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     FLIGHT(6D)                                             FLIGHT(6D)



     NAME
          flight - simulate the flight of any of several aircraft

     SYNOPSIS
          /usr/demos/flight [ -h ]

     DESCRIPTION
          One large viewport shows the  world;  several  smaller  ones
          simulate  instruments.   The world is shown from the cockpit
          of an aircraft or from a control tower.  The mouse and  key-
          board control the aircraft and its environment.

          If the -h option is selected a "heads up"  display  is  used
          instead  of  the  instrument  panel. This kind of display is
          commonly used in the military. It allows for a  wider  view,
          which forces a slower update rate. Try it, you'll like it.

     Starting Up
          flight provides two pages of help  information.   The  first
          help  page briefly describes the program.  To freeze the ac-
          tion at any time and display the first page, type  h.   Read
          the  first  page  and press any key to continue.  The second
          page offers descriptions of  five  aircraft:  one  two-place
          trainer  (Cessna 150), one heavy transport (Boeing 747), and
          three fighters.

          Type 1 to select the Cessna 150.  The view you see  is  from
          the  cockpit  of  the Cessna.  Type d to see the Cessna from
          the control tower.  Type x a few times for  a  closer  view.
          Type  d  to return to the cockpit and strike s three or four
          times to advance the throttle.  The aircraft will  start  to
          taxi  towards the runway.  Type F twice to raise the flaps -
          Cessnas normally take off that way.  When the plane  is  al-
          most  on  the runway, tap the right mouse button five or six
          times to apply right rudder.  The plane will start  to  turn
          right.  The left mouse button moves the rudder one increment
          to the left; the center one sets the rudder to  zero.   Move
          the  mouse till the cursor is centered on the bottom edge of
          the windshield and tap s until the  thrust  indicator  shows
          all blue.  When the airspeed indicator passes 50 knots, move
          the mouse smoothly toward you. The cursor should be  in  the
          upper  center  of  the horizon indicator.  When the rate-of-
          climb indicator shows blue, you are flying! Congratulations!

          Now turn around and land.

     Flight Controls
          flight is controlled by the mouse, the  mouse  buttons,  and
          the keyboard.  The mouse holds the primary flight controls.

          rightmouse and leftmouse move the rudder  one  increment  to
          the  right  and left, respectively.  middlemouse centers it.



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     FLIGHT(6D)                                             FLIGHT(6D)



          The rudder position is shown by a small red triangle at  the
          lower  edge  of  the artificial horizon.  The rudder is used
          primarily to maneuver the aircraft on the ground.   Airborne
          turns are made, as in real aircraft, by coordinated applica-
          tion of aileron and elevator.

          The mouse X and Y valuators control the ailerons and  eleva-
          tor,  emulating a control stick.  Left-right motion controls
          roll; forward-back motion controls pitch.  The  stick  posi-
          tion  is  indicated by a square white cursor.  Both controls
          are at their neutral position when the cursor is centered at
          the  bottom  of  the  windshield.   Stick position for level
          flight is slightly below center.

          The s key increases the throttle  setting;  the  a  key  de-
          creases  it.  The left bar indicator shows the throttle set-
          ting as a percentage  of  full  power.   Reverse  thrust  is
          available  and  shown  in red.  Thrust goes to zero when the
          plane climbs through 50,000 feet and the engine flames  out.
          It  can  be  restored  by  descending and applying throttle.
          Thrust also goes to zero when fuel goes to zero.   Fuel  can
          be restored only by making a safe landing.

          Secondary flight controls include the landing  gear,  flaps,
          and  spoilers.   To raise or lower the landing gear, type l.
          To increase or decrease the flaps, type f or F.  To increase
          or  decrease  the  spoilers,  type c or C.  Flap and spoiler
          ranges are determined by the aircraft.  The  Cessna  has  no
          spoilers and its gear is down and welded.

          The landing gear has two functions: to protect the  fuselage
          from  the ground and to add drag.  You may lower the gear to
          slow the plane down and make handling easier.

          Flaps and gear are  structurally  unsound  at  high  speeds.
          They  fall  off  if you exceed approximately 400 knots while
          they are deployed.  Missing flaps make good landings  diffi-
          cult.  Missing gear makes a good landing impossible.

          Flaps increase  lift,  increase  drag,  and  decrease  stall
          speed.  Takeoffs are normally made with partial flaps; land-
          ings are made with full flaps.

          Spoilers decrease lift and increase drag dramatically.  They
          are  most  useful in dissipating excess altitude without in-
          creasing speed.  While spoilers are deployed, it  is  diffi-
          cult to recover from a stall.

     Display Controls
          Several controls allow the viewer to alter his view  of  the
          world.




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     FLIGHT(6D)                                             FLIGHT(6D)



          The left-arrow and right-arrow keys rotate the pilot's point
          of  view  90 degrees to the left or right respectively.  The
          viewing angle (front, left, rear, or right) is displayed  on
          the windshield.  The keys are useful for looking around, but
          remember to set the view back to the front for any  but  the
          simplest flying.

          The d key switches the viewpoint from  the  cockpit  to  the
          control  tower  or back.  The control tower always looks to-
          ward the plane.  The x key decreases the  tower's  field  of
          view,  effectively  magnifying  the aircraft.  The z key in-
          creases the field of view.  If there is doubt as to  whether
          the  view observed is from the cockpit or the tower, observe
          the center of the window: an orange cross marks the  cockpit
          view.

