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Microsoft Combat Flight Simulator - Manual - PC
Microsoft Combat Flight Simulator - Manual - PC
PILOT’S MANUAL
®
MICROSOFT COMBAT
FLIGHT SIMULATOR
WWII - EUROPE SERIES
M ocs.com
http://www.replacementd
Key Commands Quick Reference
For a complete list of commands see the back pages of this book, or the “Keyboard Command Reference” topic in online Help.
*X03-96714*
Coordinates/Frame rate (toggle) SHIFT+Z
M
Information in this document is subject to change without notice. The names of companies, products,
people, characters, and/or data mentioned herein are fictitious and are in no way intended to represent
any real individual, company, product, or event, unless otherwise noted. Complying with all applicable
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transmitted in any form or by any means, electronic or mechanical, for any purpose, without the express
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of Microsoft Corporation in the U.S.A. and/or other countries.
Other product and company names mentioned herein may be the trademarks of their respective owners.
Microsoft® Combat Flight Simulator
WWII Europe Series
Pilot’s Manual
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Contents
Grateful Acknowledgement ........................................................... v
The WWII Cartoonist .......................................................................................................................... v
The Pilots ............................................................................................................................................ vi
The Production Team ........................................................................................................................ viii
Descending ................................................................................................................................. 32
Don’t stall! .................................................................................................................................. 32
Don’t spin! .................................................................................................................................. 33
Getting Up and Back ......................................................................................................................... 34
Why It All Works ............................................................................................................................... 36
Lift ............................................................................................................................................ 36
Weight ......................................................................................................................................... 38
Thrust .......................................................................................................................................... 38
Drag ............................................................................................................................................ 39
A few words about torque .......................................................................................................... 40
Navigation .......................................................................................................................................... 42
Communications ................................................................................................................................ 44
Basic Aerobatic Maneuvers ............................................................................................................... 46
Aileron Roll ................................................................................................................................ 46
Barrel Roll .................................................................................................................................. 47
Loop Over ................................................................................................................................... 48
Loop Under................................................................................................................................. 49
Index .............................................................................186
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Grateful Acknowledgement
The team of the Microsoft® Combat Flight Simulator manual received some wonderful help from some
extraordinary people. We wish to thank them for their cheerful and unique contributions to our book.
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flying P-47s over Europe, sketching and writing about his experiences all the way. He helped the other
men paint nose art on their planes, immortalized in gentle sketches the friends he lost, and sent letters
carefully decorated with his signature Rarey bird, a favorite of the U.S. Post Office. A few weeks after
D-Day he was killed in combat over France.
In our endless combing of the Internet we were fortunate enough to stumble upon Damon Rarey’s Web
site (http://www.rarey.com/sites/rareybird/index.html) and to make contact with Damon Rarey himself.
We were delighted that he graciously and generously allowed us to reprint some of George Rarey’s
cartoons for this manual. We hope you explore his site and learn more about life in an American fighter
squadron, and the extraordinary spirit and compassion of one of its most beloved members.
The Pilots
We had the pleasure of consulting with a number of experienced pilots during this project, some of
whom gave us firsthand accounts of what it was like to fly fighter planes and bombers in World War II.
We are grateful for the cheerful cooperation of these men:
Jack Stafford
Jack left his native New Zealand for England in January 1943,
and was assigned to the RAF’s 486 (New Zealand) squadron as
a Sergeant Pilot in November. Based at Tangmere, he flew
Hawker Typhoons in dive-bombing and ground attack
operations. In 1944 he flew Hawker Tempests on fighter sweeps,
shipping strikes, and ground attack missions before D-Day. He
shot down eight V1 “buzz bombs” over Southern England
between June 19 and August 29, 1944, including two on the 4th
of July. In September 1944 Jack flew fighter cover for the
airborne attack to capture Arnhem and the Nijmegen bridges in
the Netherlands. As part of RAF Second Tactical Air Force in
Belgium, he attacked locomotives in the campaign against
enemy rail transport. On Christmas Day 1944 he shot down a
German Me 262 fighter when his squadron intercepted two of
the jets. He also shot down a Bf 109 south of Munster, one of a
group of seven orbiting over a group of American P-47
Thunderbolts. And on April 12, 1945 he shot down a long-nosed
Fw 190D. For these achievements he was awarded the
Jack Stafford. Distinguished Flying Cross. Now semi-retired, Jack lives in
Okareka, New Zealand.
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Ted Johnston
Ted entered the USAAF in December 1942 as a cadet, graduating in February 1944.
He went through B-17 training, then flew with his squadron to England as part of the 398th Bomb
Group. He flew 30 combat missions, becoming a Lead Pilot after 15. Ted flew in the reserves after the
war.
Jack Gentry
Jack entered Naval Flight Training in 1949, receiving his wings just before his 21st birthday in 1951.
Assigned to the West Coast Air Group 2, he was sent to Korea in the spring of 1952, and during a
seven-month tour flew 30 combat missions in Corsairs off the aircraft carrier Boxer. On his second tour
of duty he flew jet fighters off the carrier Yorktown. Of his 100-plus carrier landings without a mishap
he comments, “Not a ‘piece of cake’!” Jack went on to fly with United Airlines for 34 years, retiring in
1990 as Captain on DC-10s and 747s.
Al Jones
Al joined the Royal Canadian Air Force in 1940. He was assigned to a squadron in England, then went
to North Africa, where he flew 40 missions in Wellington Bombers. In 1943 Al was assigned to a night
fighter squadron, in which he flew Beaufighters first, then switched to the P-61 Black Widow. After the
war he remained in the reserves, flying F-86 and F-100 jets. He became a test pilot with Boeing, and
rose to become Chief Pilot of Flight Crew Training.
Ron Smith
Ron became a USAAF Cadet in July 1942. He trained first as a glider pilot, then switched to twin-
engine aircraft. He became co-pilot of a B-24 Liberator bomber in January 1944, flying out of Sudbury,
England with the 486th Bomb Group, then flew 33 missions in B-17 Flying Fortresses. After that tour
of duty Ron was reassigned to a Scout Fighter group, accumulating 100 hours flying time in P-51
Mustangs.
Ian Brodie
Ian is curator of the New Zealand Fighter Pilot’s Museum in Wanaka, NZ. He has provided invaluable
technical and background information on the fighter aircraft (including a very hard-to-find Focke-Wulf
190A operations and maintenance handbook), as well as helpful feedback on Combat Flight Simulator
as both a pilot and gamer. We recommend you visit the museum’s Web site (www.nzfpm.co.nz) for a
wonderful collection of information about these planes.
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Product Planning
Shawn Firminger, Bruce Williams
Marketing
Beth Featherstone, David Hufford, Susan Kittleson, Andrew McCombie, Jose Pinero
Game Design
Rob Brown, Christina Chen, Jon Seal, Kris Shankar
Program Management
Scot Bayless, Christina Chen, Todd Roberts, Kris Shankar, Eric Straub
Development
Matt Bamberger, Craig Cook, Steve Coy, Bob Day, Dave Denhart, Angel Diaz, Paul Donlan, Nick Feng, Eric
George, Tim Gregson, Eran Haimberg, Youxuan Jin, Lee Kail, John Kane, Fred Kerr, Todd Laney, Kevin
McGrath, Barry Oliver, Mark Richardson, Victor Santodomingo, Mike Schroeter, Steve Setzler, Larry Shatos, Joe
Stacy, Jeremy Stone, Phil Teschner, Dan Weber, Chris Wu, Tony Zander, Jan Zukin
Setup Development
Melody Hillier
Product Support
Phil Saitta
User Assistance
Michael Ahn, Diana Boyle, Kate Camber, Brian Hunt, Kiki McMillan, Yasmine Nelson, Marjorie Osterhout, Jon
Seal, Mike Singer, Caitlin Sullivan, John Sutherland
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Art Team
Courtney Barnes, Kate Bigel, Jennifer Bixler, Craig Blum, David Choi, Jim Deal, Carolyn Farino, Peter Fries,
Tony Gale, Nick Heitzman, Jeff Howell, Suzanne Kaufman, Janine Klees, Eric Kruske, Gordon Nealy, Rob Olson,
Andrew Pennock, Elizabeth Read, Jason Waskey, Rick Welsh, Kiki Wolfkill, Peter Zahn
Test
Tammy Baltazar, Patrick Barker, Hal Bryan, Caleb Cha, Wayne Comerford, Brent Conklin, Khoi Duong, Andy
Grant, Tychaun Grimes, Greg Hader, Doug Jelen, Tom McDowell, Roy McMillion, Yasmine Nelson, Michelle
Schultz-Schroud, Tom Sperry, Jon Stanley, Greg Swanson, Juichi Takahashi, Charlie Whiton, Steve Wilson
Audio
Barry Dowsett, Matthew Lee Johnston, Nancy Mutzel, Paul Trice, Ronnie Van Zandt
Intellectual Property
Teri Cianciola, Nancy Figatner, Christine Larsen
Administrative Assistance
Bryan E. Nelson, Victoria Olson, LouAn Williams
Voice Talent
Shawn Archer, Richard Barrie, Rob Beddard, Joshua Bihun, Mark Bramley, Rob Brown, Hal Bryan, John Cobasic,
Mark Dias, Russell Eames, Chris Faolchu-Heaney, Greg Hader, Mark Jeffrey, Dean Lester, Tom McDowell, Roy
McMillion, Hans Reutter, Will Rose, Tom Roush, Marcin Sawicki, Christopher Schuler, Darren Sillett, Mike
Singer, Jemery Stone, Chris Tarnawski, David White, Charlie Whiton
Photo Sources
Archive Photos, Bildarchiv der Oesterreichischen Nationalbibliothek, Corbis, Culver Pictures, Damon Rarey, J.H.
