
                          Typed by  BrandY of SLIPSTREAM
                          ------------------------------


Flying Fortress B17 Amiga Version 1.01
======================================


1) Amiga 1200 users should select the 'Original Chip Type' from the 'Display
   Options' page of the 'Amiga Early Startup Control'.
   Please refer to Appendix C, 'Special Boot Options', of your WorkBench 3.0
   User's Guide for full instructions.

                       TECHNICAL SUPPLEMENT
                       --------------------
CONTENTS
--------
  Your B-17 Flying Fortress game should contain a manual, this Technical and
Flight Supplement (including a pull-out Key Guide),a poster,a set of 3.5"
disks and a registration card.

REQUIRED EQUIPMENT
------------------
Computer: This simulation requires a Commodore Amiga with at least 1Mb of RAM.

Controls: The simulation can be run entirely from the keyboard and mouse. Most
sections also support joystick control. Analogue joysticks are not supported.

Display: This simulation requires a colour display.

Disk Drives: B-17 Flying Fortress can be installed onto 3.5" floppy disks.
However, it works best if installed onto a hard disk drive.

 Important: B-17 Flying Fortress should not be played from the disks enclosed.
You must either copy the original disks onto backup floppy disks (see Making
Backup Game Disks), or use the Install program to create a subdirectory on
your hard disk. If you attempt to play from the disks enclosed they may become
permanently altered.


AMIGA KEYBOARDS
---------------
The simulation has alternative keys for players who own Amigas without numeric
keypads. The following keys should be used.

Numeric Key Pad           Alternatine                Function

Key Pg Up [9]             CTRL/Cursor Key Up         Pitch View Up
Key Pg Down [3]           CTRL/Cursor Key Down       Pitch View Down
INS key [0]               CTRL/Cursor Key Left       Rotate View Left
DEL Key [.]               CTRL/Cursor Key Right      Rotate View Right
KeyPad [5]                Backspace                  Centre 3D View
KeyPad Plus [+]           Close Square Brackets ]    Zoom View In
KeyPad Minus [-]          Open Square Brackets [     Zoom View Out

COPY PROTECTION
---------------
Flying Fortress has no copy protection. This means that you can install the
simulation files from the original disks to a hard disk. However, the program
asks you a simulation related question. Use the manual to answer the question.
MicroProse regrets that continuing casual and organized software piracy
requires that we retain this minimal form of copy protection.

INSTALLATION
------------
 Installation Concepts

B-17 Flying Fortess is not copy-protected. This means you can copy the game
files from the original disks to other floppy disks, or to a hard disk.
However, always keep the originals handy.

B-17 Flying Fortress has been left unprotected for your convenience in making
back-up copies and when playing from a hard drive. However, making additional
copies to give away or sell is a copyright violation. See the Copyright Notice
in the game manual.

 Making Backup Game Disks
 ------------------------
 To create the backup game disks for B-17 Flying Fortress load up the
Workbench disk and insert your first disk you wish to copy. A disk icon and
the name of the disk will appear. Click once on the disk icon and the name of
the disk will appear. Hold down the right mouse button and you will see three
menus. Choose the Workbench menu and select the Duplicate option. Follow all
on-screen prompts and the disk will be duplicated onto your blank disk.

  When a disk has finished copying you will need to rename it so that it has
the same name as the original disk from which it was copied. To do this insert
your copied disk, click on its icon once with the left button and then hold
down the right button. Select the Rename icon from the Workbench menu. Finally
delete the "Copy of" prefix in front of the disk name and press the [Return]
key.
     Repeat the above procedure for each of the original B-17 game disks.

 Installing on Hard Disk
 -----------------------
  Boot up your hard disk as normal and insert B-17 Disk A. Open this disk and
double-click on the "INSTALL_HD_B17" icon. Please follow any on-screen
prompts. A drawer will be created on your hard disk, containing all necessary
files.

RUNNING B-17 FLYING FORTRESS
----------------------------
 From the Floppy Disks
 ---------------------
If your computer has KickStart in ROM, turn off your computer and insert your
backup Disk A. Power up the computer, and the program will auto-load.

If your computer does not have KickStart in ROM, load KickStart as normal,
insert your backup Disk A at the Workbench prompt and the program will
auto-load.  Follow any on-screen prompts requesting disk changes.

 From the Hard Disk
 ------------------
Boot up your hard disk as normal. Open the drawer and double-click on the game
icon.

