AIRLINER Written by R. Hopkins This program is an accurate simulation of the flying characteristics of an airliner. You can take off, manoeuvre, navigate and land the aircraft using normal aircraft controls. You can find your present position on a map or view the runway as you land without losing sight of your vital instruments. Load this program with LOAD"" or LOAD "Airliner". If you have any difficulty, refer to pages 141 -148 in the Sinclair ZX Spectrum handbook. The program loads in five parts, wait until the instrument panel is fully drawn and coloured, and the first prompt is written on the screen before stopping your recorder. It is advisable to read all these notes before running the programs as this aircraft simulation is as complex as an aircraft itself. FLYING TECHNIQUE Flying the aircraft involves a balance between the flight controls and the throttle settings. By pushing the joystick forward or pressing the up key (on the 7 key), the aircraft will dive and its speed will increase. To keep the speed constant, therefore, the power setting must be decreased. Conversely, pulling the joystick back or pressing the down key (on the G key) will cause the aircraft to climb and slow down, needing an increase in power setting to keep the speed constant. Left and right movements of the joystick or pressing the <- or -> keys (on the 5 and 8 keys) makes the aircraft bank and turn to the left and right respectively. As the speed drops, the aircraft approaches an out of control or stall condition. Flaps allow the aircraft to delay the onset of this condition allowing the aircraft to fly slower without stalling. Flaps also cause more drag on the aircraft so that when the flaps are deployed power setting will need to be adjusted to stop the speed falling off at too great a rate. Flaps will be needed to give lift at the slow speed available at take off. Take off will not be achieved at speeds less than 100 knots. To land the aircraft, try to approach on a glide path losing height at 600-800 feet a minute. The head down display (11 on fig. 1) will indicate permission to land by showing the runway if your approach is viable, that is within ± 10 of the runway centreline. Brake as fast as possible after landing, i.e. altitude less than 10 ft., as the runway is not infinitely long. If you attempt to land with your undercarriage up the 'G' on the GEAR will flash to warn you. THE INSTRUMENT PANEL The instrument panel of your aircraft is shown in fig. 1. (See file instruments.jpg). The individual instruments are as follows: 1. Airspeed Indicator: Your airspeed in knots. 2. Heading Readout: Your direction of fliqht in degrees. 0 or 360 is due north, 180 is due south, 90 and 270 are east and west respectively. Use this in conjunction with the map to find out where you are heading at present. 3. Power Meter: Shows the power setting of your engines. More power will increase both the speed of your aircraft and the aircraft lift, so if you are approaching an out of control situation (see 8) more power will help you retrieve your situation. The control works like a throttle, pressing P will start the power increasing or stop the power decreasing, pressing 0 will decrease the power or stop the power increasing. 4. Flap Indicator: Shows the angle of flaps you have deployed in degrees. The more flap you have out, the more lift you get, but also you get more drag so you must increase your power to stay at the same speed. Pressing K (+) gives more flap, J(-) less flaps. 5. Brake Indicator: Shows if the brakes are on or off. To change this, press B. Note that brakes do not work when you are airborne! 6. Undercarriage Indicator: Shows if your undercarriage is down or up. 7. Fuel Indicator: As you fly, your fuel is used up in proportion to the power developed by the engine. A reserve tank, with a fifth of the capacity of the main tank, will be automatically switched in when the main supply is used up. 8. Control Indicator: If the aircraft is heading towards an out of control situation, then the C on this instrument will flash. You must quickly increase speed, flaps and power to recover control. 9. Rate of Climb/Descent Meter: Shows the rate of climb of the aircraft. If the aircraft is descending, the ROC, rate of climb, legend will change to ROD, rate of descent. The upper figure is the number of thousands of feet, the lower is hundreds of feet. 10. Altimeter: Shows the aircraft's altitude in feet above the ground. Like the Rate of Climb indicator, the top figure is thousands of feet, the lower hundreds of feet. 11. Head Down Display: This CRT (Cathode Ray Tube) functions three modes. (i) Attitude Indicator: Sometimes called an artificial horizon, the attitude of the aircraft is shown, the plane being viewed from the tail over a horizon that moves depending on roll, attitude and lift. The display defaults to this mode. ' (ii) Map If M is pressed the display changes to a map, showing the runway approach beacons in the centre and all the navigation beacons around it. The map is shown in fig. 2. Also shown is the present position of your aircraft. Provided your present position is within the confines of the map, it will be shown as a dot within a flashing square. Whilst the map is selected, the position is not updated. Pressing M again reverts the display to the attitude indicator. (iii) Runway View: If you fly over one of the two approach beacons, EDN or UWB, on a viable course for landing i.e. within ± 10° of the runway centreline, the CRT will clear to show a view of the runway, indicating acceptance for landing. At this point an altitude of 750ft. is ideal with a rate of descent of 600- 800ft./ min. At the far end of both runways a set of airport buildings will be seen. They are 1.2m from the opposite approach beacon. 12. Attitude and Roll Meters: These readouts indicate the attitude of the aircraft more accurately than the artificial horizon (See 11 (i)). Attitude is negative when the nose is down roll is negative when turning to port (left). 13. Navigation Panel: The three letter mnemonic is used to refer to the beacon onto which your navigation system has locked. EDN refers to Edinburgh whilst PTH refers to Perth (See fig. 2). (See file navigation.jpg) Beside the beacon mnemonics the radial angle of the aircraft is displayed, this is the angle an observer at the beacon must look along to see the aircraft. To the right of the navigation panel, a head up display shows, using a flashing dot, the direction of the current beacon with respect to the aircraft heading, i.e. it shows the direction the pilot must look to see the beacon. USING THE PROGRAM After loading you will be asked if you wish to take off or not, answering 'Y' will position you at the end of the runway with your engines running. Just set your flaps, increase the power and you will roll down the runway. You cannot take off at a speed less than 100 knots, and a firm pull back on the joystick is required. Once you are airborne, you can navigate a route across country, manoeuvre and find your way back to the airport as you would in a real aircraft. However watch your fuel. If you opt for the flying option, answer 'N' to the take off option. You will be asked to choose your altitude at which you wish to be placed. Enter the altitude in feet. Next is the option for wind effects. Wind direction must be entered in degrees from North. Wind speed is entered in knots. Wind will make your aircraft drift from its predicted course. You will need to be fairly experienced to cope with wind, so if you don't want any wind effect, enter the wind direction and windspeed as 0. The next option is to define your position or accept a random position. The computer will give the position if you answer 'N', and you will then be flying at your chosen altitude. If you wish to place yourself, first define a beacon by its three letter mnemonic, then your radial position from it in degrees, your aircraft heading in degrees from north and the distance, DME, from your chosen beacon. You need not position yourself on the map, but ensure that you have enough fuel to fly to the airport. If you want to practice landing, answer the last set of prompts with ALTITUDE? 1100 BEACON? EDN RADIAL? 70 HEADING? 250 DME? 5 You will now be positioned on the glide path, five miles from the runway beacon. Drop your speed, deploy your flaps, drop your undercarriage and dive at 600-800ft./ min. and you should land smoothly. Remember to brake on touchdown. ®1983 PROTEK COMPUTING LTD., Clydesdale Bank Buildings, High Street, South Queensferry, EH30 9HW. Cover and illustrations by George Neill. Diagrams and text paste-up by lain McKinlay