Stafford, John Batchelor, Microsoft Corporation, The National Archives, Robert Opie, SuperStock, Tony Stone
Images
Mission maps modified by Microsoft® Combat Flight Simulator from Encarta Virtual Globe 98© & 1995-1998
Microsoft Corporation. All rights reserved.
Aerial photos provided by Walker and Associates.
Some medal images provided by Sydney B. Vernon, http://home.earthlink.net/~svernon
Reference Art
3D Models provided by Viewpoint DataLabs International, Inc., http://www.viewpoint.com
©3D Models Copyright Viewpoint DataLabs Int’l, Inc.
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• If you have a 3D card installed, make sure that it’s enabled in Combat Flight Simulator.
• Experiment with display settings in Combat Flight Simulator to find the best balance between scenery
detail and system performance.
• You can make your flights more challenging and realistic by adjusting options like the sensitivity of
the flight controls, the realism of the flight model, and the skill level of the enemy.
Visit the Web site
Be sure to check out the Combat Flight Simulator Web site at www.microsoft.com/games/combatfs. It’s
the place to go for new software downloads, patches, the Software Developer’s Kit, links to Microsoft
Technical Support, articles about the game, and more.
A note for Flight Simulator users
Combat Flight Simulator was developed with the same core technology as Microsoft® Flight Simulator,
and the two products have many similarities. Combat Flight Simulator simulates mission-oriented
combat during World War II, while Flight Simulator simulates present-day civilian flying. For this
reason there are also many differences—some features are new, and some have changed from the last
version of Flight Simulator.
For example, in Flight Simulator you can choose to enable “auto-coordination.” In Combat Flight
Simulator the same feature is called “auto-rudder.” In Flight Simulator you can select Flights,
Challenges, Adventures, and Lessons. In Combat Flight Simulator you can choose from Free Flight,
Quick Combat, Missions, Campaigns, and Training Missions. While many Flight Simulator options
concern flying, many Combat Flight Simulator options concern fighting.
For a detailed discussion of the differences between the two products, and for information about
importing Flight Simulator 98 aircraft and scenery into Combat Flight Simulator, see “Notes For Flight
Simulator Users” in online Help.
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Game Modes
Free Flight
Poster image from the period. (Culver Pictures)
Here you can fly without anyone shooting at you. Free Flight is much like Microsoft Flight Simulator
with vintage 1940s aircraft. Experiment with maneuvers in your aircraft, or just enjoy the scenery.
Quick Combat
Quick Combat throws you into a combat arena with a group of computer-generated planes, all of which
are your enemies, regardless of their national origin.
This is where you can practice your moves against other planes before you go on any actual missions.
You’ll go directly to a combat arena with computer-generated planes. Just shoot at anything that flies,
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because they’ll all be shooting at you. You can fly any type of aircraft you want from any of the three
air forces.
In Quick Combat you can fight against wave after wave of enemy planes. Once you shoot down all the
planes in the first wave, the next wave of planes will start.
Choose the maximum number of enemies you want to face in each wave. Just to keep you on your toes,
the actual number will be somewhere between one and the number you choose. You will have your
choice of facing bombers or fighters. You can also practice being on the offensive, the defensive, or
simply head-to-head with the enemy.
Later, your missions will take you through all sorts of weather, so Quick Combat is the place to get
used to a wide range of conditions, such as time of day, the amount of cloud cover, and so on.
You can also set the skill level of the aircraft that are trying to shoot you down. If you choose Ace,
you’ll be going up against some very skillful opponents. Start at the Rookie level, then work your way
up through the Veteran and Ace levels for a real challenge.
You can choose an airfield or go directly to an exact location in the air. This allows you to practice
flying in the mission’s staging area before actually undertaking it.
Single Missions
Single Missions are historical missions that you can fly. If you want to fly missions in the larger context
of the war, click the Campaigns button instead.
The Enemy level setting (Rookie, Veteran, or Ace) affects the number of enemies you will encounter in
a mission, as well as their skill level. If you choose Ace, you will meet more enemy aircraft than you
would in a Rookie mission, and they will be much more adept at shooting you down. If you’re new to
this game, try the Rookie level in the Enemy level setting first, then move up as you gain experience.
You can fly any mission for any of the three air forces. After you click the mission you want to fly, a
short summary of the mission will appear. For more details on the mission, go on to the Mission
Briefing.
Mission briefing
The mission briefing will give you the essential data you need and a description of the immediate
situation. You’ll also get a map with the waypoints denoted, so you’ll know how to get where you’re
going.
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Debriefing
After you’ve flown a mission, a Debriefing screen will appear to tell you about your individual
performance as well as the outcome of the mission. Those could be two different things, since you
could shoot down enough planes to make you an ace, but still fail at the objective of the mission.
Campaigns
In this game Campaigns are the famous Battle of Britain in 1940, and the Battle Over Europe from
1943–45. You will progress through each mission while within the context of a major campaign of the
war.
You will create a pilot who will have a career in one of these campaigns, complete with a combat
record, advancements in rank, and medals for service.
Battle of Britain
In this, perhaps the most pivotal conflict of the war, you can choose to fly for Britain’s Royal Air Force
(RAF) on the Allied side, or Germany’s fabled Luftwaffe on the Axis side. Once you’ve chosen, create
a pilot who will fight in this campaign.
Battle Over Europe
In this campaign you can choose between the United States Army Air Forces (USAAF) on the Allied
side, or Germany’s Luftwaffe on the Axis side. Once you’ve chosen, create a pilot who will fight in this
campaign.
Debriefing
After each mission in a campaign, a Debriefing screen will appear to tell you about your individual
performance, your level of success or failure in that mission, and any medals or promotions you
received as a result of that mission. You can also view your case of medals to see what you have earned
so far in the campaign. Check out the Pilot’s Log to see a summary of your performance for all the
missions in the campaign so far.
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Multiplayer
In Multiplayer you can choose to fly against (or with) other real players over a network or the Internet.
Test your skill against other human pilots—for details on hosting or joining a multiplayer game, press
F1 on your keyboard for online Help.
Training Missions
Training Missions teach you the classic aerial maneuvers that you’ll need for combat. Practice all of
these until they become second nature to you.
To view a training video of the maneuver, click the Play button in the lower-left corner of the picture.
Game Controllers
After you’ve chosen your settings, you have a choice of flying with a joystick, your computer’s mouse,
or your computer’s keyboard.
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To affect a certain control on the cockpit panel, right-click the panel again and turn off “Mouse as
stick” on the menu. Then click on the control you want to affect. Some controls (like landing gear) will
be toggles, meaning one click will change their state. Other controls (like the flap switch) will have
moving parts. Drag and drop these controls, just like you would adjust them with your hand in a real
airplane.