 Saved Games
 -----------
Individual Bomber Campaigns may be saved to disk but only when missions have
finished. Campaingns may be saved onto your hard drive or onto a previously
formatted disk. It is recommended that you do not save campaigns onto your
game disks or backup games disk. Saved game files are normal Amiga DOS files
that can be moved and copied using standard Amiga DOS commands.

 Loading A Saved Game
 --------------------
To load a saved game, choose the "Load Save" button on the Roster Screen, then
follow the on-screen prompt.


 SIMULATION ENHANCEMENTS & LAST MINUTE INFORMATION
 -------------------------------------------------
 The Compartment Screens
 -----------------------
The original PC version of Flying Fortress contained six Compartment Screens
each showing the position of the crew for that part of the plane. You will
find many references in the manual to the different Compartment Screens
(particularly pages 50-51). For ease of use and to speed up the gameplay, the
Amiga version has all six Compartment Screen details on ONE top down view.
This is still accessed by Key C and the icons and portraits still appear.
However, you will NOT be able to click-on a 2-D picture of the individual crew
member but will have to select the portraits.

  This screen will also show damage.

 Quick Start
 -----------
A Quick Start Option is available in the Difficulty Menu of the Configuration
Screen. Select this option to bypass the taxi-out sequence and eliminate
navigation errors (see Navigation below).
 You will begin the game as the last of a flight of three B-17s, queued, ready
for take-off, near the start of the runway. You will be in manual control of
the pilot, with your engines running and throttles set in the ideal position.
Increase power to the engines to begin taxiing forwards, then follow the other
B-17s in your flight out onto the runway for take-off.

 Manual/Computer Control
 -----------------------
The simulation will show a Hand Icon in a corner of the screen when you are in
Manual control of any B-17 position. If you choose to revert to Computer
control (Key M), a Computer Icon will appear in the same position.

 Navigation
 ----------
Your Navigator will always make minor errors in estimating your position
depending on his particular skill level. Your B-17 flight (3 planes) will
drift off course unless you manage to correct his estimates. The more you
correct him successfully, the better will become his skill level.

 Bombing
 -------
If you do not wish to aim and drop the bombs manually, or if there are no
uninjured crew members qualified to operate the Norden Bombsight you can,
provided you are in formation, position a crew member at the bombardier's
station and have the computer controlled crew member release the bombs when he
sees the raid leader's signal.

 If you do wish to bomb manually, you should position a qualified crew member
at the bombardier's station and, using the Radio Operator, send the 'Bomb on
my command' Radio message to take control of the bomb run so that computer
controlled crew will wait for your commands.

 Gunnery
 -------
The Turrets Menu on the Configuration Screen allows you to set the speed at
which the turrets and hand held guns will traverse in response to the keyboard
and joystick controls. In addition, fine tracking may now be enabled by
holding down either the Shift or CTRL Keys while operating the other controls.
The CTRLKey is recommended as it may give better results with some keyboards.

 Landing
 -------
The landing procedure differs depending on whether you are in formation or not
when you reach Alconbury (Home Base).

In Formation

  The formation will circle Alconbury descending to an altitude of about
2,000ft. At this point, the Alconbury control tower will radio "Permission to
Land". When this happens, the computer controlled pilot will break away from
the formation to begin his landing approach and will land the aircraft unless
you take manual control (by selecting the Pilot and Key M). If you wish to
land immediately, before landing permission is granted, you must send a radio
message requesting permission to land, then wait for the reply from the Tower
to start the landing sequence.

Out of Formation

  The Control Tower will ask whether you want permission to land. You should
reply with a radio message requesting permission, then proceed as above.

 Breaking Formation
 ------------------
If you wish to break away from you 3 plane formation at any point in the
mission, you must send a message to the rest of the flight via your Radio
Operator.

 Fighting Engine Fires
 ---------------------
B-17 now has a more detailed engine fire-fighting procedure.

 If engine fires are not extinguished within 1 minute, the engines will suffer
damage and stop functioning. If the fire persists (depending on the B-17
reliability level you have chosen) your B-17 is liable to explode between 2
and 12 minutes after the fire has started.

 If your fire extinguishers are ineffective, or have been used up in a
previous fire, you can try to extinguish by diving your B-17 at a speed in
access of 350mph. Avoid speeds over 400mph as this will result in structural
damage.

