448 lines
14 KiB
Plaintext
448 lines
14 KiB
Plaintext
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SOLO FLIGHT
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-----------
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Cracked by:
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Dr. Micro / The Gonif / The Wombat
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[THE PPG]
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Doc file by The Wombat
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IMPORTANT READ CAREFULLY
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------------------------
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After completing your first landing since loading the game, you
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will be asked
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to enter a landing fee credit code (an attempt at piracy
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protection). To
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determine the correct response, read the account # displayed by
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the computer
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when it asks for authorization code. Then go to the authorization
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code table
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(found at the end of the doc file) and locate the account # given
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by the
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computer. Located directly beneath the account # is the
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authorization code
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response. Type the authorization code into the computer and press
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'return'.
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OPTIONS
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-------
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Use the 1 key to select practice FLYING or the MAIL PILOT game.
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The 1 key also
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selects which of three states you wish to fly in. (Kansas,
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Washington, or
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Colorado). Use the 2 key to choose dificulty level. During flying
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practice you
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may select clear weather (for touch and go practice in the local
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area), landing
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practice (places the aircraft on short final for landing), windy
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conditions, or
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ifr (instrument flight rules-low clouds). When playing the mail
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run game, you
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may select from the student pilot, private pilot, senior pilot,
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or command pilot
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dificulty levels. Press 3 to continue.
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BASIC FLYING
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------------
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Two controls are used for the most basic flying - the control
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stick or yoke and
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the throttle. The joystick (yoke) changes the altitude and
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direction of your
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aircraft; the throttle affects your speed. Use the joystick to
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make your plane
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turn, climb and dive. Holding the stick to the right causes the
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plane to bank to
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the right; when the plane is banked right it will turn right.
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Note that when you
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center the joystick the plane will remain banked and continue
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turning. Bring the
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plane back level by pushing the stick in the opposite direction
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of bank. Pushing
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forward on the stick will cause your nose to go down and the
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plane will dive.
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Pulling back on the stick will bring your nose up. The throttle
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controls the
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amount of power generated by your engine. Maximum power is
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required when taking
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off and climbing, somewhat less power is needed for cruising, and
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low power is
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generally sufficient for landing.
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Remember that there is a relationship between the pitch
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altitude and the
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amount of power required for level flight. At low speeds,
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signifacantly more
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nose up is required for level flight.
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VIEW
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----
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The top half of the flight screen shows your plane and local
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terrain
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highlights. If you are at a low altitude your shadow will be
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visible on the
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ground. Airports are black, VOR towers, farms and mountains are
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white. If you
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fly into or above the clouds, ground objects will not be visible.
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Generally the
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view is to the front; you may look to the side or behind you
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using the
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appropriate commands.
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INSTRUMENTS
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-----------
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The bottom half of the flight screen contains your flight
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instrumentation. The
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large red dial on the left is your altimeter. Each mark on the
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dial is 1000
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feet for the small hand and corresponds to a complete revolution
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of the large
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hand. The large dial on the right is your speed indicator which
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goes from 0 to
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180 knots. The small circle in the middle is your artificial
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horizon/altitude
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indicator which idicates your altitude relative to the horizon.
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The vertical
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strip in the center is your throttle indicator. Maximum power is
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at the top,
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zero power is at the bottom. The four digital indicators at the
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lower left are
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very important. The first value is pitch, positive values
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indicate your nose is
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up, negative values means nose down. The next number is the
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degrees of flaps
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that are extended. The next value is a digital and alpha
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directional compass
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reading. Zero degrees is due North, 90 is East, 180 South, and
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270 is West. The
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bottom indication is your Vertical Velocity Indicator (climb).
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Positive values
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indicate you are gaining altitude, negative values indicate you
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are losing
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altitude. Your fuel guage is on the lower right. The indicator
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light center left
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is your temperature warning light. It will flash if your engine
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is overheating.
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The two status lamps center right indicate that your landing gear
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is down and
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your brakes are applied when illuminated. Your navagational
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instruments are at
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lower right. The two VOR readouts indicate the directional
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bearing from the VOR
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stations. The ILS system shows wether your landing approach is
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high, low, or on
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the runway. Your elapsed time is displayed at the upper right.