Flying with a
joystick BUTTON 1(TRIGGER): HAT SWITCH:
You don’t need a joystick to FIRE GUNS BASIC VIEW
COMMANDS
use Combat Flight
Simulator, but it does make
for a more realistic BUTTON 3:
BUTTON 2:
experience. You’ll control FIRE CANNONS
NEXT TARGET
your aircraft’s movement
with the stick, and you’ll
BUTTON 4:
have buttons for shooting BUTTON 5: FIRE ROCKET PREVIOUS
and changing views quickly. BUTTON 6: RELEASE BOMB TARGET
BUTTON 7: ENGAGE WEP or W/MW INJ.
To get the most out of your BUTTON 8: PADLOCK VIEW (TOGGLE)
joystick, make sure you
have the latest drivers. If in
doubt, download them from
THROTTLE
the manufacturer’s Web CONTROL
site. Different joysticks
have different
configurations, so read your
joystick’s documentation to
learn where the different
buttons are located. Also,
before you fly, be sure to
click the Settings button and
make sure your joystick is
enabled and calibrated.
This Microsoft® Sidewinder Force Feedback Pro joystick is ideally suited for use
For more detailed with Combat Flight Simulator.
instructions on settings,
press the F1 key on your
keyboard for online Help.
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Joystick commands
Here are the main commands you can make with your joystick. You can find the procedures for
customizing your controls by pressing F1 on your keyboard for online Help.
Action Command
Bank left (ailerons) Move stick left
Bank right (ailerons) Move stick right
Pitch down (elevator) Move stick forward
Pitch up (elevator) Move stick backward
Yaw left (rudder) Twist stick left (Not all joysticks can do this)
Yaw right (rudder) Twist stick right (Not all joysticks can do this)
View up 45 degrees Hat up
View left 45 degrees Hat up/left
View left Hat left
View left 135 degrees Hat down/left
View right 45 degrees Hat up/right
View right Hat right
View right 135 degrees Hat down/right
View rear Hat down
Fire guns Button 1 (Trigger)
Fire cannons Button 2
Next target Button 3
Previous target Button 4
Fire Rocket Button 5
Release Bomb Button 6
Engage WEP or W/MW Inj. (toggle) Button 7
Padlock view (toggle) Button 8
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Game commands
Use these commands to perform general game functions.
Action Command
In-game menu (toggle when in full screen mode) ALT key
Open online Help F1
Key Command Quick Reference F2
Pause P key
Skip to next action X key
Bail out O key (press three times)
Select time compression (toggle) R key
Sound (toggle) Q key
End Training Mission CTRL+U
Reset Training Mission CTRL+R
Exit game CTRL+C
Exit game immediately CTRL+BREAK
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Flight commands
These commands are the primary ones you’ll use to fly your airplane. For details, see the Flight School
chapter.
Action Command (Num Lock Off)
Bank left (ailerons) Num Pad 4
Bank right (ailerons) Num Pad 6
Aileron trim left Num Pad CTRL+4
Aileron trim right Num Pad CTRL+6
Yaw left (rudder) Num Pad 0
Yaw right (rudder) Num Pad ENTER
Rudder trim left Num Pad CTRL+0
Rudder trim right Num Pad CTRL+ENTER
Bank/Yaw center (ailerons/rudder) Num Pad 5
Pitch down (elevator) Num Pad 8
Pitch up (elevator) Num Pad 2
Elevator trim up Num Pad 1
Elevator trim down Num Pad 7
Retract flaps fully F5
Retract flaps in increments F6
Extend flaps in increments F7
Extend flaps fully F8
Spoilers (toggle) SLASH key ( / )
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Engine commands
These commands help you make the most efficient use of your ship’s engine. To learn more about using
engine controls, see “Using the Engine Controls” in the Flight School chapter.
Action Command
Display/Hide engine controls SHIFT+2
Auto engine start E key
Decrease throttle F3
Increase throttle F4
50% throttle 5 key (keyboard)
60% throttle 6 key (keyboard)
70% throttle 7 key (keyboard)
80% throttle 8 key (keyboard)
90% throttle 9 key (keyboard)
100% throttle 0 key (keyboard)
Minimum prop r.p.m. CTRL+F1
Decrease prop r.p.m. CTRL+F2
Increase prop r.p.m. CTRL+F3
Maximum prop r.p.m. CTRL+F4
Mixture idle cutoff CTRL+SHIFT+F1
Lean mixture CTRL+SHIFT+F2
Enrich mixture CTRL+SHIFT+F3
Full rich mixture CTRL+SHIFT+F4
Engage War Emergency Power or F10
Water/Water-Methanol Injection (toggle)
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Weaponry commands
Once you have a target in your sights, you can destroy it. The following commands will help you. See
the Air Combat chapter to learn how to win a fight.
Action Command
Fire guns 1 key (keyboard)
Fire cannon 2 key (keyboard)
Fire rocket 3 key (keyboard)
Fire timed rocket CTRL+3
Release bomb 4 key (keyboard)
Fire guns and cannon SPACEBAR
Switch from reflector to BACKSLASH (\)
gyro gunsight (P-51 only)
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Action Command
Cycle views (Cockpit, Virtual Cockpit, Spot) S key
Cycle views backward SHIFT+S
Padlock view (toggle) ` key
Next target TAB
Previous target SHIFT+TAB
Cancel target SHIFT+` key
Chase view (toggle) C key
Chase view: next aircraft TAB
Chase view: previous aircraft SHIFT+TAB
Bomb/rocket view (toggle) A key
Bomb/rocket view: next bomb/rocket TAB
Bomb/rocket view: previous bomb/rocket SHIFT+TAB
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Display commands
You can use these commands to view or hide valuable information as you fly. Checklists help you
during Takeoff, Cruise, Descent, and Landing. The Tactical Display shows your position relative to
other aircraft, and provides waypoint navigational information. The Enemy Indicator is a three-
dimensional arrow that points to the nearest enemy. In Full view, the Heads Up Display (HUD)
provides information you’d normally find on the instrument panel. Aircraft labels make other aircraft
easier to see. Damage text lets you know what sort of damage you’re inflicting or receiving. Display
coordinates/Frame rate shows exactly where you are and how well your computer is performing. For
more information about these features, see the Flight School and Air Combat chapters.
Action Command
Cycle through checklists SHIFT+C
Tactical display (toggle) F9
Enemy indicator (toggle) U key
HUD (toggle Cockpit view: forward/ W key
Full View with HUD/Full view without HUD)
HUD colors (toggle) SHIFT+W
Measurement system for HUD (toggle) CTRL+W
Aircraft labels (toggle) N key
Damage text (toggle) F key
Display coordinates/Frame rate (toggle) SHIFT+Z
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Windows
The flexibility of the Combat Flight Simulator window system gives you many options. You can use
these commands to manipulate the windows. To learn more, press the F1 on your keyboard for online
Help.
Action Command
Full screen (toggle) ALT+ENTER
Create new view window LEFT BRACKET ([)
Close view window RIGHT BRACKET (])
Panel window 1 on/off (toggle) SHIFT+1
Panel window 2 on/off (toggle) SHIFT+2
Panel window 3 on/off (toggle) SHIFT+3
Bring window to front APOSTROPHE (’)
Switch to next view window CTRL+TAB
Switch to previous view window CTRL+SHIFT+TAB
Zoom in EQUAL SIGN (=)
Zoom out HYPHEN (-)
Zoom normal (1x) BACKSPACE
Bring up chat window (Multiplayer) ENTER
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The Basics
We’ve sent some of our boys into combat with far less than the standard six months’ training, and they
haven’t made us sorry we did. They’ve succeeded in learning a difficult skill quickly by keeping their
minds open to new ideas. If you make assumptions about how an airplane works you will put an
expensive machine, your life, and your country at risk. If you learn to trust the laws of physics you will
fly well, you will fight well, and we’ll win this war.
Learning to fly really isn’t all that complicated. But you’ll pay
a high price if you make a mistake. So pay attention to what
Poster “Wartime Collage” from The Wartime Scrapbook. Courtesy of Robert Opie Collection
follows! First, we’ll talk about how to get your ship to behave
like you want it to. Then we’ll take a look at why it all works.