 Crew Names
 ----------
Crew members' names may be changed by selecting the Name button on the Crew
File Screen when this is accessed from the Crew Photo Screen between missions.

 Music
 -----
Music may be switched on/off by pressing Keys ALT/S.

 The Pilot's Control Column Icon
 -------------------------------
The Pilot's Control Column Icon is the lower of the two icons in the
Compartment Screen and not the top icon, as stated in the manual (page 28).
The top Control Column Icon will light up when you select the Co-Pilot. You
will begin every mission in the pilot's seat (left-hand looking out of the
cockpit window).

 The Mission Briefing Map
 ------------------------
The Yellow Line shows the Waypoints to the initial point.
The Red Line shows the initial point to the Primary Target, and the Black Line
to the Secondary Target.
The White Line shows the Waypoints to home base.

 Viewing Crew Positions Keys F1-F10
 ----------------------------------
There is no need to assign the ten crew positions when you first enter the
B-17 as stated in the manual. All crew are in their correct position and can
be viewed immediately by pressing Function Keys [F1] to [F10].

 Skip Time Alt/T
 ---------------
By pressing [Alt] / [T] you will jump to the next Waypoint, or to a point
where something is happening. (e.g. an attack by enemy fighters.)

 Navigator's Views
 -----------------
If you access the Navigator's external view Key [E] you may return to Map View
by pressing Key [I].


 OPERATING DIFFICULIES AND LOADING PROBLEMS
 ------------------------------------------
In the vast majority of cases a loading problem is not because of faulty
software, but either incorrect loading procedure or hardware fault.
Please ensure that the loading instructions have been correctly executed. The
most most common hardware failures are due to misalignment of the heads in the
disk drive. Such faults may be detected by loading the game on another
computer.
Alternatively, a virus may have transferred into your hardware from another
piece of software. Pirated copies of games are an incredibly common scorce of
virus problems. It always pays to own original software. In the unlikely
event of a software fault please return the complete package, with your
receipt, to the place of purchase. MicroProse regret that goods cannot be
replaced unless bought from the company directly.
If you have any difficulty while loading B-17 Flying Fortress or need help
while running the simulation, MicroProse will be happy to assist you on the
helpline. Please ring UK 0666 504399, Monday to Friday 0900 to 1700 hours.
Have a pen and paper ready when you call.
------------------------------------------------------------------------------
                             FLIGHT SUPPLEMENT
                             -----------------
 THE TRAINING BASE
 -----------------
By selecting 'Crew Training' from the Main Bomber Screen, you will be taken
to a Mission Briefing and assigned a Training Mission on practice targets
'somewhere in England'.

 THE FLIGHT SIMULATOR
 --------------------
To access all flight controls you must choose the Pilot [F3] or Co-Pilot [F4].
If you have just begun a mission you will automatically be in the Pilot's seat
looking out of the cockpit window.

 By pressing key [[] (open square brackets) you can move the view left and by
pressing Key []] (close square brackets) you can move the view right. You may
also access more selective views from within the cockpit by pressing the Pad
keys [Pg Up] [Pg Dn] [Ins] and [Delete].

  To view the B-17 pilot's Instrument Panel press Key [I].

 THE PILOT'S INSTRUMENT PANEL
 ----------------------------
 The Radio Compass
 -----------------
This dial will show you your heading. A heading of 0 degrees is North, 90
degrees is East, 180 degrees is South, and 270 is west.

 The Directional Gyro
 --------------------
This dial will also show you your heading. (as above)

 The Flight Indicator
 --------------------
A gyro stabilized artificial horizon indicating degree of turn from 0 to 90.

 The Tachometers
 ---------------
Two dials with two indicators on each dial to show the rpm of each engine. Do
not run the engines at the maximum of 2500 rpm for long periods or they will
overheat. Throttle back to 2300 rpm to cruise.

 The Manifold Pressure Gauges
 ----------------------------
Two dials with two indicators on each dial to show the manifold pressure on
air intakes to engines.

 The Fuel Pressure Gauges
 ------------------------
If fuel pressure falls due to damage, power will fail to the engine. reducing
revs may help.

 The Oil Pressure Gauges
 -----------------------
If oil pressure drops, the engine will overheat and may seize up. Throttle
back Immediately!

