving at a slower speed).
‘Flaps up’ means retracting the flaps making the plane faster but losing some lift
(the plane will drop a little).
‘Partial flaps’ are sometimes used on take off to provide extra lift.
Rudder
The rudder is located in the back of the vertical part of the tail and through its
action on drag affects the yaw of the aircraft. When the rudder is moved
left/right, the nose ‘yaws’ left/right. The rudder is used to smooth out turns,
lining up an accurate position for firing (in a fighter) and landing or recovering
from a spin.
Wings
Your aircraft wings can also be used indirectly as control surfaces to manipulate
lift. Use the elevators to increase the plane’sangle of attack and the airflow over
the wings changes giving more lift (up to a point) as long as airspeed is high
enough. Beware that too big an AoA without a corresponding increase in
airspeed will create turbulence, stall and spin. Similarly, reducing the AoA
creates less lift.
Inertia
If your aircraft is sitting still it wants to stay that way, resisting a change to its
state of motion. If it is moving in a particular direction at a particular speed, it
‘wants’ to retain that speed and heading.
In flight, inertia tends to make manoeuvres more difficult at higher speeds. The
faster your plane is moving, the more inertia it has in the direction of movement
and so the engine and control surfaces have to do more work to get the plane to
change direction.
G forces are the most obvious problem caused by inertia. G is the acceleration
due to gravity (any acceleration experienced by the plane and pilot). When you
change direction you are subject to G’s, inertia tries to keep you moving in your
original direction. Side turns cause transverse G’s pushing you sideways in the
opposite direction; downward turns cause negative G’s making you feel lighter;
upward turns cause positive G’s pushing you into your seat
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Note:Positive G’s can cause blackouts and negative G’s can cause redouts.
Level Flight
Level flight is achieved when all the forces are in balance and the aircraft moves
at a constant speed without changing altitude. Pilots make level flight easier by
setting the trim of the aircraft (this is akin to calibrating a joystick). By trimming
you calibrate the elevators to compensate for lift and the ailerons and rudder to
compensate for roll.
To climb, pull back on the stick, the farther you pull, the steeper the climb you
get although this depends on the capabilities of your aircraft and your airspeed.
The most efficient full throttle angle of climb is about 20 degrees above the
horizon.
To dive, push forward on the stick, the farther you push, the steeper the dive will
be (and the faster your airspeed gain).
Banking
To carry out a simple turn, push the stick to either side and the aircraft will roll in
that direction redirecting the wings’ lift, making the plane bank to that side and
turn in that direction. By pulling back on the stick you can tighten the turn you
are making but you will also lose speed as you turn (nose dips and altitude
drops). You must add throttle and pull back on the stick.
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Flying School (Pilot and Co-Pilot)
Note: You can fly/control the aircraft with a combination of keyboard, mouse
and joystick. Most of the flight deck controls are fully functioning and can be
clicked, dragged, switched on and operated like the real thing. You can also
reconfigure most controls for both controllers in the Controls section of the
Player Options Menu (see earlier).
Control Keys
Flight Controls Key(s)
Pitch (Nose Up).
Pitch (Nose Down) ;
Roll (Bank Left) Z
Roll (Bank Right) X
Yaw (Rudder Left) B
Yaw (Rudder Right) N
Flaps Up F
Flaps Down SHIFT + F
Steering/Brake Controls
Left Steering Brake B
Right Steering Brake N
Parking Brake On P
Parking Brake Off SHIFT + P
Wheel Brakes On INSERT
Wheel Brakes Off DELETE
Tailwheel Lock On T
Tailwheel Lock Off SHIFT + T
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In-Flight Trim Controls
Trim Positive Elevator – Fine CTRL + END
Trim Negative Elevator – Fine CTRL + HOME
Trim Left Aileron – Fine CTRL + DELETE
Trim Right Aileron – Fine CTRL + PAGE DOWN
Trim Left Rudder – Fine CTRL + INSERT
Engine Controls
Select Engine 1 Q
Select Engine 2 W
Select Engine 3 E
Select Engine 4 R
Start Engine A (or Engine key + A)
Stop Engine S (or Engine key + S)
Feather Engine D (or Engine key + D)
Engine 1 Throttle (Up/Down) No Default
Engine 2 Throttle (Up/Down) No Default
Engine 3 Throttle (Up/Down) No Default
Engine 4 Throttle (Up/Down) No Default
Port Engines Throttles (Up/Down) No Default
Starboard Engines Throttles (Up/Down) No Default
Throttle Step Up = (or Engine key + =)
Throttle Step Down - (or Engine key + -)
Throttle Step Up – Fine CTRL + =
Throttle Step Down – Fine CTRL + -
Throttle Maximum SHIFT + =
Throttle Minimum SHIFT + -
Lock Out AI Engine Control L (or Engine key + L)
War Emergency Power (WEP) Enable K (or Engine key + K)
Engine Fire Extinguisher J (or Engine key + J)
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Game Controls
Computer/Manual Control (Toggle) M
Accelerate Time 2x, 4x, 8x (Cycle Through) Home
Decelerate Time 2x, 4x, 8x (Cycle Through) End
Pause (Toggle) Pause
Time Skip Return
Mini-Time Skip CTRL + Return
Jump to Next Plane (in sequence) ]
Jump to Previous Plane (in sequence) [
Jump to Own B-17 Backspace
B-17 Controls
Pilot Helper (Toggle) H
Switch to Action SHIFT + H
Start Mission CTRL + B
Instruments View I
Action View A
Window (Miscellaneous) View W
Compartment View C
Bombardier’s station (if occupied) `
Navigator’s station (if occupied) 1
Cheek Gunner’s station (if occupied) 2
Pilot’s station (if occupied) 3
Co-Pilot’s station (if occupied) 4
Top Turret Gunner’s station. (if occupied) 5
Radio Operator’s station (if occupied) 6
Ball Turret Gunner (if occupied) 7
Left Waist Gunner (if occupied) 8
Right Waist Gunner (if occupied) 9
Tail Gunners Station (if occupied) 0
Any Alternative View Spacebar
Flight Instruments
Pilot Instruments
(Pilot/Co-Pilot Instrument View) F4
Co-Pilot Instruments
(Pilot/Co-Pilot Instrument View) F5
Engine Instruments Zoom
(Pilot/Co-Pilot Instrument View) F6
Directional Instruments Zoom
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(Pilot/Co-Pilot Instrument View) F7
Fuel & Electrics Instruments Zoom
(Pilot/Co-Pilot Instrument View) F8
Startup & Cooling Instruments Zoom
(Pilot/Co-Pilot Instrument View) F9
Bombsight Controls
Bombsight Fine Correction Adjuster B
Bombsight Search/Track Mode SHIFT + K
Bombsight Rate Correction Adjuster N
Weapon Controls
Machine Guns ’
Cannons ’
Eject Drop Tanks CTRL + D
Cockpit Views
Instrument Snap CTRL + I
Snap View (Toggle) CTRL + P
Other Views
Internal View F1
External View F2
Chase View Spacebar
(from External view)
Bomb Release and Target View F6
Camera Controls
Zoom In (Coarse) Numpad +
Zoom Out (Coarse) Numpad -
Zoom In (Fine) CTRL + Numpad +
Zoom Out (Fine) CTRL + Numpad -
Reset Camera Numpad 5
Camera Up (Coarse) Numpad 7
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Camera Down (Coarse) Numpad 1
Camera Left (Coarse) Numpad 4
Camera Right (Coarse) Numpad 6
Camera Forward (Coarse) Numpad 8
Camera Backward (Coarse) Numpad 2
Camera Pan Left (Coarse) Numpad 0
Camera Pan Right (Coarse) Numpad.
Camera Pan Up (Coarse) Numpad 9
Camera Pan Down (Coarse) Numpad 3
Camera Up (Fine) CTRL + Numpad 7
Camera Down (Fine) CTRL + Numpad 1
Camera Left (Fine) CTRL + Numpad 4
Camera Right (Fine) CTRL + Numpad 6
Camera Forward (Fine) CTRL + Numpad 8
Camera Backward (Fine) CTRL + Numpad 2
Camera Pan Up (Fine) CTRL + Numpad 3
Camera Pan Down (Fine) CTRL + Numpad 9
Camera Pan Left (Fine) CTRL + Numpad 0
Camera Pan Right (Fine) CTRL + Numpad.
Miscellaneous Controls
Console Mode ESC
Bail Out CTRL + SHIFT + B
Quit Mission CTRL + SHIFT + Q
Quit to Desktop ALT + F4
Select the Pilot and begin your mission in the Pilot’s seat
(on the left of the flight deck).