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Elevator
Moving the stick forward and backward moves your ship’s elevator. This hinged surface is located on
the horizontal stabilizer of the tail, and controls your airplane’s pitch (up and down) motion. Moving
the stick forward decreases pitch attitude (lowers the nose), while moving it backwards increases pitch
attitude (raises the nose). The elevator controls pitch attitude, but it doesn’t necessarily make your
plane climb or descend. You’ll learn why when we discuss “Basic Flight Maneuvers” later in this
chapter.
Action Joystick Keyboard (Num Lock off)
Pitch down Move joystick forward Num Pad 8
Pitch up Move joystick back Num Pad 2
Flaps
Flaps are hinged surfaces on the trailing edges of the wings, next to the fuselage. When extended, they
increase lift by helping the wings deflect more air downward. They also increase drag (the resistance of
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the air), allowing your ship to descend more steeply without building up speed. The flaps are extended
in increments, and are usually used during takeoff and landing.
As you extend or retract the flaps, be prepared for changes in pitch. The nose will rise or fall from
the resulting change in lift. Add forward or back pressure on the stick to hold the nose on the horizon,
then use elevator trim to relieve that pressure.
Action Keyboard
Retract flaps fully F5
Retract flaps in increments F6
Extend flaps in increments F7
Extend flaps fully F8
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to a higher gear to make more efficient use of less power. In an airplane, the propeller control lever
changes the angle at which the propeller blades meet the air, which affects how fast the engine turns.
The tachometer on the
instrument panel shows how
When using the throttle and prop control levers, remember fast your engine is turning.
these basic rules to avoid overstressing the engine:
During takeoff, in combat, and
—To increase power, first increase propeller speed by during landing (in case you
pushing the prop control lever forward, then increase need to abort and take off
manifold pressure by pushing the throttle control lever again) you’ll need every bit of
forward. power your engine can develop.
—To decrease power, first reduce manifold pressure by So during these three phases of
pulling the throttle control lever backward, then decrease flight, keep the propeller lever
propeller speed by pulling the prop control backward. forward: the angle of the blades
will be low, slicing through the
air easily so you can get the
engine’s full power (like using a
low gear in a car). During cruise, pull the propeller lever backward a bit: the angle of the blades will
increase and take a bigger bite out of the air, making more efficient use of the engine’s power (like
using a high gear in a car).
Because your aircraft has a “constant-speed” propeller, any time you change the throttle setting a
governor will automatically adjust the angle of the blades to maintain that speed. This reduces your
workload!
Note: The default setting of your airplane’s
prop control lever is the forward (high
By default, mixture control is handled
speed) position. Don’t change this setting if
automatically. To adjust the mixture
you don’t need to. As a fighter pilot, you’ll
manually, from the Main menu click
want this setting most of the time. Leaving
Settings, and in the Controls section clear
the prop control lever forward during
the Enable Auto Mixture check box.
cruising flight means you’ll fly less effi-
ciently and use more fuel, but it won’t
cause any damage.
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the engine to run rough and lose power. The solution is to “lean the mixture.” As you climb, make the
mixture leaner by pulling the mixture control lever back until the engine starts to sputter, then push it
back in a little. Don’t lean the mixture too much, though: a mixture that is too lean can cause the engine
to overheat or cause detonation (a sudden, explosive combustion of fuel within the cylinders).
Flying straight-and-level
Flying straight-and-level may look simple, but it’s one of the more difficult maneuvers to master.
Because hotshot pilots like to be in control, they overdo it most of the time and interfere with their
airplane’s basic stability. Like a balancing act, straight-and-level flight requires that you make smooth,
small corrections to keep from wobbling all over the sky. There are two components to flying straight-
and-level:
Hold a constant altitude
Keep an eye on the altimeter.
If your altitude starts to change, make small, smooth corrections with the throttle or the stick. Use pitch
to correct deviations of less than 100 feet. If your altitude has deviated more than 100 feet, you may
want to add or reduce power a bit. Use elevator trim to keep the pitch attitude where you want it.
To slow down without losing altitude: Reduce power and keep the nose from falling by gently pulling
back on the stick.
To speed up without gaining altitude: Add power and keep the nose from rising by gently pushing
forward on the stick.
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Turning
An airplane turns by banking (dipping one wing and raising the other). In a bank, some of the lift that
the wings produce push it “around the
corner.” Add a little rudder pressure
simultaneously to make the turn more TOTAL LIFT
coordinated. In theory, you could skid an VERTICAL
airplane through a turn without banking COMPONENT
using just the rudder, but that’s an inefficient OF LIFT
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How to turn
Bank the wings: Move the stick right or left to manipulate the ailerons and initiate a bank. Center the
stick when you reach the bank angle you want. By banking the wings, you deflect some of their vertical
lift sideways. This part of the airplane’s total lift is called the “horizontal component of lift,” and it is
this force that pushes the plane around in a turn.
Simultaneously add some rudder: Your plane will have a tendency to yaw (pivot) opposite the turn.
So as you bank, you’ll need to apply some rudder pressure in the same direction as the turn. As you
bank left, add a little left rudder, and vice versa. How much rudder? Just enough to keep the ball/needle
in the turn indicator centered.
Use some up-elevator: Because some of the lift is deflected sideways in a turn, you’ll need to raise the
nose slightly to generate more lift. Add a little back-pressure on the stick as you roll into a turn. The
steeper the turn, the more up-elevator pressure you’ll need to add to maintain altitude. You might even
need to add some power. Remember to relax the back-pressure on the stick as you roll out of the turn.
“Paint the horizon”: To maintain level flight as you turn (or to turn while climbing or descending at a
constant speed and rate), “paint the horizon” with the nose—keep the pitch attitude the same after
you’ve started the turn. In general, if the nose moves up as you’re turning, you’ll climb. If it moves
down, you’ll descend.
Climbing
There are two ways to get your ship to go up:
Use momentum
Pull back on the stick to create a “hill”—your airplane will start to climb. You’ll get higher but you’ll
also slow down—just like climbing a hill on a bicycle. Pulling back on the stick to go up means
trading airspeed for altitude.
Use excess thrust
A sustained climb is made possible by using thrust to pull your plane up the “hill.” Determine how
steep the “hill” is by moving the stick. Then add power with the throttle to pull yourself up, just like
pedaling a bike faster. Using excess thrust is a way to gain altitude without losing airspeed.
Every aircraft has a “best-climb speed.” With full power, this is the speed that lets the airplane gain
altitude fastest in a sustained climb. Adjust your speed by raising or lowering the nose. To find your
aircraft’s best-climb speed, see the chart in the “Planes” section of the Machines of War chapter.
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Descending
There are two ways to get your ship to go down:
Dive
Push forward on the stick to make a steep “hill” to dive down. As you descend, your speed will
increase. Pushing forward on the stick to go down means trading altitude for airspeed. Be careful! If
the air traveling over your wings in a high-speed dive exceeds the speed of sound, your control surfaces
may lose their effectiveness. “Compressibility” is a very dangerous condition, and you may not be able
to pull out of the dive.
Glide
To descend more slowly than in a dive, make a shallow “hill” with the stick (or leave the stick where it
is), and reduce your throttle a bit. When the engine stops producing enough thrust to maintain level
flight, your plane will start to glide slowly toward the ground. Gliding is a way to lose altitude without
gaining airspeed.
Every aircraft has a “best-glide speed.” If the engine quits, this is the speed that lets the airplane glide
the farthest. Adjust your speed by raising or lowering the nose. For your aircraft’s best-glide speed, see
the chart in the “Planes” section of the Machines of War chapter.
Don’t stall!
A stall is an aerodynamic phenom-
enon—it has nothing to do with an
airplane’s engine sputtering. You can INTENDED
stall at any airspeed—even when the PATH
plane is in a fast dive!
The reason for this is what is called the
“angle of attack.” This is the angle at
which a wing meets the oncoming air
(the difference between where the wing
points and where it’s actually going). If
ACTUAL
you increase the angle of attack too PATH
much, the wings just disturb the air
instead of deflecting it downward. The
resulting lack of lift is called a “stall”:
the wings can’t generate enough lift to
Be careful: No matter how fast you’re going, if you pull back on the stick too
hard, your wings will stall!