 The Fuel Quantity Gauge
 -----------------------
Your B-17 carries enough fuel for all missions, unless the fuel tanks begin to
leak as a result of damage. Reducing power to the engines will conserve fuel.

 The Oxygen Flow Indicators
 --------------------------
If the values fall on the flow indicators, you must drop to below 10,000 feet,
where there is sufficient oxygen for the crew to survive without oxygen masks.

 The Altimeter
 -------------
This dial shows height above sea level. the long dial shows hundreds of feet
and the shorter dial shows thousands of feet. The inset window shows tens of
thousands of feet in figures. Always be aware of your flying height!

 The Airspeed Indicator
 ----------------------
This dial shows the speed of the aircraft through the air in MPH from 0 - 500.

 The Turn and Bank Indicator Lock
 --------------------------------
The banking rate of the plane is indicated by the central dot moving away to
the right or left.

 The Landing Gear Indicator
 --------------------------
A visual indicator that the main Landing Gear has been raised or lowered. In
event of damage you have have to operate the gear manually.

 The Rate of Climb Indicator
 ---------------------------
A visual indication of climb/dive angle shown as hundreds of feet per minute.
Pointer on 0 means level flight.

 The Brake Light
 ---------------
Illuminated when the wheel brake is engaged.

 The Tail Wheel Lock
 --------------------
A visual indicator that the Tail Landing Gear has been raised or lowered.

 The Flap Position Indicator
 ---------------------------
Flaps are the trailing edge of the wings that when lowered, enable the
aircraft to get extra lift at take off and slow down for landing.

 The Cylinder Head and Oil Temperature Gauges
 --------------------------------------------
They will run a little hot if the engine is run at maximum RPMs or losing oil
for any period of time. If they do, throttle babk.



[Shift] / [1] [2] [3] [4]    Maximum power on engines 1-4

[5] [6] [7] [8]              Decrease power on individual engines 1-4

[Shift] / [5] [6] [7] [8]    Minimum power on engines 1-4

[+]                          Increase power on all engines

[Shift] / [+]                Maximum power on all engines

[-]                          Decrease power on all engines

[Shift] / [-]                Minimum power on all engines

[Ctrl] / [1] [2] [3] [4]     Start/Stop (feather) engines 1-4

[Alt] /  [1] [2] [3] [4]     Fire extinguisher on engines 1-4

[G]                          Landing Gear Up/Down (starts motor)

[F]                          Flaps Up/Down Toggle

[B]                          Brakes On/Off

[D]                          Bomb Bay Doors Open/Closed (starts motor)

 THE BOMBARDIER
 --------------
[C]                          Compartment/crew Position View

[I]                          The Bombsight View

[W]                          Window View - controlled by PgUp/PgDown Ins/Del

[E]                          External View

[M]                          Manual/computer control toggle

[D]                          Bomb Bay Doors (open/closed)

CURSOR UP,DOWN,LEFT,RIGHT / Joystick: Adjust bombsight tracking motor speeds
left/right and up/down. Plus [Shift]-Fine Control.

[Spacebar] / [Return] or selector              Release Bombs


 BOMB BAY
 --------
 Views (only accessible if crew man taken to compartment)

[C]                          A crew man's view of the bombs

[E]                          External View

[W]                          return to bomb bay view


 THE NAVIGATOR
 -------------
[C]                          Compartment/Crew Position View

[E]                          External View

[I]                          Map View

[B]                          Mission Briefing Details

Mouse, point and click to set estimated position.


 THE RADIO OPERATOR AND INTERCOM SYSTEMS
 ---------------------------------------
[C]                          Compartment/Crew Positon View

Mouse, point and click on various Icons/Messages.


 THE CREW
 --------
[F1]     Bombardier

[F2]     Navigator

[F3]     Pilot

[F4]     Co-Pilot

[F5]     Engineer/Top Turret Gunner

[F6]     Radio Operator

[F7]     Ball Turret Gunner

[F8]     Left Waist Gunner

[F9]     Right Waist Gunner

[F10]    Tail Gunner


 THE GUNNERS: DEFENDING THE B-17
 -------------------------------

CURSORS UP,DOWN,LEFT,RIGHT / Joystick             Move Turret/gun

[Shift]/[Ctrl] Fine tracking on target

Joystick Button / [Spacebar] / [Return].          Fire

[U]      Unjam gun (manual control)


 THE CONTROLLER
 --------------
The simulation can be controlled using a keyboard and a mouse and, to a
limited extent, a joystick.