Before you begin flying, study the instrument panel and make sure you are
familiar with the location of all dials and switches. If you are new to the
simulation keep your Reference Card in front of you. The most important dials
are:
Altimeter
This shows the height of the aircraft above sea level. The long needle shows
hundreds of feet and the shorter needle shows thousands of feet. Always be
aware of your flying height by keeping an eye on this dial.
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Directional Gyro
This dial shows your heading. A heading of 0° (or 360°) is North, 90° is East,
180° is South and 270° is West.
Airspeed Indicator
This shows the speed of the aircraft through the air in mph (from 0 to 500mph).
Flaps Indicator
Shows the position of the Flaps (Up = key F, Down = SHIFT + F). When
lowered, flaps give the aircraft extra lift at take off and slow it down for landings.
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Rudder Controls
Pressing the rudder controls left (key B) or right (key N) will swing the nose of
the plane left/right (Yaw) by moving the trailing edge of the vertical segment of
the tail left/right. The rudder will centre automatically or manually depending on
the keyboard/Joystick options in Player set up.
You will begin the mission in the Pilot’s seat under AI control (the icon in the
lower right will show the computer symbol). You are the lead bomber in a
squadron formation and will be taking off first. Once you have taken off you will
climb and circle waiting for the other aircraft in your squadron to join you. The
squadron will then form up before heading out to the target.
Make sure you are in the Pilot’s Compartment.
Select the Pilot (on the left).
Perform all pre-flight checks. If you are in AI mode you will
hear the pre-flight checks taking place. If you are the Pilot
you will have to perform the checks yourself from the list
shown:
For take off you will also need to access all the other
Instrument views in this mode:
Pilot’s Instrument View F4.
Co-Pilot’s Instrument View F5.
Instrument Close Up Views [F6, F7, F8, F9].
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Checklist before starting the engines
1. Fuel transfer valves and switch – These switches (the
alternate instrument view for the Top Turret gunner) must
be off or else they will waste fuel and pump one engine tank
dry.
2. Intercoolers – These are visible from the B-17 Instrument
Panel (press F9). Check that Intercoolers are in the Cold
position.
3. Fuel shut off switches – These are the upper bank of four
switches, above the throttle quadrant. Make sure these are
open (Up) at all times except in emergencies.
4. Landing Gear Switch – Make sure this is in the neutral
position (unless you left or right click on the switch – it will
always be neutral).
5. Cowl Flaps (Open) – These are four wingnut type switches
above the throttles. They must be must be open before
starting the engines in the Locked position (check visually
by pressing “A”, then looking left and right from the cockpit).
6. Turbos – Turbos are always off (Up) during engine starting.
7. Fuel Mixture – AUTO RICH – Fuel mixture controls (M1-
M4) must be in the AUTO-RICH position (as far down as
possible).
8. Throttles – Move them up to 1000rpm setting (approx 1/3
the way up from the bottom).
9. Propeller Controls in High RPM – Puts Prop Pitch controls
to ‘High RPM’.
10. The Master switch (the big red bar next to the Magneto’s)
must be in the “On” (forward) position.
11. Set the Parking Brakes using the P key (or press F9 and
pull out the brake lock stalk).
12. Ensure the four Fuel Booster pumps (the lower bank of
Four switches, under the Fuel Shut off switches) are in the
“ON” (Up) position.
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Starting your Engines
You must start your engines in the correct sequence: Engine 1 (left outer),
Engine 2 (left inner), Engine 3 (right inner), and Engine 4 (right outer).
Engine One
1. Turn the Ignition Switch (Magneto) for Engine 1 ON.
2. Press F9 to go to the Co-pilot’s Auxiliary Panel.
3. Locate the Starter Panel above the Intercoolers (and the
Fire Extinguisher control panel).
The Starter Panel has four switches: two Starter and two Mesh switches. These
switches each have three positions, a neutral (central) position, an up and a
down position.
Place the leftmost START switch in its downward position,
by left clicking on it.
Count for 10 seconds.
Move to the next switch (the leftmost Mesh switch), and left
click on it, holding it down for about 6 seconds. Judge by
ear when the engine has successfully started.
Return both the Starter and the Mesh switches to their
Neutral positions by left clicking.
Press F4 to return to the Pilot’s Instrument View.
Engine Two
Turn the Magneto for Engine 2 ON.
Press F9 to go to the Co-pilot’s Auxiliary Panel.
Place the leftmost START switch in its up position, by
RIGHT clicking on it.
Count for 10 seconds.
Move to the next switch (the leftmost Mesh switch), and
RIGHT click on it, holding it down for about 6 seconds.
Judge by ear when the engine has successfully started.
Return both the Starter and the Mesh switches to their
Neutral positions by left clicking.
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Press F4 to return to the Pilots Instrument view.
Engine Three
Turn the Magneto for Engine 3 ON.
Press F9 to go to the Co-pilot’s Auxiliary Panel.
Place the centre right START switch of the Panel in its
upward position, by right clicking.
Count 10 seconds.
Move to the next switch to the right (the rightmost Mesh
switch), and right click on it, holding it down for about 6
seconds. Judge by ear when the engine has successfully
started.
Return both the Starter and the Mesh switches to their
neutral positions.
Press F4 to return to the Pilots Instrument view.
Engine Four
Turn the Magneto for Engine 4 ON.
Press F9 to go to the Co-pilot’s Auxiliary Panel.
Place the centre right switch of the Starter Panel in its
downward position, by left clicking.
Count 10 seconds.
Move to the next switch to the right, the rightmost Mesh
switch, and left click on it, holding it down for about 6
seconds. Judge by ear when the engine has successfully
started.
Return both the Starter and the Mesh switch to their neutral
positions.
Press F4 to return to the Pilot’s Instrument view.
All four engines should now have started!
Note: You MUST right click on the throttle lever for each of the four engines to
allow the AI access to the engines again. If you fail to do this, the pilot AI will not
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be able to fly the plane, and the engines will not respond to your joystick’s
throttle.
Taxiing
Taxiing must be carried out very slowly (about the speed of a running man). You
must be able to stop easily without heavy use of the brakes. You can use
Left/Right Brakes for steering (keys B + N).
As in the real thing the cockpit view of the airfield is very limited on the B-17 and
as Pilot you cannot crane your head out of one side of the window so you will
have to taxi so you can either use an External (F2)/ Chase View (Spacebar) to
see the B-17 from outside, or you can use the Pilot Helper (key H) to guide you
in Action view.
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From the outside Chase View (Spacebar) steer the B-17
carefully to the edge of the take off runway and try to line up
its nose with the white dotted line and stop (Insert key).
Note: As you become more proficient in taxiing and can gauge the turns to get
to the runway you may prefer to steer the B-17 from the Pilot’s Action view (to
increase the realism).
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Climbing
Make sure the Rate of Climb indicator is at 200 to 300 feet
per minute and check that the Altimeter is rising gently.
The rate at which an aircraft will climb is obtained directly from the difference
between the power required for level flight and the power available from the
engines. This is the ‘reserve power’ available for climbing.
Make you climb at between 130 and 150mph, but
remember that decreasing atmospheric pressure as you
climb causes the Airspeed Indicator to show an airspeed
lowerthan your true airspeed.
As you climb you will notice the engines will get hotter (increasing cylinder head
and oil temperatures).
Open the Cowl Flaps to keep the engine cylinder head
temperatures at about 205 degrees.
Note: Cowl Flaps will affect your climb rate by adding ‘drag’ and upsetting the
airflow – so use the minimum settings you can get away with.
Oil temperature can be reduced quickly by decreasing the
engine RPM and Manifold Pressure.
The Airspeed Indicator will show an airspeed lower than the
true airspeed (e.g. at 20,000 feet, 150mph is indicated,
while the actual airspeed is 207mph).
Manifold pressure will now decrease and full throttles
cannot keep the required level so you must use the turbo-
superchargers to boost this level.
Note: As you climb your fuel pump may be subject to ‘vapour lock’ so you must
use the booster pumps above 10,000 feet. These remain on until you drop
below this altitude.
Sequence of power panel changes if you want to increase power:
1. Set Mixture Controls to ‘Auto Rich’ (down).
2. Set Propellers to desired RPM (up).
3. Increase Throttles (up).
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4. Advance Superchargers one at a time (up).
If you want to decrease power, you must reverse this sequence:
1. Return Superchargers one at a time (down).
2. Decrease Throttles (down).
3. Set Propellers to desired RPM (down).
4. Set Mixture Controls to ‘Auto Lean’ (up).
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TRIM CONTROLS
The aim of trim controls is to achieve level flight without having to fight the
controls. You should be able to take your hands off the controls for a moment
and the aircraft should continue on a level flight.