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counteract the plane’s weight, so it starts to fall toward the ground. (For more information on angle of
attack, see “Why it All Works” later in this chapter.)
A wing always stalls at the same critical angle of attack, no matter how fast or slow you’re flying.
If you add weight to your airplane, it will stall at a higher speed. More fuel and more ammunition will
make the plane weigh more. But so will maneuvering. In a turn, for example, centrifugal force will pull
you into your seat: both you and the airplane will seem heavier. Even though the “real” weight of the
airplane hasn’t changed, the “apparent weight” has—and more lift is required to offset this weight and
maintain level flight. To generate this additional lift you’ll need to increase the angle of attack, which
means you’ll be closer to the critical angle of attack and a stall.
So go easy on the stick when you’re maneuvering. Just because you’re going fast doesn’t mean you
can’t stall!
Learn to recognize the warning signs
A stall near the ground can be deadly. But you can learn to sense one coming and prevent it. As the air
flowing over the top of the wings becomes turbulent, you’ll feel a slight shaking or buffeting, and
you’ll see a “Stall” text message on the screen. This means that your airplane is about to stall, so reduce
the angle of attack!
Recover promptly
The only way to recover from a stall (or to prevent one) is to reduce the angle of attack. Apply
forward pressure on the stick, and add power to minimize loss of altitude. If you continue to pull back
on the stick (the intuitive thing to do, since your nose is dropping!), your ship will not recover. If one
wing drops before the other, the stall may become a spin.
Don’t spin!
A spin occurs when one wing stalls first. The ship corkscrews toward the ground at a steep angle of
descent, at a low airspeed. Sound scary? It’s no big deal once you’ve done a few. But understand that
for an airplane to spin it must first be stalled. Avoid a stall and you’ll avoid a spin.
Note: When auto-rudder is set to Off, it’s unlikely a stall will develop into a spin. To turn auto-rudder
on or off, from the Main screen, click Settings, and select or clear the “Enable auto-rudder” check box.
If you find yourself in a spin close to the ground, your options are limited. Bail out (press the O key
three times)! If you think you have enough altitude to recover (at least 5,000 feet in most aircraft),
here’s what to do:
1. Center the stick—you’ll neutralize the ailerons.
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2. Apply full rudder opposite the direction of rotation, and relax back-pressure on the stick to decrease
the angle of attack and break the stall. (In some planes you’ll have to “pop” the stick forward sharply.)
3. As soon as the rotation stops, neutralize the rudder.
4. Add power and ease back on the stick as airspeed builds.
Note: When auto-rudder is set to On, you can steer by moving the stick left and right—the ailerons and
the rudder are connected. To turn auto-rudder on or off, from the Main screen, click Settings, then in
the Controls section, select or clear the “Enable auto-rudder” check box.
Hold the stick back some to keep the tailwheel on the ground. Taxi with the throttle at idle and use the
brakes as little as possible. To turn sharply, brake just on the side you’re turning toward (press F11 or
F12 key). When you reach the runway, stop at a right-angle and scan the sky for any approaching
aircraft.
Taking off
Taking off is something even experienced pilots get excited about. But it’s important that you don’t lose
your head during this critical stage of flight. Every plane performs differently during takeoff, so use the
chart in the “Planes” section of the Machines of War chapter for best climb speeds and flap details.
Here are some general guidelines:
1. Line up on the runway.
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8. After the aircraft has slowed to walking speed, apply the brakes (press PERIOD key).
Using checklists
Why rely on your memory? As you fly, you can view Takeoff, Cruise, Descent, and Landing checklists
to help you with these important phases of flight. Press SHIFT+C to display and cycle through the
available checklists. To close the checklists, click the X in the lower-right corner of the checklist, or
press SHIFT+C when the last checklist appears.
You can also get to the checklists from the pull-down menu. On the Aircraft menu, point to Checklists,
then select the checklist you want to display.
Note: You can edit the checklists or create customized checklists. For more information, type “Custom-
izing Checklists” on the Index tab of online Help.
Lift
Lift is the upward force
produced by a wing as it
moves through the air. It’s
the force that counteracts
the downward-pulling
LIFT
effects of an airplane’s
weight.
THRUST DRAG How a wing works
Ask engineers how a wing
WEIGHT
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Weight
Weight opposes lift—it’s the downward force caused by gravity pulling an airplane toward the center of
the earth.
For your ship to fly, the wings must develop enough lift to counteract its weight. The “real” weight of
your aircraft changes only as fuel and ammunition are used up. But changes in “apparent gravity”
(measured in G-forces) are caused by maneuvering. For example, a turn with a 60-degree bank puts a
2G load on the plane and its pilot. Both seem to weigh twice as much as they do when in straight-and-
level flight—and in a way they do—because of the increase in “apparent weight.”
Compensating for G-forces
During maneuvers, you have to adjust the amount of lift to compensate for the changes in weight
caused by G-forces. To stay level during a steeply banked turn, for example, you’ll need to raise the
nose slightly (increase the angle of attack) and add more power (thrust) to produce more lift to balance
you out.
Physiological effects of G-forces
Most maneuvers create only slight, brief G-forces. But combat maneuvers produce strong, rapidly
changing G-forces that can be uncomfortable, or even incapacitating.
Positive Gs: Rapid pull-ups and steeply banked, level turns create positive G-forces that act toward
your feet. As the blood circulation to your brain decreases, your visual field narrows and you may
experience “blackout”: you’ll lose color vision and eventually lose consciousness.
Negative Gs: Rapid pushovers and certain aerobatic maneuvers create negative G-forces that act toward
your head. As the forces increase, you’ll experience discomfort, headache, “redout” caused by
excessive blood flow to your eyes, and even unconsciousness. Most pilots have a much lower tolerance
for negative Gs than for positive Gs.
Thrust
Thrust is the forward force provided by an airplane’s propeller, and is opposed by drag (the resistance
of the air as the airplane moves through it).
An airplane’s propeller creates thrust in the same way its wings create lift: air is deflected backward, so
the propeller (and the aircraft) move forward. The more powerful the engine (and the bigger the
propeller), the greater the thrust, and the faster the airplane can fly. Thrust is also the most important
factor in determining a plane’s ability to climb.
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Drag
Drag is the rearward-
pulling force that
opposes thrust, and has
two components:
“parasite drag” and
“induced drag.”
Parasite drag
Parasite drag is caused
by friction between the
air and an airplane’s
structure. The more
things there are sticking
out into the airflow
(antennas, landing gear,
bombs), the higher the
parasite drag. Your plane
is designed to have as
little parasite drag as
possible, but the faster Detail from Laughter and Tears: A Combat Pilot’s Sketchbooks of
you go, the more there World War II Squadron Life, by George Rarey. (©Damon Rarey)
will be.
Induced drag
As the angle of attack increases, lift pulls an airplane upward and backward. The upward component of
lift is called “effective lift”; the backward component is called “induced drag.” Effective lift counteracts
weight to keep the airplane flying. Induced drag counteracts thrust and slows the airplane down. The
slower you go (the bigger the angle of attack), the greater the induced drag. Eventually, you’ll need to
add more power to generate the lift necessary to remain aloft.
Experimenting with induced drag
You can understand how induced drag works by sticking your hand out the car window again. If you
hold your hand relatively flat (at a low angle of attack), your hand gets pushed upward and slightly
backward. As you increase the angle of attack you’ll notice an increase in both the upward force
(effective lift) and in the backward force (induced drag). Increase the angle too much and your hand
will stall.
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Navigation
Finding your way through the sky using ground references, a map, and your compass can be quite a
challenge. Combat Flight Simulator makes navigating a bit easier. If you’re up for a challenge, you can
fly using ground references. Or, you can take advantage of the waypoint information on the Tactical
Display. If you don’t want to bother with navigation at all, you can easily skip to the next waypoint.
Using these three methods in conjunction with the mission map displayed on the mission briefing
screen and the map in the back of this manual, it’s easy to find the action.
