Small Dox to Chuck Yeager's Advanced Flight Trainer 2.0 Typed by GWAR/QUEENSRYCHE!! Command Summary Card for the Amiga Getting Started To play AFT 2.0, you need an Amiga with at least 512K of memory. Before you play , MAKE A COPY OF YOUR AFT 2.0 DISK. You can't play using your original disk, so makee a copy now and put the original away in a safe place. You'll need one blank floppy disk. AFT 2.0 does now support hard drives. Copying AFT 2.0 To Copy AFT 2.0: 1. Turn on your computer (A1000 owners insert Kickstart now) 2. Make sure original is Write Protected! 3. Follow onscreen instructions. 4. When finished (A message will tell you) reboot and put copy in df0: UNWRITE-PROTECTED Loading AFT 2.0 To Play AFT 2.0: 1. Remove all disks 2. Plug in joystick 3. Turn on Computer. (A1000 people insert kickstart now!) 4. Insert AFT 2.0 copy into drive Df0: 5. If you have 1MB or more memory, and you want a Ram Disk press "Y" at the prompt if not, Press "N" and it will load NOTE: Leave disk in drive at all times! Select A Language Select the language your manual is written in. Enter Password I'm sure you've all done this before so read on and find the code you need and use it..(The areas with the titles off to the side in "QUOTES" Selecting Menu Options Press ESCape to bring up a menu on the top of the screen use these menus to select Aircraft, Configuration, Missions, Replay, And more.. Configure AFT 2.0 A list of all the commands in the Configuration Menu. Sound Sound On/Off Time Day or Night Flying Stars Off is for no Stars, On is for Stars and Constellations is in case ya wanna see them. Map Full:See all Landmarks,Partial:See only a Few Landmarks. Wingmen In formation flying, Turn ON to see the wingmen, Off So you can't. Ground Grass, Desert, Or Ice. Control Fast, Medium, Sloe, Very Slow. Detail High, Medium, and Low. Low is fastest but looks like shit, High is slowest and looks good....USE MEDIUM!! Sve Config Save Configuration to disk. Controlling AFT planes Del Toggles NTSC and PAL. Spacebar Centers the Yoke. P.22 Codes and some of the Manual "Acceleration" In flight training,Chuck Yeagershows you how to perform each maneuver by showing you where to set your yoke. "Ailerons" When you first select as maneuver, Yeager is actually in control of the airplane. Match his moves to learn the maneuver. You take control of the plane by pressing 1. P.23 "Airflow" Your first task in an unfamiliar cockpit is to get checked out in the plane's controls and instruments. "Airspeed" Achieving straight and level flight is a metter of maintaining constant heading and altitude.Adjust pitch with the elevators and power with the throttle. P.24 "Altimiter" Check your insrument panel. The plane on the altitude indicator should split the artificial horizon. "Angle of Attack" In a straight climb, the pitch attitude and power settings will cause a gain of altitude while the bank attitude remains level. "Attitude" The visual refrences for a climb resemble the visual refrences for straight and level flight. "Avation" This is a straight descent. You start at around 3000 feet, 5 miles south of the airport heading north. P.25 "Back Pressure" The visual refrences for a descent look much like those for a straight and level flight. "Bank" The plane in the attitude indicator should be below the horizon, the altimeter should be moving. "Center of Gravity" The glareshield should be at an angle to the horizon,Hold the pitch constant and you'll get a level turn. P.26 "Compass" To take off, the airplane must accelerate from a standstill to an airspeed that moves enough air over it's wings. "Control Surface" Begin by lining up the airplane with the runway and applying 100% power.Use the rudder. P.27 "Drag" Plan your approach to the airport so that you are lined up with the runway at an altitude of about 500 feet. P.28 "Elevator" On short final,about one-half mile out, locate a touchdown spot on the runway. "Empennage" While on final approach, watch your airspeed closley.As mentioned earlier you target for a smooth and safe landing in the Cessna. P.29 "Final" The landing flare is a slow, smooth transition from a normal approach to a landing attitude. P.30 "Flaps" Your goal is to make the transition from straigyt and level cruise flight into a straight climb. "Fuel Starvation" The transition from Climb to Level is exactly opposite to that from Level to Climb. P.31 "G-Force" The transition from Descent to Level is opposite to Level to Descent (Above).Gardually increase power. P.32 "Glareshield" If you start to lose altitude during the turn, make the bank shallower to increase the vertical lift. "Glidescope" A stall occurs because you've over-controlled the pitch attitude of the airplane by applying too much back pressure too fast. P.33 "Heading" The first indication of an approaching stall may be the stall warning horn (Provided the sound configuration is on QUIET or FULL). P.34 "Lateral Axis Lift" No sooner was the airplane invented than the earliest fliers were trying to see just what they make thier new ,machines do. "Longitudinal Axis" Begin by increasing the power to 100% and increasing the pitch altitude to approximatley 20 Degrees. P.35 "Mach" Lincoln Beachey, an early daredevil barnstorming pilot, is credit with inventing the loop, or " Loop the Loop" P.36 "Pitch" As the inverted horizon comes into view, you must relax some of the back pressure in order to make the circle symmetrical. "Propeller" Begin the slow roll by increasing power to 100%. Then initate a coordinated roll, left or right. P.37 "Roll" The Immelmann was invented by Max Immelmann, a WWI German Pilot, as a maneuver to reverse direction while gaining altitude. P.38 "Rudder" The heading of the airplane should be 180 opposite that of the entry. Next,half roll the airplane left or right. "Runway" Execute a roll, stopping in the inverted position.As the airplane reaches inverted flight,apply back pressure on elevators. P.39 "Service Ceiling" Increase power to 100% and reduce the pitch attitude to increase the airspeed P.40 "Skid" This is the same introduction flight that you can select and watch from the Main menu. P.41 "Slip" Increase power to 100% while maintaining a straight and level altitude. "Spin" Begin the roll by increasing the power to 100% and increasing the pitch altitude to approximatley 20 "Stall" Increase power 100% and attain full speed, then start a full- power vertical climb. P.43 "Throttle" Roll the airplane in the same manner as in the aileron roll.When you reach 90 angle in realtion. P.44 "Track" Each of the races has it's own gate layouts and class of planes. You cannot change planes or you're no longer in the race. "Vertical Axis" Your success as a race pilot depends on knowing where the next gate is and the best angle at which you should go through it. P.45 "Verticle Stabilizer" It is'nt by accident that the most well-trained air forces inthe world also have some of the best aerobatic teams. P.46 "Yaw" In formation flying, you test your flying precision by following a lead plane as it performs a series of stunuts.