Explanation of Terms: Elevator Positive – you want the nose of the aircraft to
stay up. Elevator Negative – you want the nose of the aircraft to drop down.
Left Aileron – you want the left wing to level out. Right Aileron – you want the
right wing to level out.
Left Rudder – you want the aircraft to stop left ‘yaw’. Right Rudder – you want
the aircraft to stop right ‘yaw’.
Carry out ‘Coarse’ trim first and then ‘Fine’ trim.
In-Flight Trim Controls
Trim Positive Elevator – Coarse SHIFT + END
Trim Negative Elevator – Coarse SHIFT + HOME
Trim Left Aileron – Coarse SHIFT + DELETE
Trim Right Aileron – Coarse SHIFT + PAGE DOWN
Trim Left Rudder – Coarse SHIFT + INSERT
Trim Right Rudder – Coarse SHIFT + PAGE UP
Trim Positive Elevator – Fine CTRL + END
Trim Negative Elevator – Fine CTRL + HOME
Trim Left Aileron – Fine CTRL + DELETE
Trim Right Aileron – Fine CTRL + PAGE DOWN
Trim Left Rudder – Fine CTRL + INSERT
Trim Right Rudder – Fine CTRL + PAGE UP
Turns
The B-17 has good directional stability, so just by dropping one wing
(joystick/yoke left or right) you will get an effective turn.
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TURNS AND LOAD FACTORS
When making shallow turns, ‘load factors’ will be small but will increase as the
turn gets steeper. Banking at 10 degrees produces a ‘load factor’ of 1.5, but
banking at 70 degrees will make this 3.0 and, in a heavily laden aircraft, this
could cause structural failure.
Forming Up
When you have got sufficient height you should begin to form up with the other
aircraft in the squadron. This is never an easy task but for the purposes of this
simulation we have provided a Pilot Helper function for forming up (key H).
After you have heard the command ‘Join Formation’ press
the Pilot Helper key H and a large white box will appear in
the sky at the place where you should be in formation (you
may have to look around you with outside views to find it).
You may have to climb or drop in height to achieve the correct position.
Manoeuvre the aircraft as gently as possible close to the
white box.
The other B-17s of the squadron will form up on you.
Flying a Mission
The Waypoints
Check the Map in the Navigator’s station to remind you of the route selected to
the target, the individual waypoints and the return leg. The Navigator will tell you
when you have reached specific waypoints and a turn is coming up. He will also
give you compass headings and may also warn you that he’s hopelessly lost!
The Radio Operator will log the key messages. If you miss any radio messages,
go to the Radio Operator’s compartment and consult his Messages log.
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Each mission will have a different number of waypoints depending on
operational factors and the target (i.e. if you want to avoid heavy flak or enemy
fighter concentrations).
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and stop the propeller from turning, reducing drag and eliminating vibration that
might weaken the aircraft structure.
The easiest way to feather an engine is to select the engine (Q – 1, W – 2, E – 3
or R – 4) press key D. Press D again to unfeather.
However, if you want to use the cockpit controls:
ENGINE FEATHERING (EXAMPLE ENGINE 1)
Go to the Pilot’s Instruments view in the cockpit.
Click on the large, round red button marked “1”.
Find the fuel system switches above the pedestal and turn
off the leftmost column.
Click and move the Turbo-Supercharger and Throttle to
zero for Engine 1.
The engine is Feathered.
ENGINE UN-FEATHERING (EXAMPLE ENGINE 1)
Locate the fuel system switches above the pedestal and
turn on the leftmost column.
Click on the large, round red button marked “1”.
You might need to set the Throttle and Turbo speeds to match the other three
engines manually.
At this point the engine should start, but if you’re not developing power from that
engine, or if the power is erratic, you should run through the startup sequence
on the starter panel (see earlier).
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1. Head to the Co-Pilot’s Instrument View (key 4 and then key
I).
2. Select the Co-Pilot’s Engine Startup and Cooling panel by
pressing F9.
3. The Fire Extinguisher panel is located above the
Intercoolers, turn the dial to point to the engine that needs
extinguishing (inboard engines at the top, outboard at the
bottom).
4. Pull one of the red handles to fire one of the two
extinguisher charges fitted.
Pre-landing Checks
Note: All pre-landing checks are performed automatically.
The Radio Operator will call the airbase control tower to get
the altimeter setting for the landing field.
The Pilot checks all the crew and makes sure they are in
their correct positions for landing.
Pilot Checks
Put the Landing Gear in the down position (SHIFT + Up
Arrow) and make sure that this has happened with a visual
check either from the Ball Turret gunner or an external view
(F2). Remember, that your gear may have been damaged
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on the mission. If all is well the landing gear warning light on
the Instrument Panel should be On.
If gear is not responding and you need to use manual gear
controls, you can issue an order using the Icon Rose (ask
the Engineer to help).
Note: If the gear is totally unusable you will have to attempt a belly landing (You
can try this out in Quickstart Mission 1).
Pilot Helper
The Pilot Helper is also available to help you on the correct approach to the
airfield. Press key H and you will see a marker to help you line up your final
approach. The marker will respond to all turns and waypoints called out by the
Navigator. Keep this marker lined up in pilot’s Action view (through the
windshield) or in external view (F2) or Chase view (Spacebar).
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Maintain constant airspeed and angle of glide.
Put the flaps fully down (SHIFT + F).
Reduce power to all engines gradually (Minus - key).
Glide in to the runway at a speed of 120mph.
Make a 3-point landing.
If the B-17 is not on the ground within the first third of the runway you might
decide to go around again.
Taxi to Hardstand
(Using Pilot Helper H) – If you still have the Pilot Helper key on you will see a
large green inverted cone close to the static aircraft. This is your guide to take
you to your B-17 hardstanding. You can use it from the Pilot’s Action View or
from an outside view.
Taxi in the same way as for take off using throttle/steering
brake and try to keep the cone in the centre of your
windshield view and edge slowly towards it.
The cone will move to another position, repeat this process until the cone
guides you to your bomber position. It will then turn red.
Slow down and stop (throttle down).
Apply the Parking Brake (key P).
Once you have parked the aircraft in its correct position the mission is
effectively over. You will then be taken to the Mission Debriefing.
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Bombardier School
If you want to be the Bombardier give yourself plenty of time to get into position
from whatever view or location you are in and re-familiarise yourself with the
bombing controls.
Remember the mission has only one aim: to drop the bombs on the correct
target accurately and promptly. You must be sure of your target identification
and you must set the sight correctly to hit that target.
Whilst the Norden bombsight is an incredibly flexible and accurate instrument, it
can be brutally punishing to inexperienced users – make sure you have flown
both Training Missions, and are well acquainted with the skills of displacing and
synchronising.
The Targets
Bombardier Skills
The Bombardier must know his bombsight, what it does and how it works.
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The Bombardier must understand the automatic pilot and how it works in the
bomb run.
The Bombardier must know how to operate all gun positions on the aircraft.
The Bombardier must understand the destructive power of the bombs his
aircraft is carrying and the vulnerability of the targets he is seeking.
The Bombardier must be fully conversant with target and aircraft identification.
The Bombardier is in effective command of the aircraft on the bomb run. He
should be mindful of this responsibility.
Bombing Factors
The following bombing factors will come into play when dropping bombs from a
heavy bomber:
Altitude
Altitude determines the length of time the bomb is in flight and therefore the
time the bombs can be affected by the atmospheric conditions. This in turn
affects the range (the forward travel of the bomb from launch) and deflection
(the distance the bomb drifts in a crosswind).
True Airspeed
True Airspeed is a measure of the speed of the airplane through the air. It’s this
speed that gives the bomb its initial forward velocity and thus affects the trail
(see below) of the bomb (the distance the bomb lags behind the airplane at the
moment of impact).
Bomb Ballistics
This is the size, shape and density of the bomb - factors that give it an air
resistance value.
Trail
This is the horizontal distance the bomb is behind the airplane at the moment of
impact and is therefore affected by altitude, airspeed, bomb ballistics and air
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density. A value is obtained from bombing tables and is pre-set into the
bombsight.
Groundspeed
This is the speed of the aircraft in relation to the earth’s surface and has an
effect on the range of the bomb. Groundspeed is entered into the bombsight
through synchronisation on the target while the pilot maintains constant
airspeed and the correct altitude.
Drift
This is the speed and direction of the wind that determines the distance the
bomb will travel downwind from the airplane from release point to impact. This
value is set on the bombsight by the Bombardier and is given to him by the
Navigator.
Salvo Switch
The first is the ‘Salvo Switch’. This control switches between Salvo Mode (all
the bombs drop at once) or Train Mode (bombs drop one at a time with an
interval set by an Intervalometer).