Using ground references
If you want to fly from your base to the mission objective and back in real time, you can find your way
using references on the ground. “Pilotage” is the most basic way to stay on course. It involves matching
terrain features with symbols on a map. Pilotage depends on reasonably good weather and a pilot who
pays attention to each checkpoint along the route.
“Deduced reckoning” is a bit more complicated than pilotage. It involves measuring distances, keeping
track of time elapsed between checkpoints, and estimating the effect of wind.
Navigating successfully using ground references depends on making accurate corrections for the effect
of wind on your airplane’s flight path. For example, suppose you’re flying east from Biggen Hill and
the wind is from the north at 20 knots. If you fly a compass heading of 090 degrees, after an hour,
you’ll be 20 nautical miles (nm) south of your intended course. To compensate, you must turn your ship
slightly into the wind. The magnitude of this wind correction angle depends on how fast your aircraft
flies. The faster you fly, the less of a wind correction angle you need. In most missions, wind is not a
significant factor. You can manually set winds in the Free Flight and Quick Combat area.
Using waypoint information
Whenever the Tactical Display is on (press F9 key to toggle) and you’re not engaged in combat,
waypoint information appears. You’ll see a line extending from the symbol that represents your aircraft
toward the next waypoint. Under the Tactical Display, you’ll see the distance and magnetic bearing to
the next waypoint or action sequence.
Using waypoint information to navigate in real time is simple: just turn your aircraft so that the line
points to the top of the screen and your heading matches the suggested bearing. You’ll see the distance
to the waypoint decrease as you fly toward it. Waypoint information turns off when you’re engaged in
combat so that the Tactical Display is easier to read. Waypoint information turns back on when combat
is over.
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Communications
During a mission, your radio is on by default and can provide you with good information. (To turn the
radio off or back on, press the B key.) Pay attention to what you hear!
Here are some examples of common radio transmissions:
“Bandits! Nine o’clock low!”
Imagine that your aircraft is at the center of a clock, with the nose at 12. This transmission means that
the enemy is off your left wing, lower than you.
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Aileron Roll
Purpose
Rarely used on its own in battle, the Aileron Roll is worth learning because it’s part of many combat
maneuvers.
To Perform
Raise the nose slightly. Pick a reference point on the horizon, then smoothly push the stick all the way
to one side and hold it there. Use the stick to keep the nose on the reference point, then center the stick
as the wings approach level again. Practice stopping the roll partway through for a half-roll. That’s an
easy way to get inverted quickly.
* For complete instructions on air combat maneuvers, see the Air Combat chapter.
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Barrel Roll
Purpose
The Barrel Roll is a basic aerobatic maneuver that can also be used in combat to shake an enemy from
your tail. You’ll corkscrew through the sky and lose airspeed, causing your opponent to fly right by.
To Perform
Raise the nose, bank sharply left or right, and gently pull back on the stick to maintain the roll. Hold the
sideways pressure on the stick as you roll inverted, then center it when you return to level flight. During
this move, the stick is essentially in the left- or right-rear corner of the cockpit. The nose will draw a
circle on the horizon instead of rotating around a point, as in an aileron roll. If you do a Barrel Roll
perfectly, you won’t lose any altitude.
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Loop Over
Purpose
A Loop Over (commonly referred to as a “loop”) is a way to make a vertical circle in the sky and end
up back where you started. Practicing Loop Overs will help you get accustomed to unusual pitch
attitudes, rapidly changing airspeeds, and the effects of G-forces.
To Perform
Make sure you have enough airspeed or you’ll stall at the top of the loop. Slowly pull back on the stick.
As you climb, you’ll lose airspeed. Once inverted, ease off on the stick. Add a little back pressure as
you start down the back side, and reduce the throttle as you dive. A tip: watch your left wing tip to see
where in the loop you are. The wing should draw a circle on the horizon.
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Loop Under
Purpose
A Loop Under is basically a reverse Loop Over, but it’s more useful in combat since you gain speed
early. Whereas your airspeed has to be high to do a Loop Over, your ship has to be high to do a Loop
Under—or you’ll hit the ground! Make sure you have enough altitude before you try this one, and don’t
pull too many negative Gs. The negative G loads most aircraft can handle are half that of the positive G
loads.
To Perform
Do a half–Aileron Roll to get inverted, then pull back on the stick smoothly. You’ll gain airspeed,
which will let you start up the other side of the loop. As you start to climb, keep back pressure on the
stick. You’ll slow down as you become inverted. Push forward on the stick slightly to stop the loop,
then finish the maneuver with another half–Aileron Roll: you should be flying in the same direction you
were when you started, and at the same altitude.
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Using views
You can use a joystick, keyboard commands, and the items on the Views menu to see everything you’d
see from the cockpit of a real airplane—and more. Different views serve different purposes. Experiment
with them in Quick Combat and learn your favorites to keep track of where the enemy is. For a detailed
list of all the views and view commands available, see the Key Command table in the back of the book.
In combat, you’ll probably use a combination of views:
• Cockpit view is the default view, and provides the most realistic flying experience.
of World War II Squadron Life, by George Rarey. (©Damon Rarey)
• Full view (cycle with the W key—it’s a three-way toggle) provides the best visibility, and when
Detail from Laughter and Tears: A Combat Pilot’s Sketchbooks
used with the Heads Up Display gives you most of the important information you need.
• Bomb/rocket view (press A key to toggle on and off) puts you at the front of the bomb or rocket
you’ve launched. Press the TAB key to cycle through all the launched bombs and/or rockets.
• Padlock view (press the ` key or Button 8 on your joystick to toggle on and off) locks your view
onto the closest enemy, and puts yellow brackets around the plane for easy identification. It’s as if
your head is always looking at the enemy aircraft. The “padlocked” aircraft will also appear as a
yellow dot on the Tactical Display (see “Using the Tactical Display” later in this chapter). To lock
onto a different target, press the TAB key or Button 3 on your joystick. SHIFT+TAB or joystick
button 4 cycles through the available targets backward.
Although it takes some practice to use Padlock view effectively, it’s a good way to stay on the
enemy’s tail once you’re there. When you exit Padlock view, the last padlocked target will still
appear as a yellow dot on the Tactical Display, and the Enemy Indicator (see “Using the Enemy
Indicator” later in this chapter) will point toward it. To cancel the target, press Shift+` key.
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• Virtual cockpit view (press S key once) lets you pan around the inside of a three-dimensional
cockpit.
• Spot view (cycle through S key twice), shows you an outside view of your aircraft. You can
position the spot plane anywhere around your plane.
• Chase view (press C key to toggle on and off) puts you behind your aircraft. Press the TAB key
to cycle behind each other aircraft.
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Using gunsights
Most of the aircraft in Microsoft® Combat Flight Simulator feature a reflector gunsight that consists of a
yellow circle of light with crosshairs and a center aiming point projected onto a glass screen. To hit the
target, take your own aircraft’s movement and that of the enemy’s into account: once you’re within
range, position the center aiming point where you think the enemy will be when the bullets converge.
Then fire!
Note: The P-51 features both a reflector gunsight and a gyroscopic gunsight. (To toggle between these
gunsights, press the BACKSLASH (\) key.) A gyroscopic gunsight takes the movement of your aircraft
into account. A moving circle of diamonds controlled by a gyroscope is projected onto a glass screen.
When the circle’s position is stabilized and the target is within range, it indicates the point where the
bullets will converge. When using the gyroscopic gunsight, there’s no need to take your aircraft’s
movement into account. Just point the diamonds ahead of the target, and fire.
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“In a dogfight, I was never really aware of the fact that I was in an airplane at all. My eyes
never left the enemy and my hands and feet just did what they had to do to put me on his
tail. If you’re chasing a pig [across the barnyard], you don’t stop to think, ‘If I put my left
foot over here I’ll be able to cut him off.’ You just do it.”
—Flight Lieutenant Jack Stafford, D.F.C., Ex 486 (NZ) Fighter Squadron
Using weapons
Depending on the aircraft you’re flying and your mission, you’ll have different weapons at your
disposal. If you want to change your weapons loadout, you can do so on the Change Aircraft screen.
Guns are used for attacking other aircraft and for strafing ground targets, including parked aircraft and
“soft-skinned” vehicles.
