THE SPECTRUM GAMES DATABASE



FLIGHT SIMULATION



PUBLISHER

Psion Sinclair



AUTHORS

?



YEAR

1982



DESCRIPTION

Flight Simulation game.



CONTROLS

Cursor Joystick and/or Keys



Cursor up (7), Joystick forward, dive.

Cursor down (6), Joystick backward, climb.

Cursor right (8), Joystick to right, bank to right.

Cursor left (5), Joystick to left, bank to left.

Z, Rudder control left        X, Rudder control right

P, Increase Throttle          O, Decrease Throttle

F, Increase flap extent       D, Decrease Flap extent

G, Lower gear if up. Raise gear (undercarriage) if down.

B, Change beacon sequentially

M, Switch from cockpit display to navigational Map or

     back to cockpit.





ORIGINAL INLAY CARD TEXT

Popular Computing Weekly said of Psion's Flight Simulation

on the ZX81 "No words can do justice to this most elegant of

programs ... You will not see a better computer game till

Psion produce one for the Spectrum". Here it is. Learn to

fly, bank, dive and climb, see the world outside through the

cockpit windows, land and take-off with the aid of the many

cockpit instruments.



Sinclair ZX Spectrum with 48k RAM

FLIGHT SIMULATION from PSION



Load and run by typing LOAD "flight"



Over the last decade, with the increasing power of computers,

pilots have been trained to "fly" new airliners on large

scale, computer-controlled simulators on the fround. Even on

a samll microcomputer like the Sinclair ZX Spectrum the

essential parameters of flight, the dynamics of the airplane,

the navigation of the airpline, the main instruments and the

representaion of the outside world can be portrayed in real-

time. "FLIGHT Simulation" includes these effects and

represents a small, high-performance, two-engined, propeller-

driven airplane.



ASPECTS OF FLYING

The essential controls of an airplane include the joystick,

flaps, rudder and engine power. Moving the joystick sideways

affects the ailerons on the wings causing the plane to bank

to the left or right. Moving the joystick forwards and

backwards affects the elevators on the tailplane so that the

nose of the airplane moves down or up respectively. The

aerodynamics of an airplane are extremely complicated.

Changing one control usually has more than one effect. For

example the ailerons do not simply cause the plane to roll,

but produce a sideways airflow which causes the plane to

turn as well. You may learn and experience these effects in

the simulation.

The attitude and motion of an airplane is shown by many

instruments and navigational aids in the pilot's cockpit, as

discussed below. The pilot needs to use these instruments to

navigate his airplane on to the right line or vector for

approach to the runway, to fly his airplane on the right

heading or bearing along that vector and to approach the

runway with the right speed, altitude and descent angle to

land the airplane. Typically, the correct approach angle of

descent should be about 3deg which implies an attitude of

about 6,000 feet at 20 miles out, 3,000 feet at 10 miles out

and 1,000 feet at just over 3 miles from the runway. The

rudder controls can contribute to the turning of the

airplane. When on the ground, while taxi-ing the rudder

controls also steer the direction of the airplane.



FLYING ON THE ZX SPECTRUM

Flight Simulation on the Spectrum is a full-feature program

which mimics the piloting of a small airplane in real-time

and in considerable detail. The detailed dynamics of an

airplane are included and even looping the loop and rolling

may be performed. You may land at either of two runways,

take-off, navigate with the aid of beacons and in flight view

the features of the world outside through the cockpit

windows. The main display is the pilot's cockpit view with a

detailed instrument panel in the lower half of the screen

and a view of the world outside through the cockpit windows

in the top half of the screen. Through the cockpit windows

you can see the horizon formed by the light sky and dark

ground, the runway lights in three-dimensional perspective if

you are in the vicinity of the runway, and features on the

ground such as lakes, etc. As you bank, dive and climb, so

the horizon and features on the ground will move accordingly

through the cockpit windows.

You may switch the dive however, to a navigational chart or

map showing the beacons, runways and other features to help

you navigate and land the plane.

After the program has been loaded from cassette, a menu will

appear asking you whether you wish to take-off, start in

flight or practice the final approach for landing. Press the

keys 1, 2 or 3 respectively. You will be asked whether you

want to include the effects of wind. Answer yes if you are

skilled and can cope with the effects of wind both in landing

and navigation.

Otherwise press "n" for no. The program will then change

immediately to the pilot's cockpit window.



THE INSTRUMENT PANEL

In the lower half of the screen in the pilot's cockpit view

in the instrument panel. There are five clock-like dials, a

number of gauges, warning lights and a variety of digital

read-outs. The five "clocks" from left to right are the

instrument landing system (ILS), the airspeed indicator,

the radio-direction-finding equipment (RDF), the altimeter

and the rate-of-climb indicator (ROC).

RDF CLOCK is the large dial in the centre of the instrument

panel. A small airplane is drawn in the centre of the dial

and points in the direction or heading of the plane. A

digital reading on the clock gives the heading in compass

degrees of the airplane. The RDF is the most important

navigational instrument. At any stage the plane is logged on

to one of a number of beacons on the ground. The position of

the current beacon at any stage relative to the direction of

the airplane is represented on the RDF clock as a flashing

dot near the circumference. If you wish to head directly for

a beacon, bank the airplane until the flashing dot moves

round the circumference to the "12 o'clock" position.