Intervalometer
The second control is the Intervalometer.
Click to set the interval between bombs dropped in train (by
milliseconds) up to 1 second maximum.
You have now set the bombsight and are ready to release your bombs.
Switch to the Bombardier ‘Action View’ by
pressing key A.
Make sure you have manual control set (key M).
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Enter “Search Mode” by using SHIFT + K (A light
will come on).
Use your joystick to locate the target, place the
crosshair over the target and then hit SHIFT + K to
‘lock’ the target.
The Sight starts in DRIFT Correction mode.
Moving the joystick left adjusts the angle of Drift to
the left – the target will begin to drift more to the
right of the sight picture. Moving the joystick right
will alter the angle of Drift to the right – the target
will begin to drift more to the left of the sight
picture.
Press key N to enter RATE Correction mode.
Moving the joystick up makes the rate track more
slowly, so the target will move towards the bottom
of the sight picture. Moving the joystick down will
make the rate track more quickly, hence the target
will appear to move back up towards the top of the
sight picture. The objective is to freeze any vertical
movement of the target.
You should adjust DRIFT and RATE until the sight
picture shows no movement at all. This is called
SYNCHRONISATION, and means the bombsight
is correctly allowing for speed, altitude and wind
drift.
During your alterations, the target may have
slipped out from the crosshairs. If you have time,
you can enter SEARCH mode, using the SHIFT +
K key combination, and place the target directly
under the crosshair again. Provided that you have
correctly SYNCHRONISED the sight, as
described above, the crosshair will remain where
you left it.
Watch the two markers close towards each other.
When they meet, the bombs will be dropped
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automatically by the bombsight, thus ensuring a
drop accurate to the millisecond.
Watch bombs release from bay and then press F6
to view down from inside the bomb bay and F6
again to view target from ground level (use mouse
left button to zoom in and right hand button to
move around target).
Bombing Results
Full details of your bomb drop pattern and reconnaissance film of the damage
to the target will be shown when you are in the Mission Debriefing.
It’s highly likely that enemy fighters will attack you on your journey back to your
home base. Before and after the Bombardier has completed his bombing tasks
he should man the powered Chin Turret (unless otherwise assigned by the
Commander), to fend off any attacks from the front of the B-17.
Navigator School
It’s the job of the Navigator to direct your flight from the moment of take off to
landing back at base (or any other airfield). Navigation is the skill of knowing
where your bomber is geographically by means of either pilotage or ‘dead
reckoning’. The skilled Navigator will use a combination of these methods.
Pilotage
This is the method of working out the aircraft’s position by visual reference to
the ground. This requires accuracy to within 400 metres. The Navigator
performs this by referring constantly to groundspeeds and ETAs for points
ahead, on the ground, and on maps and charts. As long as a Navigator can
keep visual contact with the ground he can work out pinpoint positions and plot
the exact track of the airplane.
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Dead Reckoning
This is the basis of all other types of navigation and, essentially, is the way the
Navigator works out the position of the aircraft at any given time by keeping
track of the distance flown from the take off point or the last known position. DR
can be sub-divided into:
DR using a series of known positions– the Navigator uses pilotage (see above)
until the airplane goes into cloud and loses contact with the ground. Then he
uses Dead Reckoning from the last pilotage point to determine the position of
the airplane; using wind speed prevalent at that altitude and the track and
groundspeed being made. By working out track and distance from the last
known point he can always tell his position and if the airplane comes out of
cloud he’ll be able to search for and pick up pilotage points quickly.
Map Controls
You can scroll around the map by using either the mouse and/or the keyboard.
Mouse Control:
Move around the map by holding down the right mouse
button and moving the mouse.
Tilt and rotate the map by holding down the Shift key plus
the right mouse button and moving the mouse.
Numeric Keypad Controls:
Use numeric keypad ‘Ins’ and ‘Del’ to rotate the map horizontally left and right.
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Use numeric keypad 9 and 3 to rotate the map vertically (from 0° to 90°
degrees).
Use numeric keypad 4 and 6 to move the map left and right.
Use numeric keypad 8 and 2 to move the map forward and backwards.
Use numeric keypad + and – to Zoom In/Out.
Fine-tune all the above map control movement by holding down CTRL as you
press the keys.
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Re-setting Waypoints
Apart from the starting off airbase and the assigned targets you can adjust all
other aspects of the waypoints, initial point and rally point, including ground
location and waypoint/bombing height. Tooltips on the waypoint Brown
Pyramid markers will indicate the altitude for that particular waypoint. Note: You
must be in Manual mode to achieve these changes!
To move a waypoint, simply click on it, hold down
the left mouse button and drag it to its new
position.
To de-select a target, click on the bomb icon and
drag it up away from the ground until it disappears.
Navigation Realism
Navigation has three modes of realism in the simulation: Historical, Easy and
Flawless. Flawless will follow the route to and from the target without deviation
but the other two modes will enable ‘getting lost’. The Navigator must always be
tracking the aircraft position. He can adjust waypoints to distinctive
geographical features (river mouths, islands, peninsulas etc) that leave no
doubt about position.
From take off you must flip from Map View to external
camera views. Look all around for features – rivers, main
roads, and cities.
Take control from the AI (key M), click on the green aircraft
on the map and drag it to its ‘correct’ position. Press key M
to return to AI control.
If you don’t constantly update your position on the map with visual reference
you may get a message from your Navigator that he is completely lost – this will
be more difficult to sort out.
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It’s important that you can calculate the Wind Drift for the Bombardier, without
this crucial information the bombs cannot be dropped precisely on the target.
In the Action View you will be looking through the Drift
Meter. Align the dial on the right (using the mouse click and
drag) so that a fixed ground point travels along one of them.
When this is fairly stable, read off the wind drift from the
scale on the top.
Use the drift scale reading as the initial wind drift value to
be input into the Norden bombsight.
Engineer School
The Engineer should know more about the B-17 than any other member of the
crew. He has been specially trained in Air Force technical schools and will know
his aircraft, his engines and his armament equipment thoroughly. He works
closely with the Co-Pilot to check engine operation, fuel consumption and
equipment operation. He must also work with the Bombardier and understand
how to cock, lock and load the bomb racks. He must be familiar with the guns
and related equipment and be able to strip, clean and reassemble them. He
must know how to tune radio transmitters and receivers. The Engineer can
operate the fuel transfer equipment and can crank down the landing gear if
normal operation methods are unavailable.
Fuel Transfer
The two valves direct fuel from any fuel tank on one side of the aircraft to any
fuel tank on the other side’
Select the Engineer station.
Select Instrument View (key I).
Press the alternate Instrument View (spacebar). This
shows the fuel transfer system left side (Engine Tank 1, 2
and Off) and the right side (Engine Tank 3, 4 and Off).
Above the right hand switch is the transfer control switch. Simply set the main
red switches to the relevant tanks and set the control switch by right or left
clicking on it. The central position is ‘Off’.
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However you will not be able to see the fuel transfer in this position. This is
shown in the Co-Pilot’s Instrument View (F8).
Click on the switch and it will rotate through the four positions. The dial above it
will show the amount of fuel in each engine tank.
The Engineer also doubles as the Top Turret Gunner (see below).
The Radio
The Messages Inward Log shows all messages received (from whatever
source) written down.
Make sure you are in Manual Mode (key M).
Click on the Messages Inward Log cover to open the book.
Review the messages received (with the timing shown).
Click on the page to turn it over.
The Messages Outward Log shows a list of messages that can be issued by
various members of the crew and can be for internal use for the individual
bomber crew or for squadron use. For example, the Bombardier may not have
released his bombs over the target in which case he can request the Pilot to ‘Go
Around Again’. Or, if the Primary Target is unavailable, he can ask for the route
to be changed to the Secondary Target.
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To send a message:
Make sure you are in Manual Mode (key M).
Click on the Message Log cover to open the book.
Select the message you want by clicking on it.
If the message is a ‘one off’ – such as ‘Return to Base’ it will from that point be
unavailable.
Gunnery School
Essentially, the B-17 is a moving gun
platform that can be very effective in
defending the airplane from enemy fighter
attacks, but the effectiveness will always
depend upon the skill and application of the
Gunners.
Gunner Skills
Gunners can be categorised into two types: the flexible gun operators and the
turret operators. Power turret gunners need some of the qualities required from
good pilots because operating a power turret is much like that of controlling an
airplane in flight. Flexible gunners do not need to have the same ‘touch’ as
turret gunners but must have a good sense of timing and an understanding of
the basics of exterior ballistics.