Cannons pack a heavier punch, but are used for the same purposes as guns, although they have less
range. The weight and explosive force of their projectiles makes armored vehicles, including tanks,
vulnerable.
Rockets are used by German pilots in air-to-air attacks on bombers, and by Allied pilots against tough
ground targets, including structures and tanks.
Timed Rockets explode three seconds after they’re launched, and are a useful way to create an
explosion in the middle of a group of bombers.
Bombs are used in fighter-bomber attacks against bridges, airfields, tanks, and other damage-resistant
ground targets.
Action Command
Fire guns 1 key (keyboard) / Joystick Button 1
Fire cannons 2 key (keyboard) / Joystick Button 2
Fire rocket 3 key (keyboard) / Joystick Button 5
Fire timed rocket CTRL+3
Release bomb 4 key (keyboard) / Joystick Button 6
Fire guns and cannons SPACEBAR
Bomb/rocket view A key
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rate to decrease. Every ship has a speed at which maximum-performance turns are possible. In general
though, a slower-flying aircraft will out-turn a faster-flying one.
Turn into your opponent
Turning into the enemy’s direction of movement increases the angle between your movement and his
guns, making you harder to hit. Turning away decreases the angle, making you an easier target—and
making it much easier for him to get on your tail.
Use “deflection shooting”
Attacking an enemy aircraft from in front or behind is easy. Just aim and shoot when you’re close
enough to hit the target. Attacking from other angles is more complicated. You must coordinate your
shooting with your speed and fire ahead of the target so that he runs into your bullets. This difficult
skill is called “deflection shooting,” and is the mark of a good combat pilot. Learning it is essential to
your success. The P-51 features a gyroscopic gunsight that automatically accounts for deflection. See
“Using gunsights” earlier in this chapter.
Don’t shoot until he fills your windscreen
Wait until you’re so close that you’re sure you’ll hit him—you’ll save ammunition. This strategy takes
less concentration than deflection shooting, but it isn’t always practical—especially if you’re meeting
the enemy head on!
Never stop an attack once you’ve initiated it
If you run away when you’re within range of the enemy, it’ll be easier for him to get a shot at you.
Courage is not the absence of fear, it’s action in the face of fear. If you’ve decided to attack, be
courageous and follow through. Cowardice at close range will get you killed.
4. Maneuvering
Maneuvering happens in these ways: when neither side gains an advantage during detection, when the
enemy sees you during your closing, or when your attack fails to down the enemy ship. It’s a test of
skill in which each opponent tries to get into a position to fire.
5. Disengaging
Disengaging means putting space between you and the enemy so you’re out of the fight. You can
disengage on purpose, or by accident. Be careful though: just because you want to leave doesn’t mean
the fight will end.
Practice the following maneuvers like a musician uses scales. When you need them they’ll be
at your fingertips. Also be sure to try out the online Training Missions from the Main screen.
The element of
surprise
Purpose
In eighty percent of all kills,
the defender never knows
what hit him. Stalking your
prey and getting the jump on
him before he can react is
the surest way to survive in
air combat. This includes
coming in out of the sun,
flying in the enemy’s blind spot (such as below his plane) and using clouds to hide in.
Drawbacks
You’ll have to set up your attack, which means using more discretion than just ramming the throttle to
the firewall and diving in with guns blazing. This takes time and patience, and you may lose the
opportunity to attack while positioning yourself.
To perform
Keep your head on a swivel. Look for clouds, the position of the sun, the blind spots in the enemy’s
view. Use altitude to position yourself, then swoop in. Once you commit to the attack, follow through
and never give the enemy an opportunity to get his guns on you.
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Immelmann
Purpose
The Immelmann turn is a useful
way to gain altitude over an enemy
while turning toward him, and is a
good move to pull after performing
a high-speed pass.
Drawbacks
Because of the loss of speed
toward the top of the maneuver,
you should avoid using the
Immelmann when enemies are
within gun range—you’ll be a
stalling duck if you’re not careful.
To perform
The Immelmann is basically a half
loop with a half roll on top. After
you’ve passed your enemy, pull
back gently on the stick, apply full
throttle, and start climbing directly
up. Make sure you have plenty of
speed. Meanwhile, look behind
you to see what the bandit is
doing, and start planning your turn
toward him. Before you enter a
stall, do a half–Aileron Roll
toward the enemy and look for the
chance to drop in toward him. If
you time it right, you’ll get on his
six o’clock position and should be
able to get a decent deflection shot
at him.
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Lead Turn
Purpose
The Lead Turn is a “first move” to gain an advantage on your opponent by out-turning him.
Drawbacks
Begun too soon, the Lead Turn can put you in front of the enemy. Also, it’s somewhat predictable, easy
to counter, and does not present you with an immediate shot. Timing is key. Do not perform this
maneuver unless you’re certain your ship can turn with or out-turn your foe’s plane, or if his speed is so
great that he can’t turn tightly.
To perform
As you are merging, begin turning early into the enemy to gain a “snap shot,” then follow through with
the turn to put yourself on his six o’clock. Ease off the throttle to maintain a tight turn. Keep an eye on
the enemy using view commands—he should be in your upper canopy view. When you’re in the
tightest turn possible, apply full throttle while keeping the stick back as far as you can get it without
stalling.
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Lag Turn
Purpose
The opposite of a Lead Turn, the Lag Turn is used after a merge to gain an advantage on your foe and
to place your plane in his six o’clock position. The Lag Turn is useful if you are moving faster than he
is or if your plane can’t out-turn his.
Drawbacks
This may allow your foe to gain more distance over you, if you bleed off too much speed in the turn.
The window of opportunity for performing the maneuver is small and allows for little error.
To perform
Turn into the enemy, but not tightly, and allow your plane to drift wide. As you lose momentum, begin
tightening your turn, throttling up as you go. Never lose sight of your enemy—keep him in view at all
times! You should drop airspeed to just above stalling to maintain the tightest turn possible, pulling all
the way back on the stick. Then apply full throttle to stay above stalling, and keep the stick back.
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High Yo-Yo
Purpose
The High Yo-Yo is useful if you’re carrying too much speed to turn into your enemy’s breaking move.
This maneuver can also enable a plane with a wider turning radius to cut into a breaking bandit and get
a shot in.
Drawbacks
This maneuver is fairly difficult to perform as it requires good timing to get a lead on the target. Also,
it’s somewhat difficult to maintain sight of the target throughout the maneuver.
To perform
Pull up out of your enemy’s breaking turn, climb to reduce speed, then roll back down inverted toward
him to either lead or lag pursuit. Keep an eye on the enemy to make sure he’s continuing in his turn.
Remember that by climbing, you’re trading airspeed for altitude and you’ll slow down. This will enable
you to turn more tightly.
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Low Yo-Yo
Purpose
The opposite of a High Yo-Yo, the Low Yo-Yo allows you to gain energy while turning into your
opponent. This is useful when you’re close to stalling and need to pick up speed.
Drawbacks
Again, timing is the key to performing this maneuver. Your foe might also be able to gain an altitude
advantage over you.
To perform
Drop nose-down into the bandit’s breaking turn, gain speed in a diving turn, then bring your nose up
into him. As you do this you should have the throttle on full and be turning as tightly as you can.
Ideally, you should gain extra lead on your foe so that when he pulls his nose up he turns into your
guns. Keep in mind that if you’re already moving at well above stall speed, you’re going to gain speed,
which will make your turn wider.
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Scissors
Purpose
The Scissors is a series of turns forcing your plane into your enemy’s. The Scissors occurs when both
pilots are attempting to gain advantage over the other. The Scissors tends to happen when both planes
are parallel, moving in the same direction. Each plane attempts to turn into the other.
Drawbacks
The slower, more agile plane will usually win this fight, if its pilot knows what he’s doing. The
maneuver can be very disorienting though, and is dangerous to perform at low altitudes.
To perform
As your foe turns into you, you turn into him, and roll back as your flight paths cross. Once he clears to
the other side of you, roll back into him, turning as tightly as you can. Throttle back if you have to keep
a tight turn, but beware of stalling. Keep an eye on your enemy and roll your plane so that you can
track him. If you can get to his six o’clock, roll into the direction he’s moving.