 THE SELECTOR
 ------------
The Left Mouse Button.


 AIRCRAFT SELECTION
 ------------------

[X]           Next Aircraft

[Z]           Previous Aircraft


 GENERAL AIRCRAFT VIEWS
 ----------------------
3D views from current aircraft:

[Shift] / [F1]    Forward View

[Shift] / [F2]    Rear View

[Shift] / [F3]    Left View

[Shift] / [F4]    Right View

[Shift] / [F5]    Up View

[Shift] / [F6]    Down View

External views that depend on context. (From the aircraft, its targets, bombs,
airbase control tower etc.):

[Shift] / [F7]    Tactical View

[Shift] / [F8]    Reverse Tactical View

External view from notional chase plane:

[Shift] / [F9]    Chase View

External views from remote camera

[Shift] / [F10]   External View

Moving the remote camera and Window View Pilot/Co-Pilot and Bombardiers

[PgUp]        Pitch Up                [PgDn]       Pitch Down

[Ins]         Rotate Left             [Del]        Rotate Right

Pad Key [5] Centres/Resets 3D Views

[+]           Zoom In                 [-]          Zoom Out


 GENERAL CONTROLS
 ----------------

[A]          Aircraft Status/Damage View

[C]          Compartment View/Action View Toggle

[I]          Instrument Panel View (Bombardier, Navigator and Pilot/Co-pilot)

[W]          Window View (3D view through aircraft window)

[E]          External view (3D view from remote camera)

[M]          Toggle Manual/Computer Control

[P]          Pause Game/Resume Game

[Alt] / [C]  Configuration Screen

[Alt] / [A]  Accelerate Time

[Alt] / [T]  Skip Time

[Alt] / [D]  Adjust Detail Level (cycle through)

[Alt] / [M]  Film Director Mode Toggle

[Ctrl] / [Q] Quit game

[Alt] / [S]  Sound Levels

[Alt] / [B]  Hide Game


 PILOT/CO-PILOT
 --------------

[W]          Pilot/Co-Pilot Window View - must be controlled using
             PgUp, PgDown, Ins or Del

Joystick,Cursors         Control Column (elevator, ailerons)

[<] [>]                  Rudder left/right

[[]                      View to the right (cockpit view/Pilot's Inst' panel)

[]]                      View to the right (cockpit view/Pilot's Inst' panel)

[1] [2] [3] [4]          Increase power on individual engines 1-4


 THE PILOT'S CONTROL COLUMN
 --------------------------
A Joystick controller is recommended for flying the B-17 but you may also fly
it using a keyboard controller.

Ailrons are lateral control flaps at the rear of the airplane main wing tips.
When raised or lowered by moving the Control Column left/right they will make
the plane turn to the left or right.

Elevators are the horizontal portions of the tail. When pushed up/down by
pushing the Control Column up/down they will make the plane dive or climb.

Rudder left/right  [<] [>]

Rudder controls left/right will swing the nose of the plane left/right by
moving the trailing edge verticle segment of the tail left/right.


 THE FOUR ENGINES
 ----------------
The B-17 is a large four-engined bomber and this simulation provides separate
controls for each of the four engines. Engine No.1 is the left outboard engine
from the Pilot's View followed by 2,3,4 in sequence.

All numeric keys are on the top row of the main computer keyboard.

[1] [2] [3] [4]             Increase power on individual engines 1-4

[Shift] / [1] [2] [3] [4]   Maximum power on engines 1-4

[5] [6] [7] [8]             Decrease power on individual engines 1-4

[Shift] / [5] [6] [7] [8]   Minimum power on engines 1-4

[+]                         Increase power on all engines

[Shift] / [+]               Maximum power on all engines

[-]                         Decrease power on all engines

[Shift] / [-]               Minimum power on all engines

[Ctrl] / [1] [2] [3] [4]    Start/Stop (feather) engines 1-4

[Alt] / [1] [2] [3] [4]     Extinguish fire on engines 1-4


 OTHER PILOT CONTROLS
 --------------------
[G]        Landing Gear Up/Down (starts motor)

[F]        Flaps Up/Down toggle

[B]        Brakes On/Off

[D]        Bomb Bay Doors Open/Closed (starts motor)

NB. Any control that starts a motor will take time to function.
------------------------------------------------------------------------------

                               THE TAKE OFF
                               ------------
   You will begin every mission in the pilot's seat under player control. Your
B-17 will be at its starting point on the airfield. Ahead of you, the 2 other
B-17s in your 'V' will be preparing for take-off.

