
        MACH2 FIGHTER PILOT
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   FIGHTER PILOT is a real-time flight simulation based upon the F-15 Eagle,
USAF air-superiority jet fighter. This simulation offers many of the features found on many
modern day flight simulators including 3-D view from the cockpit fully aerobatic performance,
air-to air combat, crosswinds, turbulance and blind landing. The program offers training modes for each option
and a pilot skill rating for varying difficulty levels.



 OPTIONS

To choose from the menu move symbol up and down using joystick or SELECT key. Make choice by pressing
fire button or OPTION key. Take of by pressing START.


(1) Landing Practice-Your aircraft is positioned at an altitude of 1700 ft.,6 miles from touchdown at
runway BASE. The undercarriage is lowered, and ready for landing. Use the throttle, flaps and elevator
controls to adjust your rate of descent and approach speed. Guidance may be taken from the instrument 
Landing System(ILS) or the Flight Computer. Once you have landed, reduce the thrust to zero and apply brakes.


(2)Flying Training-Your aircraft is positioned at the threshold of runway BASE, facing due North. Take
off by opening throttle, typically to 100% or full reheat, pulling back on the joystick when you reach takeoff speed.
maximum acceleration on takeoff is achieved by applying the brakes until full thrust is reached. Raise
the undercarriage shortly after takeoff if you intend to exceed 300 kts. Take off is possible at lower speed
with full flaps. Steer on the ground by using the rudder controls, easiest if speed is below 10 kts.


(3)Air-To-Air Combat Practice-You are positioned 2 miles behind the enemy aircraft at the same altitude.
Select Combat Mode and the 'Flight Computer' to obtain a readout of enemy bearing, range and altitude.
The enemy will be flying at 550 kts and will not return fire during the dogfight. Maneuver your aircraft
when you see the enemy and open fire as he passes through your sights.


(4)Air-To-Air Combat-In this final option, you are responsible for defending the four airfields BASE,
TANGO,DELTA and ZULU. Your mission begins with a scramble from runway BASE. Use your radar and flight 
computer to determine the location of the enemy aircraft, and after assessing his likely target, fly your 
aircraft on an intercept course. Visual contact will occur at less than 1 mile and less than 5000 feet altitude
differance, and the dogfight begins with the enemy maneuvering to gain advance. Damage to your own aircraft
is indicated by flashing of the aircraft symbol on your radar. You may be hit 3 times, a forth strike by 
the enemy is fatal! If you wish to break off during the dogfight because of extensive damage or no
ammunition left, the enemy will cease to attack once you are over 3 miles away or more than 5000 feet
altitude difference. At this stage he will lock on to his original ground target and pursue his ultimate
objective of destroying all airfields. This will leave you free to return to any remaining runway for
repairs, re-armament, nd refueling.


(5)Blind Landing-This option simulates landing and take-off in fog. No visual display is given when
the aircraft is above 50 feet and the horizon is not displayed at anytime. Navigate by using your radar,
flight computer and map.


(6)Crosswind And Turbulence-This option gives crosswind effects and random aircraft disturbances due to
turbulence. Selection of this option will make flying and navigation more difficult, and is recommended 
after a little practice.


(7)Pilot Rating-Skill levels increase from Trainee to Ace. This feature varies the skill of the enemy
pilot during combat, E.G. how soon he will detect your approach, the types of maneuvers he can execute, how
quickly he can get you into his sights, and how close you have to get to shoot him down. The pilot rating
does not affect the flight characteristics of your own aircraft. Beware, an Ace enemy pilot is very mean!

  CONTROLS

During flight, your aircraft is maneuvered using the elevator, aileron, and rudder controls.
The ELEVATORS are operated moving back and forward on the joystick to pitch the aircraft up and down.
The AILERONS are operated by moving the joystick left and right and used to roll the aircraft left and right.
Finally, the RUDDER control uses keys Z and X for left and right rudder. The rudder gives both a
heading and roll change. During aerobatic maneuvers, the effectiveness of the controls will vary.
For example, at near 90 degrees roll, the elevator will have a primary effect on heading not pitch.
The aircraft will also tend to pitch nose down when in a steep turn. Your pitch rate, roll rate
and yaw (heading) rate will all increase in proportion to how long the control is applied. This feature
gives a good approximation to the feel of a real aircraft.
The THROTTLE control uses keys Q and A:Q to increase engine THRUST, and A to decrease thrust.
Single presses of these keys will give fine control over thrust, while holding down the key allows rapid 
increase or decrease. As well as affecting the aircraft speed, your pitch will vary when changing the thrust
setting. The amount of thrust required to maintain a particular speed depends primarily on pitch angle
and altitude. At low speeds, for example on the approach, the aircraft must adopt a nose up attitude
to maintain lift on the wings. This generates more drag and will require more thrust as a result. At
higher speeds, the nose up attitude is no longer necessary and the same thrust will maintain a higher speed.
Your maximum speed will increase with altitude because of decreasing air density.

The FLAPS are on keys W (up) and S (down),next to the throttle controls. The flaps are used to give
a slower runway approach speed and a reduced rate of descent. The stall speed varies with flap setting, and
operation of the flaps during flight will affect pitch angle. Operation of the flaps at speeds above
472kts will cause them to fail.

The UNDERCARRIAGE is raised and lowered using the U key. Lowering the undercarriage will have a small
effect on aircraft speed.

BRAKES remain on whenever the Fire button is pressed, indicated by the panel BRAKES light. The brakes do not
function when the aircraft is airborne.