Ball Turret
Cheek Gun
Top Turret
Tail Gun
Right Waist Gun
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Chin Turret
Left Waist Gun
Machine Guns
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 gunner’s skill in calculating deflection (the predicted path the target is
travelling along) but it was still extremely difficult to hit a moving object. These
sights were eventually succeeded by the reflector type; an optical sight that left
the gunner free to move his head without creating an error in deflection – the
gunner only has the target to watch with the reticule in the optical viewer
superimposed on it.
All gunners should understand the ‘zones of fire’ for all gun positions on the B-
17 and be expert aircraft identifiers. They should understand the Browning
aircraft machine gun, including how to clear jams and using the sights to best
effect. For training purposes, gunners should always be operating their turrets
and tracking with the flexible guns by sighting on various objects, other aircraft,
vehicles etc. Gunners should be competitive and keen to be the best gunner on
board, they should all be able to fire each other’s guns efficiently in case of
emergency.
All gunners should be on the look out for enemy fighters. If any member of the
crew spots an enemy, he should call out on the intercom giving a clock reading
and a level. In the ‘clock system’, the nose of the plane is pointing to 12 o’clock,
the tail is pointing to 6 o’clock, the right-hand (starboard) wing to 3 o’clock and
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the left-hand (port) wing to 9 o’clock. ‘High’ means in the 90-degree arc above
the aircraft, ‘low’ means in the 90-degree arc below the aircraft, no mention of
level implies on the same plane as the aircraft.
Hand held weapons in the B-17 are not always as effective as is hoped. For an
average gunner it’s a matter of luck if an enemy aircraft was hit, the fact that both
the gun platform and the target were moving in different directions and speeds
made accurate aiming extremely difficult. The US 8th Air Force implements the
Zone System of firing in air combat: pointing the machine guns in the direction
of the target and filling the sky with bullets so that a passing enemy fighter
would have to fly through several streams of bullets and, with luck, incur
damage.
All messages you hear will be shown on the screen in black text but in combat
when a member of the crew spots enemy fighters, this text will be in red. By
clicking directly on the text you will be able to jump immediately to the source of
the message and be able to take over manual control of the action area.
Guns will overheat and/or jam. If this happens, return to Compartment view (C),
select the gunner by clicking on him (he will be highlighted) and right-click to
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access the crew management Icon Rose. Right click on the centre icon until
you see the Unjam icon.
Left click on the icon to unjam the gun(s). You can watch
the gunner try to unjam the gun(s).
The simplest way of dealing with jams is to keep your
bursts short and on target. This will also maximise your
efficiency as regards ammunition.
Ammo
If you are playing a historical scenario, you will have a limited number of rounds
available to you in any mission so do not fire needlessly. Apart from the initial
test firing (usually over the Channel) save your ammo for the fighter attacks.
Select Instrument View (key I) or the Dial icon in the Crew Views pop-up panel
to access the gunner’s ammunition box. Hover the pointer over the box to see
how many rounds are left.
Note: Space is limited on a B-17 and once you have used up all your
ammunition there is no more available to you.
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5: Crew/Bomber Management
Trench Warfare In the Sky
Protect your air crew, as they are vital to the operation of your aircraft!
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If you have moved the crew member to a position that’s still occupied, the crew
member who is still occupying the position will stand aside and let his
replacement take over then await orders from you.
Remember that the move will take place in real time, so if you choose to
relocate the Bombardier as, say a Tail Gunner, he will have to make his way to
the end of the airplane (and you can follow him through all the compartments
using the Compartment view pop-up menu if you so wish).
Injured Crew
It always pays to keep your crew healthy. If a crewman is unconscious you
cannot ‘jump’ into his shoes and, if that position is important to the success of
the mission, you will have to find someone else to take over. Remember to
consult all available files in your office so that you know the strengths and
weaknesses of each crew member.
First Aid
Wounded crew will react realistically when they are injured. Their portrait in the
pop-up panel at the top of the screen will show a red cross and you may hear a
message telling you that someone is hit. You must select a crewman to
administer First Aid. In this case:
Click on the crewman then right click to open the Icon
Rose.
Select the First Aid icon and click on the portrait of the
wounded crewman.
The man you have selected will make his way to the wounded man’s station and
do the best he can. The injured man will not heal ‘automatically’ but can be
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stabilised or even after a period of time helped back to man his station at a
reduced level of skill.
Panic
In the event of extreme stress caused by fire, bullet strikes or fighter attacks
some crew members may panic and not be able to carry out their tasks at their
usual efficiency. You can overcome the worst effects of this by jumping into their
seat and doing their job for them. After a period of time they may calm down and
be able to perform their job at a normal level of skill.
Repairing items
Things can go wrong on a large complex bomber (depending on the reality
levels you have chosen) and you may have to order crew members to fix things.
You may find that guns will jam if they get too hot (or too cold). A gunner will call
out ‘Guns jammed!’ and may try to un-jam them (depending on the level of
autonomy set).
If you are in control of the gunner, right click on the figure to
open the Icon Rose and click on the Unjam Guns icon.
You may also find that the bombs are jammed on their racks and may require
freeing by a member of the crew – the sequence is similar to ‘unjam guns’
(above).
Fighting Fires
If there is a fire onboard, you will either see it immediately in the compartment or
hear a message from one of the crew (red text). Crew will make attempts to put
the fire out, but you can also order crew members to lend a hand using the Icon
Rose system.
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Bailing Out
If all else fails and you know that the aircraft is going to crash, you must order your crew
to ‘bail out’. It’s better to try and save the crew to return home to fight another day rather
than let them die in a crash. Select the crew member and right click to open the icon rose then
click on the Bail Out Icon. Alternately, you can press CTRL + SHIFT + B to order everyone to
bail out. Remember, once all crew have left the aircraft you will not be able to go back inside –
it will be out of your control.
Bomber Management
This section deals with aspects of the simulation when you are up in the air in
external camera views and heading for your target.
External Views
The simulation has a wealth of external camera views that you can use to look
all around your bomber and at the stunning 3D. If nothing much is happening
and you can spare the time from your flying or navigating tasks why not have a
good look around.
Press F2 from any interior position and you will go to
external view and then use Camera Controls in the
Reference Card.
Flight
You can take over control of flying the aircraft from the external view. This is
often a good way to get a ‘feel’ for the large bomber and appreciate the flight
dynamics.
Press key M and the AI control symbol (Computer) on the
lower right of the screen will change to the manual control
symbol (Hand). You will immediately be in control of the
aircraft.
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Formation
The bombers must fly in squadron formation to the target for greater safety so
when you are controlling the aircraft in manual mode you must try to stay in
formation. Use the camera keys to best effect and if you find that’s too difficult
use the Pilot Helper key (H). This will create a white box to show you where you
should be flying to stay in formation. If you lose formation find this box with the
outside views and try to fly close to it.
There will be periods in the simulation when you will need to speed things up;
you might be itching to get to a target or a particular waypoint or airfield. In this
case you can use the accelerate time feature (Home key). You can accelerate
time 2x, 4x and 8x by pressing the Home key (cycle through). Press End to
return to previous time.
There may be times when you actually want to slow down the action; things
may be happening too fast for you to see them (such as in air combat or a tricky
landing). In this case you can choose to decelerate time by pressing the End
key (cycle through) this will give you three speeds – half, quarter or eighth.
If you want to cut out large chunks of time and want to get on with the action,
press the Return/Enter key and the simulation will skip to the next time period.
Note:You can also skip time from within the bomber. So that you don’t miss any
of the action when you skip time the feature will not work when there is
something important happening in the game world. You may receive a message
that the Skip Time feature is halted and be given a reason such as Fighters are
scrambling, Bomber on Bomb Run etc.
Mini-Time Skip
You can also Time Skip short periods of time by holding down the CTRL key and
pressing Return/Enter. This gives you more control over the time skip period (if
you are approaching a vital waypoint etc.)
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Pause Simulation (Pause/Break)
There may be times when you just need to call a break and stop the action in
this case press the Pause/Break key. A Pause icon will appear on the lower left
of the screen and all action will be frozen until you press the Pause/Break key
again.
When you are in external view you can also choose to view the other bombers in
the squadron. You will not however be allowed on board to manage the crew
unless you are playing the Squadron Commander game.
Press the Close Square Bracket key ] to jump to the next
plane in the sequence.
Press the Open Square Bracket key [ to jump to the
previous plane in the sequence.
Press Backspace to jump back to your B-17 (or lead B-17).
When you are in external aircraft view you can also choose to jump into the
fighters (both US and German) in the 3D world.
Hover your mouse pointer on the extreme right of the
screen (around the middle of the screen and the white pop-
up menu will appear showing various icons and symbols.)
The top symbol is always the B-17 you are watching.
