P51 flight simulator instructions. Loading/Saving instructions: Enter CLOADM "P51" if you have tape or LOADM "P51" if you have disk. Then enter EXEC. To save, enter CSAVEM "P51",10240,31744,15104 if you have tape or enter SAVEM"P51",10240,31744,15104 if you have disk. Your first flight: Flying an airplane is difficult. Before attempting a dogfight, try flying the plane by yourself for a few hours to get the feel of it. 1) After the program executes, press the 'C' key until the sky is blue. Then press enter. 2) Press 'O' for originate and then 'N' for cable version. Press 'Y' if you have a Coco3. Press 'S' for Solo flight unless you are connected with another computer. 3) Now press (1-4) for which quadrant. Try 1. You are now facing North. 4) If your joystick has trims, adjust them so the ailerons(left/right) are perfectly centered and the elevator trim is 2-4 increments below the center. 5) Press the 'L' key to turn on the wing leveler. Press and hold the up arrow key until the throttle indicates full open. 6) When the airspeed reaches 110 (speed is multiplied by 10) pull back on the elevator (right joystick). 7) Climb to 1,000 feet and level the plane out by applying less up elevator. Keep flying straight and level at a north heading. The beacon of runway 3 will be visible directly ahead. 8) Notice your flight path being drawn on the radar scope. After about a minute you will reach the northern part of quadrant 1 and enter quadrant 3. To view yourself, press the '3' key. First landing: 1) Each quadrant is 10 miles by 10 miles. The runway is 1 mile long in the center. On your first flight you should not move the ailerons (left/right). 2) At 5 to 6 miles from the runway, reduce the throttle to 1/8. As the plane slows down, increase the up elevator to maintain 1000 feet. 3) At 3 miles the airspeed should be around 200 mph. Push the 'G' key to lower the gear. When the plane slows to 150 mph, push the 'F' key to lower the flaps. 4) When the plane slows to 130 mph start your descent. The end of the runway should be at the center of the cross hairs. If you are too high, reduce the throttle. If you are too low, increase the throttle. 5) At 100 feet reduce the throttle to zero and pull back on the elevator. Ideally, the stall indicator should sound when you touch the ground. 6) On the ground, hold the 'BREAK, key to stop. If you are completely stopped on the runway, you will be filled with fuel and bullets. FEATURES: Air Speed Indicator - Marked in MPH X 10, gives you true air speed. There is no wind so your ground speed equals the air speed. ALTIMETER - Indicator range is 0 thru 51,000 feet. Long needle is 100's of feet. Short needle is 1000's of feet. Drone Plane - If you are flying single, (not linked to another computer) the other plane becomes a drone. He will fly a straight descending course. He will go down from 51,000 feet down to 0 and instantly pop back up to 51,000. The drone is traveling at about 120 mph so you will tend to pass him up when trailing him. The drone allows you to have target practice but will never turn nor shoot back. MDA Light - Located left of the letters 'ALT', flashes when you are below 500 feet. When below 500 feet, the enemy can not see you on radar. Heading Indicator - Press the 'H' key to get the heading indicator. Radar - Pressing the 1, 2, 3, or 4 will give you a ground radar of that quadrant. Wing Leveler - Toggled on and off with the 'L' key, it will level the plane when the joystick is centered. Fuel - At full power you have 10 minutes. At half power, you have 20 minutes. Flaps - Cycled up and down with the 'F' key. Flaps down increase lift and drag. Gear - Cycled up and down with the 'G' key. If you exceed 200 mph on the ground, a bullet hole will appear and your throttle will not operate. If you touch down off the runway, the gear is bent and will not retract. Flying with gear down increases drag and lowers air speed. Mode Indicator - The 'W', 'P', 'T', and 'U' keys choose War, Peace, Talk and Turkey. The modes of each player will flash alternatively. Peace Mode - If both are in this mode then all runways are safe, 2 airplanes for each runway will be supplied by pressing 'N'. Pressing the fire button will declare war but will not let you fire until 20 seconds. War mode - Only runways at your command are safe to land on. The runways at your command are displayed as black numbers on a white background in the margin at the right window. You can capture an enemy runway (and any planes on that runway) by hitting the runway's beacon 5 times. When one player has no more planes, then he is expected to go into peace mode thus surrendering. The victor should go into peace mode and they can hit 'N' for new planes. Talk mode - If both players choose Talk mode the game freezes and allows both players to pick up the receiver and talk. Turkey mode - Same as declaring war but it allows you to call your opponent a turkey. Window view - The visual range at which you can see the other plane is 3 1/2 miles in the center and 7 1/2 miles at the edges. The beacons of all 4 runways are always visible. At long distances they will appear as bluish dots. As they get closer they will become larger and larger white dots. Runway status - Each runway starts with two planes. Originate starts with command quadrants of 1 and 3. If you crash, your plane is totaled beyond repair and you must select another. If a plane is damaged but does not have a cracked windshield, the plane is repairable. Each runway has a repair shop for one and only one plane. After you land a damaged plane, it will be placed in the nearest repair shop. It takes 20 seconds to 5 minutes to repair depending on the damage. Choosing a takeoff runway - To exit the plane you are using, press 'R' and 1, 2, 3, or 4 keys simultaneously. You will then appear at the end of the runway you choose in a new plane. The old plane is destroyed. Different levels - You always start in level 2. To change, both players must go into the Talk mode and then press 1-3 for the desired level. Level 1 - 1 beacon hit to capture a quadrant, 1 hit = 2 bullet holes, you can always see the enemy. Level 2 - 5 beacon hits to capture a quadrant, 1 hit = 1 bullet hole, cannot see enemy under 500 feet. Level 3 - 10 beacon hits to capture a quadrant, 2 hits = 1 bullet hole, cannot see enemy under 500 feet. Bullet holes - Each time the opponent hits your plane a bullet hole will appear. There are 15 possible bullet hole locations. Each hole has an associated malfunction. The order is random but the less serious are more likely to appear first. Synchronizing modems: 1) After pressing 'Y' in answer to the prompt 'MODEM Y/N' two limit lines will appear above and below the prompt 'MODEM Y/N,. 2) At this time pressing keys will send standard ASCII codes over your MODEM at 300 Baud. If you are not connected, you can do so at this time. The originate computer should blindly type in ATDT XXX XXXX - the X's represent the answer computer's phone number. 3) Both computers should press down the BREAK key. 4) At this point if you are the answer computer you should see red bars form between the two limit lines except the edges. - You play a passive roll in the synchronizing process. 5) Red bars should form between the limit lines on the originate computer. After two complete scans there should be a well defined NULL area. The null area typically appears as partial red bars falling off to a totally black area. The idea is to look for any black regions. Position the pointer directly below the center of the null area with the right/left arrow keys. After the pointer is at the desired position, press the up arrow key to set the pointer. If everything is set up properly the originate computer will now automatically exit the synchronize routine within ten seconds. The SYNCH setting is now permanently set for the duration of the game. Both computers may manually exit the SYNCH routine by pressing . This, however, should never be needed if you are connected properly. 6) Both players must now select a runway. Originate can select 1 or 3. Modem problems: Your phone connection may occasionally produce noise which will cause data to be misread. Various disturbances may happen such as: False bullet holes may appear, the location of your opponents plane may be misread, or you may spuriously gain or loose command of a sector. These problems occur very infrequently and do not last long. Thank you for flying the P51 Mustang!