AIRSPEED INDICATOR is a clock with one needle immediately to

the left of the RDF. The needle points to the airspeed of

the airplane measured in knots x 10.

ALTIMETER is a clock with two needles immediately to the

right of the RDF. The small needle gives the height in units

of 1000 feet and the longer needle gives the next digit as

hundreds of feet.

ROC or rate-of-climb indicator is the clock-like dial on the

right-hand side. It measures the vertical speed of the

airplane in units of 1000 feet per minute. When the needle

points upwards above the 0, the plane is climbing and vice

versa.

POWER guage on the bottom right measures the extent of the

throttle. The thrust of the engines increases with throttle

but reduces in the rarer atmosphere of higher altitudes.

FUEL guage displays the fuel remaining in the tanks

FLAPS shows the angle of extent of the flaps. The needle

points downwards with maximum flap and is horizontal with

flaps retracted.

GEAR has a green and red panel. When the undercarriage or

gear is up this will be indicated in the red panel,

otherwise "down" will appear in the green panel.

BCN RGE BRG is a digital readout giving information on the

current logged-on beacon. BCN gives the beacon call sign of

the logged-on beacon.

RGE gives its range in nautical miles and BRG gives the

bearing of the beacon in compass degrees relative to the

airplane.

ILS is the Instrument Landing System dial on the left of the

panel. It is a guidance system which aids the pilot in the

approach to the runway. A radio beacon at the start of the

runway emits a signal, the position of which is displayed on

the ILS as a flashing dot. When the airplane is on the

correct approach to the runway, the flashing dot will be at

the centre of the ILS. If it is not at the cente, you the

pilot should steer towards the dot. Thus if the dot,

representing the runway is on the left, the pilot should bank

to the left until the dot moves to the centre. If it is

above the centre, the plane is too low and the joystick

should be pulled back. Ra or Radio altimeter is a digital

readout and part of the ILS system. A reflected radio signal

=66rom the ground measures the height in feet of the airplane

=66rom the ground to the wheels. It gives a precise measurement

for landing.



THE PILOT CONTROLS

JOYSTICK - The joystick of the airplane is represented on

the keyboard of the ZX Spectrum by the cursor arrows (keys 5,

6, 7 and 8). Press <Cursor left> (key 5) to bank left. Press

<Cursor right> (key 8) to bank right. Press <Cursor up>

(key 7) to move the joystick forward and point the nose of

the plane down for diving. Press <Cursor down> (key 6) to

pull the joystick towards you so that the nose of the plane

goes up for ascent.

RUDDER - The rudder on the tailplane can help to turn the

plane and is controlled by the keys "Z" to turn left and "X"

to turn right. Whilst taxi-ing on the ground, the gear is

steered by the rudder controls.

POWER - The engines' thrust or power is controlled by the

keys "P" and "O". By pressing the key "P" the throttle is

increased and the engines give more power while pressing key

"O" reduces the throttle and engine power (note "O" is to

the left of "P")

FLAPS - The extent of the flaps on the wings is controlled

by the keys "F" and "D". Press the key "F" to extend the

flaps furthure and press the key "D" to retract, or

partially retract, the flaps (note key "D" is to the left of

key "F"). The flaps can be extended or retracted to a varying

degree (as shown on the guage) and should only be fully

extended for the final stage of landing to avoid stalling at

reduced speed. With the flaps retracted, the stall speed of

the plane is 80 knots, while with full flaps, the stall speed

is 60 knots.

Extending the flaps whils the plane is at high speed could

possibly damage or tear off the wings of the plane.

GEAR - the gear or undercarriage can be extended by pressing

the key "G". If the gear is down pressing the key "G" will

retract the undercarriage. The undercarriage should not be

dropped at high speed as apart from increasing the drag on

the plane you may damage or destroy the undercarriage.

BEACON - To change the current logged-on beacon, press the

key "B". So long as you press the key "B" the current beacon

will change sequentially until you obtain the navigational

beacon you require.

MAP - Press the key "M" to switch the display from the

cockpit pilot's display to the map or to switch back from the

map to the cockpit pilot's display.

You may press several keys simultaneously.

NEVER PRESS THE BREAK KEY.



THE MAP



If you press the key "M", the display will change to a

navigational chart or map showing the runways, features on

the ground such as lakes and the position of the navigational

beacons. The map shows the four compass points of NORTH

(N-0deg), EAST (E-90deg), SOUTH (S-180deg), WEST (W-270deg).

There are two airports, a large international airport called

MAIN and a small local airport called CLUB. MAIN has a

long runway of over a mile in length and is therefore easy

to land on in a small plane. CLUB however is a small local

airport and therefore has a short runway of some 800 yards.

The runway of MIAN lies along the line east to west

(90deg-180deg). Therefore on your final approach for landing the

plane must be travelling on a heading of exactly 90deg or 270deg.