The other symbols below it are the accessible fighters with the US planes first
then the Luftwaffe. This pop-up menu will vary depending on what is being used
for escort or interception in a particular mission.
Hover the mouse pointer over the icon to see pop-up help
text to confirm the type of aircraft.
Click on the aircraft symbol to jump to an external view of
that aircraft.
From here on that is your selected aircraft. You can use all the standard control
keys (see earlier) to enter the fighter (F1) and fly it from within the cockpit. All
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dials, switches and levers will function under manual control.
The [ and ] keys will allow you to cycle through other aircraft in a particular flight.
To return to your B-17 go to an external view (F2) and open
the Aircraft Select Pop-Up menu and click on the B-17
symbol.
Emergencies
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Mission Debriefing
At the end of the mission you will be taken to the Briefing Hut where you will be
fully debriefed. You will be able to access all details of the mission and an
indication of your success in the Debriefing File. In addition, when you are back
in your office you will be able to read about the effect your mission has had on
the progress of the war plus all other general war news for that time period.
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6: Fighter School
Escort or Intercept
The following section looks at the fighter aircraft in B-17 Flying Fortress ‘The
Mighty Eighth’, how to fly them and the instruments on the cockpit. The location
of these instruments can be found on the separate Reference Card. Note: The
instruments do not vary hugely for each airplane but the performance is based
on the real physics model for each one.
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P-47 Startup Sequence
1. Master Battery Switch to ON
2. Magnetos to BOTH (3 Clicks)
3. Throttle to ZERO (Use Controller or Keys)
4. Fuel Mixture to one third
5. Left click and hold Starter
6. Wait 6 seconds whilst still holding Starter
7. Click and hold engage switch ‘till engine starts. Engine
should start.
8. Fuel Mixture to Full
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Twin-engine/jet Aircraft Controls
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12. Watch RPM. When Revs hit 800 hit Right Engine Starter
button.
13. Throttles to 10%
14. Right Fuel Cock to Full. Right engine should start.
15. Throttles to Zero
16. Click on Left and Right RPM Scale Indicator buttons
Compass
A simple, magnetic direction indicator, the needle shows the direction the nose
of your aircraft is flying in. Headings are numbered 0 to 360 with the indicator
moving clockwise. Due North is either 0 or 360, East is 90, South is 180 and
West is 270.
Artificial Horizon
The artificial horizon, or attitude indicator, is a floating ball that shows your
airplane’s relation to the surface of the Earth. This is important in poor visibility
when you can’t see the actual horizon. In level flight the indicator will be centred
and flat. If you are banking or rolling it will be at an angle. In a climb, the light part
will cover more of the gauge; in a dive, the dark part will show more. Bear in
mind that this dial represents the natural horizon but will NOT take into account
irregularities on the surface such as mountains.
Airspeed Indicator
This registers the speed of the airplane in relation to the air around it shown in
miles or kilometres per hour. Airspeed must stay above a specific minimum for
each aircraft to keep it in the air. Generally, a lower airspeed gives you better
control of horizontal movement but less power for climbing.
Tachometer
The tachometer measures the rpm of the aircraft engine. This engine power
indicator is relative to the amount of throttle and in level flight can give you a
rough guide on how much throttle you have on but this is not exact. Engine rpm
is useful when you want to perform a manoeuvre that requires a certain amount
of engine power such as climbing or pulling out of a steep dive.
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Altimeter
This shows you how far above sea level you are. The short needle registers
thousands of feet, the long needle hundreds of feet. So if the short needle in on
3 and the long needle on 5 you will be 3,500 feet above sea level. This is not an
absolute altitude so it’s only correct if flying over the ocean, over land the height
of land is not adjusted so if you are flying over a 1000 foot mountain at an
altitude of 1500 feet you will actually only be 500 feet from the ground. German
aircraft dials are calibrated in metres.
This shows the pumping pressure of the oil that lubricates the aircraft engine. A
loss of oil pressure will mean that you have developed a fault or your engine(s)
or have been damaged by enemy fire. When all the oil has leaked out the engine
will seize up completely and stop working.
The engine temperature gauge shows the operating temperature of the aircraft
engine. When the engine is warm the indicator should hover around the centre
of the dial. Performing combat manoeuvres, running the engines without oil, or
staying aloft with a damaged engine can cause temperature to rise. If an engine
temperature reaches dangerous levels it will cease to function.
Fuel Gauge
This shows how much fuel is left in the tanks. The level in your ‘main’ tank is
shown by the needle on the dial. If external drop tanks are fitted there may also
be a secondary reserve needle.
Eject Drop Tanks – CTRL + D
This is an approximate measure of the air pressure inside the engine and is
used in conjunction with the tachometer to give you an idea of how much
horsepower you have available to you.Note: A drop in manifold pressure is an
indicator of engine damage. Manifold pressure will lower as you climb reflecting
the decrease in ambient air pressure, so at higher altitudes you will tend to get a
little less power for the same amount of throttle.
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Rate of Climb Indicator
This lets you know how quickly your altitude is changing. Though you can get
this information from the altimeter, the ROC will give you an at-a-glance
indication. If the needle is above the centreline, you are climbing; if it’s below
you are diving (or falling). Scales will vary but the marks on the dial show the
number of feet (or metres) per minute.
Fighter Controls
Cockpit Views
Instrument Snap CTRL + I
Snap View (Toggle) CTRL + P
The Snap View Toggle goes through three states. In the first state the look-
around keys snap to Quarter views around the cockpit. In the second state the
look-around keys pan around the virtual cockpit, allowing the player to use the
mouse pointer to interact with the cockpit controls.
In the third state the mouse pointer disappears and you can look around the
cockpit using the mouse.
Fighters are located in their own airfields and will be asked to perform escort
duties when a mission is set up or if Luftwaffe will be scrambled to intercept the
bomber force. At some point in your B-17 mission you will receive a message
that fighters have scrambled. This means that there are fighters accessible to
you to fly.
Check with the external pop-up menu to see which aircraft groups are currently
accessible to you.
You can choose to jump to the fighters at any point but for this brief guide we will
jump into the fighter pilot seat when the aircraft is still on the ground and the
pilot has just received instructions.
General Control Keys Remember that most B-17 control keys will also control
the fighters. For example, Select Engine key Q (for one engine craft) and Q/W
for two engine craft. Appropriate view keys all still apply (F2 external camera
views etc).
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Take Offs
The same basic principles to B-17 bomber take off apply for take off (see earlier
Flying School) and here is a list of the most useful keyboard keys. Sidewinder®-
type joysticks will have button equivalents for all flight controls (see Player
Options – Controls – for details) and if you have a joystick fitted the simulation
will default to that method of control.
Pilot Helper (toggle) H
Select Engine (s) Q (W)
Start Selected Engine A
Parking Brake Off Shift + P
Wheel Brakes Off Delete
Rudder Left B
Rudder Right N
Throttle Open =
Throttle Close -
Left Steering Brake B
Right Steering Brake N
Tail Wheel Lock On T
Flaps Up F
External View F2
Cockpit View F1
Landing Gear Up Up Arrow
Cockpit View Instrument Snap CTRL + I
Snap View CTRL + P
Changing Fighters
You can jump in to fly other fighters in the squadron by simply selecting them.
Jump to next fighter (in sequence) – Close Square Bracket - ]
Jump to previous fighter (in sequence) – Open Square Bracket - [
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Navigation to Target
Escort Fighters
Your main task is to find your B-17 squadron and stay close to them throughout
the mission. You must try to avoid early air combat because you will have to
eject your drop tanks to manoeuvre effectively. The bomber will be much slower
than you so you must learn to zig-zag or circle above the formation so that they
can stay with you.
Luftwaffe
Your main aim is to slow down (or stop) the bombing force by shooting down as
many bombers as possible. You can also achieve your aims by attacking the
escort fighters and diverting them from their defensive job so that other
Luftwaffe fighters can attack the bombing formation.
Padlock Targeting Controls
Padlock Nearest Enemy Y
Padlock Nearest B-17 CTRL + Y
Padlock Nearest Airfield SHIFT + Y
Padlock Target Nearest Centre of View U
Clear/Restore Padlock View SHIFT + U
Combat
Your armaments will vary depending on the fighter you are flying but the
controls are very simple: look through the sight and FIRE!
Machine Guns ’
Cannons ’
Eject Drop Tanks CTRL + D
Note: If you drop the Drop Tanks whilst your aircraft is using them, your engine
will be quickly starved of fuel. The quickest way to resolve this is to quickly
transfer to automatic control – the AI will switch to the appropriate tank.