The GUNS are fired by pressing the Fire button when the aircraft is airborne after selecting COMBAT mode
with the SELECT key. The ammunition status is shown at the bottom right corner of the instrument panel. The
3 lighting symbols above the ammo indicate that enemy aircraft is present. The number of enemy aircraft
destroyed is to the right of these.
One final point...flying a fighter aircraft is not easy and will take a
little practice-particularly air-to-air combat.

  SUMMARY OF CONTROLS

JOYSTICK REQUIRED! Use port 1

Joystick LEFT and RIGHT-AILERONS
Joystick FORWARD and BACK-ELEVATORS
Z-RUDDER LEFT
X-RUDDER RIGHT
Q-Increase THRUST
A-Decrease THRUST
W-FLAPS UP
S-FLAPS DOWN
U-UNDERCARRIAGE UP and DOWN
FIRE BUTTON-BRAKES(when aircraft on ground)
N-Next Beacon
M-MAP
OPTION-ILS/Flight Computer
FIRE BUTTON-GUNS(Active only if airborne and in COMBAT mode)
ESC-pause on/pause off
RESET-Return to menu

  INSTRUMENTS

Artificial Horizon-This instrument is in the center of the panel,and shows the roll angle and pitch angle
of your aircraft, and is particularly useful during aerobatic maneuvers or air to air combat when you will
frequently lose your view of the horizon. The small aircraft symbol rotates to show your roll angle relative
to the ground, and the roll angle, Left or Right, is shown underneath. A roll angle over 90 degrees 
equates to inverted flight. The pitch angle is shown on a "moving tape" with blue to indicate nose up
(skyward) and yellow to indicate nose down(towards ground).90 degrees equates to vertical climb or dive.

Speed-To the left of the artificial horizon is your speed, in knots.

Altitude-Aircraft height, in feet.

Vertical Speed Indicator, VSI-This gives you a rate of climb or descent in feet per second. When your
aircraft is gaining height the arrow will point upwards, and when you are losing height the arrow will
point dowmwards. Your rate of descent on the approach should be approximately 20 feet per second.

Flaps-Flaps may be set at any angle from zero to full. The stall speed varies from 130 kts at zero flaps,
to 120 kts at full flaps.

Thrust-The engine thrust indicator is a bar scale running along the bottom of the instrument panel. The
green region represents 0% to 100% engine thrust, and the striped region indicates reheat. Reheat gives
considerable boost to your thrust at the expense of heavy fuel consumption.

Radar and Compass-This is the instrument on the far left of the panel. The readout above the aircraft
symbol marked HDG is your compass heading. At the bottom of the instrument is shown the bearing (BRG)
and range (RNG) of the beacon on which you are currently logged. AS you select the Next Beacon by pressing N, 
the beacon identifier will change and new range and bearing information will be displayed. The flashing
cross shows the bearing of the beacon relative to your own aircraft. To fly to the beacon, bank your
aircraft until your heading matches the beacon bearing. You should now see the flashing cross at the nose of
the aircraft symbol on the radar. 

Combat Mode-Switch to Combat Mode using SELECT. This switches on your sights, activates the guns, and locks
your radar and flight computer onto the enemy. Combat mode is shown on your radar by the lighting symbol. 
The range bearing is now that of the enemy, and his bearing is shown as the flashing cross. Use the Flight
Computer to find his altitude. 

ILS/Flight Computer-To the right of your altitude and VSI is a dual purpose instrument used for landing
guidance and air to air combat. Switch between the two modes by pressing OPTION. 

(a) Instrument Landing System-This mode gives the pilot  direction guidance when approaching a runway and may
be demonstrated by selecting the "Landing Practice" option. By keeping on the flashing square in the center
of the instrument, you will be flying on the correct glideslope to the runway at the correct rate of descent (3 degrees)
for a good landing. As the flashing square drifts from the center of the instrument, turn towards it and you
will return to the correct approach. For example, if the square drifts left and up, bank your aircraft to the left
and pull back on the joystick and the flashing square will slowly return to the center. 

(b) Flight Computer-Select the Flight Computer by pressing OPTION. This displays your precise ground position, 
in units of feet, North, South, East or West of any runway with a beacon within a 6 mile radius. The distances
are relative to the beacon currently indicated on your radar. However, if the runway has been destroyed, or is out
of range, the computer will be inactive, shown by black and yellow stripes. 
The Flight Computer will also display the altitude of enemy aircraft when radar is in Combat Mode. 
During a dogfight, try and keep your altitude roughly equal to that of the enemy, pointed to by the arrow on
the Flight Computer. 

Fuel-This is a simple gauge showing the amount of fuel left. 

Undercarriage-The indicator of the Undercarriage is below the fuel guage
3 reds and Up arrow = Undercarriage UP
3 greens and DOWN arrow = Undercarriage DOWN

Map-Switch between the map and normal visual display using the M key. Your instruments are displayed at all
times enabling safe flight to continue. 

  PILOT'S NOTES

Take Off Speed: zero flaps-140kts, full flaps-130kts. 

Stall Speed: zero flaps-130kts, full flaps 120kts

Flaps-Vmax full flap-352kts, Vmax any flap-472kts

Undercarriage:Vmax=300kts, Vmax on ground=250 kts

Performance:Vmax=802kts at sea level with full reheat, Vmax=1439kts at 60, 000 ft. level flight. 

Ceiling: Approximatly 65, 000 ft. 

Approach:(a)Thrust=74%, flaps full, undercarriage down, pitch= +3, VSI=DOWN 9, Speed=125kts
(b)Thrust=62%, flaps zero, undercarriage down, pitch= +6, VSI=DOWN 12, Speed=135kts
Normal landing VSI DOWN 15 max. 
Undercarriage failed VSI DOWN 8 max. 

Take Off Run:900 ft. , 8 seconds with reheat. 

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