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FLIGHT CONTROLS
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---------------
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In addition to control via the joystick, a number or commands
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may be entered
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through the keyboard.
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THROTTLE: The numbers '0' to '9' control your throttle. Zero is
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no power, 9 is
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maximum power.
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NOISE: Press 'N' to turn on/off the engine noise.
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LANDING GEAR: Press 'L' to raise or lower the landing gear.
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BRAKES: Press 'B' to apply or realese the brakes.
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FLAPS: Press 'F' to control the flaps. You may use 0, 20, or 40
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degrees of
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flaps.
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VIEW: Use the left and right arrow keys to look out the right and
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left windows.
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Use the down arrow to look behind you. To return to the front
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view, use the up
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arrow key. (for II/II+ users: W-front, A-left, S-right, Z-back)
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PAUSE: Press 'P' to pause the game. Press any other key to
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continue.
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RESTART: Press 'ESC' to restart.
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EMERGENCY: If you wish to create an emergancy equipment failure
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for practice
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purposes, press the 'E' key.
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SLIP: Bank your aircraft and press joystick button to put your
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plane into a
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sideslip. This manuver, usually performed by crossing the rudder
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and ailerons,
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allows you to slip your plane into the wind to lose altitude
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without changing
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heading.
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JOYSTICK ADJUST: Center your joystick and press 'J' to adjust the
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game to your
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joystick.
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MAIL PILOT
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----------
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The mail pilot game tests your flying skill and judgement. Your
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task is to
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deliver five bags of mail to their destinations in the least
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amount of time.
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Once you have selected the Mail Pilot game, a map will be
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displayed. Press START
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to continue to the Mail Pilot screen. On the mail pilot screen
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use the 1 key to
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load mail. The destination(s) will be displayed on the screen
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under 'MAIL FOR:'.
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You may load up as much mail as you like. However, each bag adds
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to the weight
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of the plane and increases the dificulty of flying. One or two
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bags is
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recomended. You may load up on fuel by pressing the 2 key. Fuel
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also adds weight
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but be sure to load enough to make it to your destination. To
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begin your
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journey, press the 3 key. Then be sure to study the map to decide
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a flight plan.
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When you are ready to take off, press 3 again. If you wish to
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return to the main
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map at any time, press 1.
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When you arrive at your destination airport and stop your
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aircraft, your
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landing points are calculated. Points are gained for slow
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landings with gentle
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touchdowns. Delivery points are also accumulated based on
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dificulty level. Next
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you will be shown a map and your route will be displayed. Press 3
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to go on to
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the Mail Pilot screen. Any mail for this airport is automaticly
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unloaded and
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added to your score. You may now load additional mail or fuel and
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continue the
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game. The game ends when five bags have been delivered or when
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you crash.
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As the game progresses, the weather will gradually deteriorate.
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Winds will get
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stronger, clouds may come in, and turbulence may develop. At the
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higher
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dificulty levels your plane is also prone to mechanical and
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instrument failure.
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Your engine may overheat and various instruments may become
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inoperative. This is
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not due to a bad crack! All malfunctions are repaired when you
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land at an
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airport.
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If the disk is not write protected, high scores will be
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recorded on the disk.
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EMERGENCIES
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-----------
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At the more advanced dificulty levels your aircraft is prone to
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instrument and
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mechanical failure. If the temperature light begins to blink,
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your engine is
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overheating and will cut out shortly. Find a place to land. Your
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altimeter,
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airspeed indicator, and VOR indicators may also malfunction and
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register zero
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readings. The artificial horizon could also cease functioning.
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Landing at any
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airport will repair your aircraft. Multiple use of the 'E' key
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will cycle the
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program through all emergencies possible in the simulation.
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WEATHER
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-------
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The current weather conditions are displayed at the bottom of
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the screen: wind
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direction and speed, cloud ceiling in feet, and visibility in
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miles. Under windy
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conditions, landing your aircraft becomes tricky, especially if
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the wind is
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blowing across the runway. Use less flaps, higher airspeeds, and
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aircraft slips
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to compensate for winds. Low clouds often require instrument
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flying, although
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you may choose to fly above the clouds.