The runway of CLUB on the other hand, lies along the line

north to south.

The maps also shows the position of the various navigational

beacons and a variety of landmarks and features on the

ground. Near the airport MAIN, there are two beacons some

three miles beyond each end of the runway with call signs of

ME and MW. Airport CLUB has two beacons CN and CS two miles

beyond each end of the runway. There are three other

navigational beacons 0A 0B and 0C.



NAVIGATION



The most difficult part of flying is the approach and landing

at the airfield. You can experiment with the controls in

varying the speed, altitude and direction of the plane at a

reasonably high altitude without worrying about the

navigation, If you wish to land the plane, however, you will

have to navigate the plane on to the right vector and on to

the right course, and you will have to approach the runway at

roughly the right glide angle. This is a difficult task and

requires a lot of practice and experience before you can

achieve landing successfully.

The map and instruments will help you to determine your

position precisely. You will then need to think of the

approximate manoeuvres and course to approach the airfield on

the right flight path. The runway of airport MAIN lies east

to west in the simulation on a line (or vector) from 90deg to

270deg or vice-versa. You may approach the runway from either

end. For example, if you wish to approach the runway from

the east to the west, you must first manoeuvre the airplane

far to the east of the runway. If you use the beacon ME you

will need to fly the plane until the beacon is on a bearing

(or vector) of 270deg. If you then bank on to this bearing on

a course or heading of 270deg you will be flying on exactly

the right flight path for your approach to the runway. As you

fly towards the beacon ME, to keep on the right flight path

you must ensure that both the heading and the beacon coincide

at 270deg. As you fly over the beacon in the later stages of

the approach, the bearing of the beacon will of course change

to 90deg. Similarly, you may use any of the other beacons to

set a course for a particular flight objective. When heading

directly for a beacon, remember that your heading and the

beacon bearing must always coincide precisely. Flying is

difficult for the uninitiated and if you have trouble

navigating yourself to the runway for final landing you can

always use the option at the beginning of the program to

give you an automatic approach and allow you to experiment

with the final touchdown.

Once you have touched down, you must reduce the power to zero

to bring the plane to a halt. You may taxi and steer using

the rudder controls and take off again.





Key             Pilot Control

[Cursor Up]     Joystick forward (dive)

[Cursor Down]   Joystick backward (climb)

[Cursor Right]  Joystick to right (bank to right)

[Cursor Left]   Joystick to left (bank to left)

Z               Rudder control (left)

X               Rudder control (right)

P               Increase throttle (more power)

O               Decrease throttle (less power)

F               Increase flap extent

D               Decrease flap extent

G               Lower gear (undercarriage) if up

                Raise gear (undercarriage) if down

B               Change beacon sequentially

M               Switch from cockpit display to navigational

                          Map or back to cockpit



Copyright 1982 Psion Ltd.

Made in UK







HINTS/CHEATS



RELATED GAMES

Take your pick of flight simulations...



SCORES

Sinclair User, 6/10

Softwords (magazine of The Microcomputer Software Club) 8/10

(this correlates to 3/5 in 'The Good Software Guide' book)



Johnathan Davies in the 'Complete YS Guide to Flight Sims' in

YS Issue 58 (Oct 90)



"THE FIRST FLIGHT SIM EVER - Ha. This one's easy. It was

Flight Simulation, one of the first games that ever came out

on the Speccy. It was also the first game I bought. (Aargh!

The secret's out.) It was one of those Psion games which came

out on Sinclair's own label, and despite the mind-numbingly

tedious piccy on the box (the instrument panel of a plane) it

hung around near the top of the charts for years. In actual

fact, Flight Simulation is a conversion of a ZX81 game of the

same name. Yikes. We'll take a closer look at this one later

on." ...



"FLIGHT SIMULATION Psion

 As we found earlier, this was the first Speccy flight sim

ever, and it shows. It comes on a cassette with the game on

one side and 'Blank Tape' conveniently written on the other.

See which one you prefer. It actually looks quite promising

(the inlay card is massive, with loads of miniscule

instructions) and, despite the fact that it's largely written

in Basic, the game moves along at a fair old rate. The

problem is the scenery. All there is to look at on the ground

(which is blue) is the runway, Lake Orb (which is round),

Lake Tri (which is triangular) and some hills (which you

can't actually see at all, but you'll know if you crash into

them).

 The plane responds very sluggishly, but luckily you don't

have to use them very much because a 'flight' generally

consists of taking off, pointing the plane towards the other

airport, coming back three and a half hours later and

landing. If you crash there's a lengthy disaster effect and

then you're asked if you want another flight. Press N and the

program stops. Hmm. A legend in its own time, but a bit crap

in this one.

The View [graphics]: 25%, Realism: 31%, Dakka

Factor [guns]: 0%, Net Weight [amount of junk packaging]: 45%

Overall: 35%"



URL

ftp://ftp.nvg.unit.no/pub/sinclair/snaps/games/unsorted/

f/flightsi.zip



FACTS

Other than being the first Speccy flight simulation ever,

it's also one of those games with the mythical quality of

being amongst the first batch of games released for the

Spectrum.



NOTES