This follows for any manual changes to the controls. Switching quickly between
Manual and Auto assigns the controls back to the AI. This is most useful if you
manually set the throttle, fuel mixtures, etc on a fighter and want everything
controlled from the throttle again. Note: This only applies to Fighters. B-17
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controls are passed back to the AI by right clicking the mouse, due to the added
complexity of that aircraft’s systems.
Landings
Escort Fighters
You must return with the bombers and then access Padlock View of the Nearest
Airfield (SHIFT + Y).
Luftwaffe
Press SHIFT + Y to get a padlock view of the nearest airfield and follow this until
the airfield is in view.
Landings are conducted in the same way as shown in the Flying School
(above).
Pilot Helper (toggle) H
Landing Gear (lower) SHIFT + Up Arrow
Flaps Down SHIFT + F
Throttle Open =
Throttle Close -
Left Steering Brake B
Right Steering Brake N
Tail Wheel Lock Off SHIFT + T
Wheel Brakes On Insert
Parking Brake On P
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Flights are kept 150 feet apart with individual aircraft 40 feet from each other.
As soon as they achieve formation, P-38 Lightnings and the P-47 Thunderbolts
immediately turn on their long distance drop tanks, while the P-51 Mustang
uses up about 30 gallons from its main tanks to maintain balance before turning
to wing drop tanks.
Pilots have to avoid any supplementary combat activity because this will mean
that the long distance drop tanks have to be jettisoned and the bomber fleet
abandoned. On rendezvous with the bombers three fighter squadrons are
allocated to each combat wing. One squadron is divided and positioned ahead
and above the bombers, another squadron also split and takes up position
above and about a mile away on either side of the formation. The last squadron
climbs 4000 feet directly above the force and ten miles into the sun, trying to
anticipate the standard enemy fighter strategy of diving out of the sun’s
glare.The escort fighters weave or orbit so that they can stay in touch with the
slower bombers.
The main fighter combat tactic used by both sides is to use the sun’s glare to
achieve surprise in diving attacks, turning into an enemy, tightening a turn to get
behind him, rolling away and diving to escape a dangerous situation. But as in
all things, the tactics depends on the individual aircraft’s performance.
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P-38 Lightning
The P-38 Lightning was the first American fighter to be designed as a long-
range, high-altitude interceptor. However, due to technical difficulties, it did not
achieve its intended role. The P-38 did however perform well when used as a
tactical fighter-bomber; it had the range, the heavy armament and could carry a
heavy bomb load. At low altitude the P-38 could manoeuvre well against the
best of the German fighters and was often referred to as the ‘Twin-Tailed Devil’
by the German pilots.
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The P-38 also proved itself competent for long-range escort and
reconnaissance missions and was an effective aircraft for ground support. The
Lightning was difficult to destroy – if one engine was taken out, the other engine
could easily support it.
This fighter is most vulnerable when alone, so try to avoid one on one dogfights.
Try to work with a wingman, using hit and run strategy. If an enemy gets on your
tail, try to exploit the P-38s manoeuvrability – ditch the bogey with a series of
sharp turns, then head for the clouds. The P-38 will not perform well in a dive
because of severe tail buffeting.
P-47 Thunderbolt
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Often referred to as the ‘Jug’ by its pilots, the P-47 was designed around the
new Pratt & Witney R-2800 Double Wasp 2000 hp radial engine – the most
powerful at the time. It was also equipped with a turbo supercharger that gave
full power even at an altitude of 30,000 feet,allowing the P-47 to outperform all
German fighters at high altitude. The aircraft also served as a low altitude
fighter-bomber making use of its heavy firepower and its ability to sustain heavy
damage.
The P-47’s main weakness is its poor rate of climb but this is more than
compensated for by its first class diving ability. Use this feature to regain height
rapidly – once you lose momentum from the dive, climb in gentle turns and not
in a steep, straight ascent.
Flying the Thunderbolt, your best defence is to initiate the attack. Use the
plane’s superior speed and the quickness of its dive to make a pass at an
enemy, and then drop sharply away. When threatened in combat, if all else fails
and you can’t shake off an attacker, take comfort in the fact that the P-47 can
take a lot of punishment before it gives up the ghost.
P-51 Mustang
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Built by: North American Aviation Aircraft Type: Fighter/Single-seater
Dimensions: 32’ 3" Length; 37’ 0" Span Engine: Packard Rolls-Royce Merlin V-
1650-3/7* Max Speed: 439 – 437mph* Cruise Speed: 210 – 320mph* Ceiling:
42,000ft Combat Radius: 450 miles (750 miles on drop tanks) Fixed Weapons:
4 – 6* wing-mounted .50 calibre Browning machine guns
Models B to D
Considered by many to be the best fighter of the war, the Mustang began life
with an Allison engine as an underpowered, low-altitude attack aircraft. But
when it had the Rolls-Royce Merlin 61 engine installed it was transformed into
an excellent high altitude escort fighter. With a pair of drop tanks, the Mustang
could escort from England to anywhere in Germany. Entering service in 1944
this was an aircraft that became the vital lifeline for US bomber crews
throughout the rest of the war.
With its vast range, great manoeuvrability and a speed no other fighter can beat,
the P-51 is the shining star of the USAAF, taking more ‘kills’ than any other
plane.
The Merlin engine gives you the power for quick, steep climbs and the Mustang
has the firepower to take care of any situation, plus it’s accurate and stable in a
dive.
Beware that the P-51’s guns can jam during tight turns (the ammo belts cause
the gun breech to block). It’s also very vulnerable to enemy ground fire due to an
easily punctured cooling system.
The Luftwaffe
From the earliest days of combat flight, Germany has always been a leader in
military aviation technology and during the 1920s and 1930s the country was
consumed with a passion for flight. State funded flying and gliding clubs
(military aviation was banned under the Treaty of Versailles at the end of WW1)
were to be a fertile source of many future pilots and, on the advent of war in
1939, Germany entered with a decided edge in technology and aerial combat
skills.
The Germans did not build warplanes in the 1920s but they did organise the
personnel and facilities that would slot in when they did. Civilian aircraft models
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were designed that could easily be converted into a military function. In 1935,
the German government announced the formation of a new air force, the
Luftwaffe, and began full-scale production of warplanes. State of the art
innovations such as beacons and radio stations were developed to help night
flights and the Spanish Civil War was used as a proving ground to test out the
new planes and strategies. When the war began Germany was the most
advanced power in aviation in the world.
Bombers are really big, slow targets and are easy to gain advantage over, easy
to hit and easy to underestimate. The thing to remember is that you can’t
approach a bomber like you would a fighter. You do not want to wind up directly
behind a B-17 – he’s got a tail gunner waiting for you for that very moment.
Before the G appeared the best position was nose on, now with the advent of
the Chin turret, it’s a little more difficult although it can still be a profitable
position.
Use your speed advantage to the fullest and never give the pilot a chance to
turn on you while you’re in range. Sweep in, fire as many rounds as possible into
the fuselage and tear off to line up another pass. Note:B-17s on a bombing run
don’t have much room to manoeuvre so take advantage at that point.
The toughest part about attacking a bomber is getting through the escort – if
you run into a heavily escorted formation of bombers while being chased by an
enemy fighter, you can sometimes use the bombers’ firepower to your
advantage: head towards a bomber, take a few shots and turn away, with luck,
some anxious gunners will hit your tailing fighter before identifying it.
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FW-190
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The FW-190 is a great fighter to fly, giving excellent visibility, an unequalled rate
of roll and easy take offs and landings. In flight, it reacts quickly to the slightest
command and can climb and dive with ease.
The improved turning of the D models, impressive armament, compact shape
and superior handling make this an excellent fighter for medium altitudes.
Against the US heavy bombers you must employ a frontal assault strategy by
flying high and fast to gain position ahead and above, then turning and diving
towards the approaching targets and levelling out at the last minute. Timed right
you’ll get about 15 seconds to fire before you are forced to dive away. If you are
attacked in a turn you can use your superior rate of roll to flick over into a dive.
Bf-109 (Me-109)
Me-262
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Heavy bomber gunners did not have time to aim, let alone fire, and even the
fastest Allied fighter was left behind. Unfortunately, the Me-262 pilots were also
unused to combat at such high speeds and often chose to slow down for the
actual attack (and it was then that they were most vulnerable to conventional
bomber defences).
Beware that the Me-262 is slow to accelerate and not very manoeuvrable, Allied
pilots may try to attack you when you are most vulnerable – during take off and
landing.
Flak
Effective flak coverage generally covers an area the size of a dome 75,000 feet
horizontal radius and 40,000 feet vertical height around each AAA
emplacement. These ‘domes’ ideally are placed to overlap and combine to form
an almost continuous coverage over a target area.