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STATE MAPS
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Kansas: Kansas is a nice flat state, ideal for novice flyers.
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Wichita and Kansas
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City have airports with long, wide runways. There are also many
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nice cornfields
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and mysterious Indian pyramids to fly over. VOR 1/VOR2 bearings
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for Kansas are:
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Wichita-222/001, Lyons-252/336, Emporia-225/022
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Chanute-154/052, Salina-295/353, Topeka-330/016
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Kansas City-065/036.
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Washington/Oregon: Washington has a mountain range seperating the
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costal cities
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from Chelan and Yakima. Some of the mountains are up to 4000 feet
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high, although
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the two mountain passes can be traversed at 2000-2500 feet. Three
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of the of the
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Washington airports are also elevated.
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Portland-223/001, Salem-224/278, Kelso-251/350
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Olympia-284/344, Seattle(500 feet elevation)-314/010
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Chelan(1000 feet)-060/035, Yakima(500 feet)-142/059.
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Colorado: Flying between the small airstrips nestled in the Rocky
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Mountain
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Valleys of Colorado is the ultimate challenge for a mail pilot:
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Aspen(2000 feet)-223/001, Pueblo(1000 feet)-143/074
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Glenwood(2000 feet)-264/343, Vail(2500 feet)-184/030
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Denver-098/050, Boulder(500 feet)-053/037
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Steamboat(2000 feet)-334/008.
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CAUTIONS
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--------
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Take heed of the following cautions, especially at the advanced
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dificulty
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levels.
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1. Don't make sharp or high speed turns while taxiing. Your
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landing gear struts
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are delicate and are liable to ground loop.
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2. Don't lose your airspeed and stall when attempting a slow
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landing. Use your
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flaps to lower stall airspeed.
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3. Plan your route on the map before taking off. A sudden
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lowering or an
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emergency may hide familar landmarks or require immediate
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landing.
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4. Don't run your engine at full power for too long; overheating
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is likely to
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occure.
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5. Don't overload the aircraft. With a heavy mail and fuel load,
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your aircraft
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will be very slugish. The aircraft will have a hard time taking
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off from
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elevated Colorado airports, and will require longer landing
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distances.
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VOR NAVIGATION
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--------------
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VOR navigation is based on a series of ground stations that send
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out radio
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signals. These signals are received by instruments in the cockpit
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and decoded
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and read as bearing to a particular VOR station. There is no
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range information
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associated with VOR navigation. In Solo Flight, each airport is
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defined as a
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radial intersection. (A radial bearing is a number 0 to 360 that
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if the aircraft
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was turned and flown on a heading of 180 degrees from the radial
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bearing, the
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flight path would be inbound to the VOR station).
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North of the VOR station is radial 360, East is 90, South is
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180, and West is
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270. To find a particular airport, the pilot should determine its
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radial
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intersection from both VORs. He should then intercept a radial
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outbound from one
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of the VORs and fly until the cross radial from the other radial
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is reached. For
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example, in the Kansas map, the Kansas City airport is located on
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the 36 degree
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radial of VOR 2 with the end of the main runway on the end of 67
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radial of VOR
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1. To find the airport in the weather, the instrument pilot could
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establish
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himself on the 36 degree radial of VOR 2, heading 36, and descend
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to missed
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approach altitude until crossing the missed approach radial, the
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67 of VOR 1.
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-----------------------------------------------------------------
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-------------
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ACCOUNT # TO AUTHORIZATION CODE TABLE
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-------------------------------------
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Account # Authorization code
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--------- ------------------
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1 G
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2 F
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3 C
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4 G
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5 L
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6 F
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7 C
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8 K
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9 I
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10 G
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11 T
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12 E
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13 M
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14 Y
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15 R
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16 N
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17 R
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18 R
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19 Q
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20 T
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21 U
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22 V
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23 U
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24 X
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25 W
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26 B
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27 D
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28 J
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29 D
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30 M
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31 B
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32 G
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------- -------
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A PPG A PPG
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RELEASE RELEASE
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------- -------
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