          The n key changes the time of day from daylight to night  or
          back.  There is an interesting city NNW of the airport.

     Instruments
          This section describes the instruments  on  the  panel  from
          left  to right.  In the bar indicators, blue denotes a posi-
          tive value and red a negative value.

          The thrust indicator shows thrust as a  percentage  of  full
          throttle.  Reverse thrust is possible only on the ground and
          is used for braking.

          The airspeed indicator  is  calibrated  from  0-1000  knots.
          (100 knots is about 118 miles per hour.)  Negative airspeeds
          can happen during such  acrobatic  maneuvers  as  hammerhead
          stalls. Since wind is not simulated, airspeed = groundspeed.
          The numeric display at the bottom of the band  displays  the
          exact speed.

          The climb indicator shows rate of climb in feet per  minute.
          Note  that  the fighters (in normal operation) and the civil
          planes (usually while crashing) can exceed  the  10,000  fpm
          maximum  rate  displayed.  The numeric display at the bottom
          of the band displays the exact climb rate.

          The G-meter indicates vertical acceleration.  Each  aircraft
          has  maximum  stress limits. If they are exceeded, the atti-
          tude indicator shows the message ``G-LIMIT.''

          The artificial horizon helps orient the plane when the  real
          horizon  is  not  visible.   The triangular indicator at the
          bottom edge shows the rudder position.  If the maximum angle
          of attack is exceeded, a ``WING-STALL'' message is displayed
          and a warning bell sounds.  The more severe the wing  stall,
          the  less  control  you  have  over your plane.  Very severe
          stalls may throw your plane into a violent spin.



     Page 3                                        (last mod. 8/20/87)





     FLIGHT(6D)                                             FLIGHT(6D)



          The heading meter displays a combination compass  and  radar
          screen.   The  compass  rotates  and indicates your heading.
          Your plane's location is always at the center of  the  radar
          screen.  The  radar screen shows the positions of the runway
          and planes that are within a few  miles  of  your  aircraft.
          The blue line indicates the position of the runway.

          The fuel gauge shows remaining fuel as  a  percentage  of  a
          full  tank.   To  reduce fuel consumption to zero (for tests
          only) type ~.  This is considered cheating in normal flight.

     Landings and Crashes
          A good landing is a landing on the runway, with gear down, a
          descent  rate  of  less than 600 fpm, and wings level.  Good
          landings are rewarded with  scores  from  0  -  100  points.
          Points  are  subtracted from a perfect score of 100 based on
          touchdown location, descent rate, roll, heading, and  drift.
          For  every point scored, fuel on board is increased by 1% of
          total capacity until your  tank  is  full.   For  every  ten
          points scored you receive a missile up to the plane's limit.

          Landings with the gear up, descent rate, roll, or drift  too
          high,  but not disastrous, count as crash landings.  You can
          keep flying, but get no more fuel nor ordnance.

          Landings off the runway  are  ``crashed  into  the  swamps''
          landings.   Landings  with  excessive descent rate, roll, or
          drift are ``EXPLODED ON IMPACT'' landings.  In either  case,
          all  you  can  do  is look at the wreckage from the tower or
          restart the game.

     Restarts
          Your plane is destroyed if it crashes, taxis too far off the
          runway,  raises  the  gear  while  on the ground, or is shot
          down.  After your plane is destroyed, r, R,  or  u  reincar-
          nates  your  plane  and restarts the game at the second help
          page.  You then choose which type of plane you want to fly.

          The r key restarts you at the  original  starting  location.
          The  R key restarts you at the south end of the runway.  The
          u key reincarnates your aircraft at a random location in the
          sky  with  randomly low airspeed.  Hit the throttle and dive
          to build up flying speed.  These different  restart  options
          are  included  to  make  it easier to restart in intense dog
          combat.  Without them, some pilots simply  hang  around  the
          runway and blast new planes as they appear.

     Weight
          flight models aircraft weight accurately.  Ordnance and fuel
          have  substantial weight. As you fire weapons and burn fuel,
          your plane becomes lighter and more maneuverable.




     Page 4                                        (last mod. 8/20/87)





     FLIGHT(6D)                                             FLIGHT(6D)



     AUTHOR
          Gary Tarolli

     ENHANCEMENTS
          Barry Brouillette and Gary Tarolli

     NOTES
          flight and its offspring  are  continually  being  improved.
          There  is  a  significant  creative  spurt before each major
          trade show.  Improvements may be documented in the program's
          help display before this document is updated.

          As noted above, a "heads up" display is available.   Further
          improvements  include 3-D mountains, several bug fixes, a P-
          38 fighter plane, and retracting landing gear. A new airshow
          was created by Barry Brouillette to show these new features.

          The Cessna is too difficult to bring out of a stall.

     HARDWARE CONFIGURATION
          12 bitplanes and 1.5 Megabytes of memory are required to run
          flight.

     ORIGIN
          Silicon Graphics, Inc.






























     Page 5                                        (last mod. 8/20/87)



Typewritten Software • bear@typewritten.org • Edmonds, WA 98026