   You must take-off and join the other two planes.

   On your first mission, you may find it easier to watch while the computer
takes control. To activate computer control, press the "M" key. Repress the
"M" key to regain control. If you set the plane under computer control, you
can jump around any of the views or screens to watch the take-off.

  The following describes how to take off manually.

 STARTING ENGINES
 ----------------
Start all four engines in sequence  [Ctrl] / [1] [2] [3] [4]

Increase the Engine Throttle Controls        [1] [2] [3] [4]

Release the Brake                     [B]

The B-17 will now begin to move.

Check that you can easily flip from Pilot's Instrument Panel [I] to Window
View [W] to see flight formation.

 TAXIING and STEERING
 --------------------
Select an appropriate External View ( [E] then PgUp/PgDown/Ins/Del) and steer
the B-17 by using your Controller. Gentle left/right will produce a slow turn
in the chosen direction.

 Stay to the correct path. Do not stray onto the grass.

 Steer the bomber carefully to the edge of the take off runway. Try to line
up the B-17 along the white dotted line.

 FLAPS
 -----
Check that flaps are down [F].

 TAKING OFF
 ----------
Return to the Pilot's View [W]. Apply maximum power to all four engines
[Shift] / [+]. Do not try to pull the plane into the air. Normally, when you
an Airspeed of 110-115 mph a gentle 'pulling back' on the controller will
allow the plane to lift itself off the ground. The B-17 controls may feel
sluggish compared to other flight simulators, but remember that this is a big,
heavy airplane.

 After the airplane has left the ground, and you are sure that you have
sufficient flying speed, raise the Landing Gear [G]. Check that this has
happened with any appropriate Outside View, then change Flaps to up [F].

 After reaching an airspeed of 130-150 mph, adopt a normal climb attitude with
the rate of Climb Indicator pointer at 200 feet per minute and watch the
Altimeter rise gently.


                            CLIMBING AND CRUISING
                            ---------------------
Make your climb at 130-150 mph. Steady smooth flying is important. This will
cut fuel consumption, increase rate of climb and reduce engine wear. Always
check your instruments. They are there to tell you how your plane is
performing.
You will find the first two planes with which you must join up circling the
airfield at about 1000 feet.
Form a group of 3 in a 'v' formation.

If you experience difficulty in finding the other planes, switch to computer
control or use ALT/T skip time.

Once you have joined the other planes of your squadron in formation, the
flight will strike out towards the first waypoint.


                             LANDINGS
                             --------
When you are near the English base, you will receive a signal over the
intercom system giving you a heading to land on.The other planes in the
formation, and yours if under the computer control, will begin to move into
thier final traffic pattern (a flight path in which they circle the airfield
in a rectangular pattern at approximately 1000 feet).
The landing procedure differs depending on whether you are in formation or
not when you reach Alconbury (home base).
In Formation The formation will circle Alconbury descending to an altitude
of about 2,000ft. At this point, the Alconbury control tower will radio
'Permission to Land'. When this happens the computer controlled pilot will
break away from the formation to begin his landing approach and will land the
aircraft unless you take manual control (by selecting the Pilot and Key M ).
If you wish to land immediately, before landing permission is granted, you
must send a radio message requesting permission to land, then wait for the
reply from the Tower to start the landing sequence.
Out of Formation The Control Tower will ask whether you want permission to
land. You should reply with a radio message requesting permission, then
perform a normal landing:Lower your Flaps [F] and drop your Landing Gear [G].
Keep engine rpm's to 2000  at about 130mph.

 FINAL APPROACH
 --------------
The approach is basically a controlled glide, with flaps down, and in which
power is used to maintain an accurate landing position.

Reduce power gradually [-] until the desired airspeed (about 100-120 mph) and
rate of descent have been established. Touch down gently trying to land all
wheels on the runway at the same time. Drop to minimum throttle.

 LANDING ROLL
 ------------
When you have landed make sure you use the entire runway for the landing roll.
Do not apply the brakes too early. Apply the brakes [B] when you feel the
plane slowing down from its roll. The B-17 should then slow down and stop.

These docs were typed by.......BrandY of SLIPSTREAM.
                               ---------------------
end.