A flak shell could take over 25 seconds to reach a height of 25,000 feet and in
that time a B-17 could travel 1.5 miles. The main AAA gun was the 88mm Flak
36 with a slant range of 8226 metres and a 20,000 feet ceiling. The fired shells
are detonated by a clockwork time fuse and are lethal within 30 metres and will
cause severe damage within 200 metres.
An AAA gunner doesn’t simply shoot shells at random hoping you’ll fly through
them. Every time a round is fired he’s calculated a firing solution based on
altitude, direction and relative velocity of the target. Since these shells aren’t
self-propelled they can take quite a while to cover the distance – so every shell
that’s flying towards you was aimed several seconds ago based on your current
altitude, direction and speed.
An Optical Director uses a mechanical computer to work out the range of the
airplane, if it’s flying level and at a constant speed, then computes the time the
shells will take to get there (to help set the fuses), the elevation and azimuth of
each gun in the firing battery.
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Another truck now appears and begins to unload ten wooden boxes of 0.50-
calibre ammo into the rear fuselage door. The 0.50 calibre machine guns are
loaded onto the aircraft and installed, each weighing 64 lb sand capable of firing
750 rounds per minute at a maximum range of 3,500 feet. Each magazine holds
365 rounds.
The fuel tanks are now topped up. The B-17G has a maximum capacity of 2,780
US gallons with five filling points on each wing between the two engines. The
tanks are self-sealing ‘Tokyo tanks’ constructed from a rubber composite
divided up into 18 small cells. The tyres are now inspected and any small oil
leaks from the engines are checked for signs of deterioration. The oxygen
supplies are now checked: 18 light metal bottles, each one allowing five hours
supply to a man at a maximum of 30,000 feet.
The flight crew arrive just as the last major checks are being completed. They
are carrying their flight bags and parachute packs, wearing olive coveralls,
heavy brown sheepskin jackets and trousers. The ranks and crew positions in
this aircraft are:
Pilot/Captain First Lieutenant Co-Pilot Flight Officer Right Waist Gunner Staff
Sergeant Left Waist Gunner Staff Sergeant Ball Turret Gunner Staff Sergeant
Tail Gunner Staff Sergeant Bombardier/Togglier Second Lieutenant Navigator
Second Lieutenant Radio Operator Technical Sergeant Engineer/Top Turret
Technical Sergeant
The crew now perform their own set of checks and confirm that they are all in
position using their throat microphones. The engines are started up, the
altimeter is set to the aerodrome height above sea level and the ‘chocks’ that sit
in front of the tyres are signalled away.
The B-17 begins to taxi and joins the other bombers in a pre-set pattern at the
edge of the take off runway. The pilot has the task of keeping the 30 tons of
aircraft on the tarmac whilst not being able to see directly ahead. He steers by
watching the edge of the tarmac paths through a cockpit side window and tries
not to overuse the brakes for fear of burning out the brake linings. The engines
are revved up 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.
When the aircraft gets to the edge of the 1.25-mile long runway it waits with the
other members of the squadron and a ‘take-off check’ is performed. Aileron,
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elevators and rudder trim tabs controls are zeroed, wing flaps raised and the
prop pitch control tested. The generators are turned on, the turbo-
superchargers tested, the parking brake and the tail wheel lock turned 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, trying to time the take offs at one-minute intervals. The captain releases
the footbrake and selects the correct manifold pressure and opens the throttles.
At 100mph, the aircraft takes off and the pilot eases up on the control column
and raises the landing gear.
This is an anxious time for most of the crew as the plane, packed full of bombs
and fuel, climbs slowly and builds up speed. At the ‘indicated air speed’ (IAS) if
150mph, the captain throttles back and reduces the rpm from 2,500 to 2,300 by
adjusting the propeller pitch controls. The aircraft 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.
The captain’s next task is to assemble in formation with the other aircraft of the
squadron (as requested by orders). A radio compass is used that works with
short range radio beacons in selected location. A Morse call sign (called a
‘Buncher’ signal) is transmitted and the bomber receives it via a small loop
aerial located under the nose section. Lead aircraft fire different coloured flares
at 10,000 feet to give a visual check for other pilots. Squadrons have to be built
into Groups; Groups have to be built into Wings and Combat Wings into
Divisional Columns. The process is slow because everyone has to keep up with
everyone else.
Above 10,000 feet the crew have to go to oxygen and the heating is fully
operational. The two waist gunners wear electrically heated flying suits under
their sheepskins but the rest of the crew have warm air ducts that channel heat
to their stations.
The ball turret gunner is the last to get into position because the turret is very
cramped and always assigned to someone of a small build. He has to spend
about five hours curled up, looking down at five miles of sky without the comfort
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of a parachute (there’s no room for it). If something happens to the B-17 it would
take him, with help, about a minute to get out of the turret and put his ‘chute’ on
– a long time in a crashing bomber!
At 13,000 feet the aircraft climbs at 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 150mph. He knows this
is not the true airspeed (about 206mph) because working on atmospheric
pressure the AI reading reduces with increased altitude.
Over the enemy coast, the crew put on their cumbersome flak suits, worn like
body armour made of 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 zigzagging ‘little friends’ 6,000 feet above them – P-47s fitted
with long distance drop tanks.
Then the flak begins to burst in little black clouds around the bomber formation.
The formation reaches the initial point: the selected point over which the
bomber force will begin its turn to make its bomb run on the target. Flares are
fired to give visual confirmation. Today, the cloud cover is too thick (undercast)
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,
rearmost and therefore most exposed flight in the formation.
The bombardier opens the bomb doors and flips open the safety lever on the
bomb release. He doesn’t have a bombsight and is waiting for the bomb leader
to drop his bombs. When the lead bombardier is lined up on the Pathfinders’
smoke markers, 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
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the bombs have been released; the bomb bay is checked to see that all bombs
have dropped and the doors are then shut. The immediate weight loss makes
the formation speed up to about 160 IAS (224mph) as it heads for the
designated rally point.
The rally point is a known area out of range of known flak batteries – a place
where the squadron can reform into defensive combat wing formations. The
combat wing leader tells his radio operator to send a ‘target bombed’ message
to HQ.
100 miles from home, the radio operator switches on IFF (identification friend or
foe) to warn friendly bases of the force passing above them. During the mission
the B-17 can 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.
The aircraft now drops 500 feet per minute and once below 10,000 feet the crew
are told they can come off oxygen. Home base is informed of their estimated
time of arrival and all activity at the airfields is governed by these times.
Back at home base, flying control picks up radio signals from the formation
approaching the base. The Ops officer is already waiting at the tower. The duty
clerk informs the MPs, ambulance and fire tender crews of the arrival time. As
the bombers appear, they have sorted themselves out into priority landings
(with damage and/or casualties). After these, the order of landing is lowest
altitude squadrons first. Aircraft land at about 20 second intervals, those with
casualties turn off the runway as soon as possible to be intercepted by awaiting
ambulances. The other bombers use their two outside engines to taxi directly to
their airfield dispersal points.
The flight crew gets out of the B-17, stretch their legs, inspect the aircraft and
pack their flight bags. The gunners remove the guns and begin to clean them,
making them ready for collection by the ammunition crews. The pilot fills in form
1A to report any flight problems and damage sustained on the mission.
A truck now appears to collect the flight crew and take them directly to the
briefing room. Here, personal equipment is handed in (parachutes, flying suits,
oxygen masks, ‘Mae Wests’, etc) and the crew get something to eat. An Ops
officer lists any important items of news that has to be acted upon immediately
(aircraft in trouble, planes ditching in the sea and important enemy activity.
When all is ready the crews are interrogated; one interrogating officer per crew.
He asks a standard set of questions encompassing all aspects of the mission
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such as enemy fighter numbers, flak locations, weather over the target, fighter
escort, lost aircraft and any other observations. Claims by gunners for the
number and type of aircraft shot down are then reviewed and compared in order
to avoid doubling up. Navigators hand in their flight logs and along with
bombardiers, write up their own specific reports. Lead bomber crews are
interrogated further with more detailed questions. The process takes upwards
of one hour forty-five minutes.
When the crews are dismissed truck take then to the mess hall or back to their
barracks. Most, shattered by the fatigue of combat, will want to sleep. They
know that they might be called upon to fly again in a few hours time.
Pictures taken from strike cameras are studied in the Group Operations and
Intelligence rooms as soon as they have been processed. The Group strike
pattern on target is plotted and a detailed report sent to Wing and Division. An
assessment of the results of the bombing is analysed at Division HQ and the
loss to the enemy is calculated. If necessary, the target is put back on a priority
list for future attack. Meanwhile, the ground crew is back at work patching up the
aircraft and maintaining each bomber ready for another combat mission
tomorrow morning.
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