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Up and Under
Purpose
This maneuver will put your fighter in the best position to attack a bomber right in its most vulnerable
area—the belly. It’s also effective for bouncing unsuspecting fighters.
Drawbacks
Climbing reduces your airspeed and makes you more of a target yourself. Luftwaffe pilots attacking
Allied bombers are vulnerable to the bombers’ defensive fire.
To perform
From a point at or above and behind the bomber, dive to gather speed. Once under the enemy aircraft,
pull your nose up into the belly of the target and attempt to stay in the target’s blind spot.
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Head-On Attack
Purpose
Allied fighters use this attack to attempt to scatter formations of Luftwaffe medium bombers, then “pick
off” the stragglers. German fighters use this type of attack against the heavily gunned Allied bomber
formations, since they have the least amount of firepower toward the front.
Drawbacks
The high rate of closure can lead to mid-air collisions. Even with the biggest bombers, the small
deflection angle means a very small chance of hitting any vital areas. A good target on a bomber is the
cockpit, but it can be hard to hit when the rate of closure is so high.
To perform
The trick is to attack at a zero deflection angle, flying straight at the bombers! Wait until the last
possible second to fire and pull up. Gutsy fliers will fly through the formation. A more conservative
approach is to break downward and away from the bombers’ defensive fire.
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“The first rule of all air combat is to see the opponent first. Like the hunter who stalks
his prey and maneuvers himself unnoticed into the most favorable position for the kill,
the fighter in the opening of a dogfight must detect the opponent as early as possible in
order to attain a superior position for attack.”
—Adolf Galland, The First and the Last: The Rise and Fall of the German Fighter Forces
Strafing
Purpose
Attacking ground targets and avoiding ground fire.
Drawbacks
Strafing is very dangerous due to the possibility of getting hit by ground fire or crashing.
To perform
The key to strafing is to stay as low as possible, giving the enemy very little to shoot at. Stay under a
hundred feet if you can, and start firing when your target comes into range. You may need to pop up
slightly before shooting. Stay low until you’re clear of ground fire. Fly as fast as your plane will go!
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Dive Bombing
Purpose
Attacking ground units with bombs. Dive
bombing is the most accurate way to put
your bomb on target.
Drawbacks
Fighters can carry bombs, but their
performance is hampered by the
additional weight. While on the crucial
bomb run, the fighter (or any plane for
that matter) is vulnerable to ground fire,
and is an easier target to hit.
To perform
From 10,000 to 15,000 feet, put your ship
in a dive toward the target. You should be
at an angle between 45 and 70 degrees.
Be careful not to dive too steeply—if you
get your plane inverted your bomb may
not release correctly. As you pick up
airspeed, make gentle turns to stay on
target, and throttle back if you have to, to
avoid excessive speed. At around 3,000
feet, release the bomb—you should think
about it dropping straight onto the target,
like dropping a “pickle into a pickle
barrel.” Because you’re not diving
straight down, you may need to
compensate by aiming slightly behind the
target. Once you release the bomb, pull
back on the stick gently to pull out of
your dive, and ease off the throttle if your airspeed is high. Be careful—if you pull back too hard too
quickly, you may stall or damage your plane! After you pull out of the dive, add power and either level
out or climb away from the target. Don’t get careless checking to see if your bomb hit—enemy fighters
or flak could catch you in this vulnerable moment.
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The Break
Purpose
Pure and simple, the purpose of the
break is to get out of the way of the
bullets coming from your six o’clock.
The break works best when your
attacker is carrying lots of speed and
can’t make a turn into you.
Drawbacks
This move is a momentary solution to
getting out of harm’s way, but it drains
your plane of any airspeed, making you
a sitting duck if you’re not careful.
Also, if your attacker can turn into you,
breaking does you no good. If your
attacker is in a more maneuverable
aircraft than yours, the break is a
temporary solution at best.
To perform
Throttle back so you can turn tighter,
roll toward the direction of your
attacker (if he’s coming from your
right, roll right), and turn as tightly as
you can into him. Pour on the gas if
you lose too much airspeed. If you find
that you’ve lost momentum after the sharp turn, lower your nose to gain more speed. Keep breaking
into your attacker if you have to.
“I never bothered with deflection shooting. My philosophy was to get on an enemy fighter’s
tail, get close, and let him have it. . .”
—Maj. Bill Chick, USAAF 325th Fighter Group, in Eric Hammel, Aces Against Germany
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The Split-S
Purpose
The Split-S is like a vertical
break, but instead of turning to
your left or right, you’re rolling
to dive down. Difficult to follow,
this is a very strong defensive
move in a pinch.
Drawbacks
You’ll need altitude to perform
the Split-S, and if you dive too
fast, you might damage your
control surfaces.
To perform
If you find an attacker at your six
o’clock, roll your plane inverted
and pull back hard on the stick.
Throttle back as your plane dives
to avoid gaining too much
airspeed. As the horizon appears
in front of you, increase power
and be ready to turn back into
your attacker. If you find that
you’re still at a disadvantage,
consider performing another
Split-S or, if you have the
momentum, use your superior
speed to put distance between
you and your attacker. But
whatever you do, don’t fly
straight-and-level!
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Damage Effects
What to do if you’re hit:
1. KEEP FLYING THE AIRPLANE.
2. Assess the damage.
3. Take appropriate action.
Teams of mechanics work day and night on the ground, but in the air it’s up to you to deal with any
damage that occurs.
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Inflicting damage
When you damage another aircraft, you may see:
• White puffs of smoke.
• Sparks as bullets hit the aircraft.
• Pieces of the aircraft fall off.
• An explosion.
• Smoke.
Note: White smoke indicates damage to the coolant or fuel systems. Black smoke indicates burning oil
or damage to the engine. Sputtering smoke means the aircraft is slightly damaged, while intermittent
smoke means the aircraft is moderately damaged. A steady stream of smoke means the aircraft is
seriously damaged.
Sustaining damage
Different kinds of damage have different effects. Here’s a list of what can go wrong, and what to do
about it:
Wounds
Explosions, shrapnel,
bullets, smoke, and fire can
all hurt you and seriously
affect your ability to fly. If
you’re wounded, you risk
losing control of your ship.
What to do: Assess your
injuries, then make a
decision to fight or flee. If
you choose to fight and you
survive, you’ll be rewarded
for your courage. (See the
Medals and Promotions
chapter.)
P-51 Mustang coming in for a landing hits a wrecked German plane that
had crashed a few minutes before. (UPI/Corbis)
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Fire
If your aircraft is on fire you’re in big trouble, and there’s not much you can do to stop it. The flames
will rapidly eat away at your ship.
What to do: Keep your speed up to keep things cool, but make sure you bail out (press O key three
times) before the flames enter the cockpit!
Explosions
A well-placed cannon round or another bad turn of fate may cause your ship to spontaneously explode
without warning.
What to do: Nothing. You’ll be dead before you know what hit you.
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Airframe damage
Shredded wings and
stabilizers will change your
ship’s flight characteristics.
Because a damaged
airframe is highly
susceptible to structural
failure, getting home in one
piece will require intense
concentration and a steady
hand.
What to do: Slow down
and maneuver gently to
avoid putting additional
stress on the airframe.
Control surface damage
A crashed Heinkel 111 is inspected in England.
If you notice the controls (Archive Photos)
sticking, or becoming
significantly less responsive to your movements, suspect damage to a primary or secondary control
surface (rudder, elevator, ailerons, flaps, trim tabs). This can be deadly, as it may impede your ability to
control the aircraft.
What to do: Do your best to maintain control, and avoid lowering the flaps or landing gear unless
absolutely necessary.
Engine damage/failure
When your engine is damaged, you’ll notice roughness, vibrations, and RPM variations. Smoke and
flames may spout from the nose. Monitor the tachometer, oil pressure, manifold pressure, oil
temperature, and engine temperature gauges for changes. Engine damage will likely turn into engine
failure.
What to do: Buy yourself some time by nursing the engine with a low throttle setting. If the engine
stops or seizes, maintain your airplane’s best glide speed (see the chart at the end of the “Planes”
section in the Machines of War chapter), then make an emergency landing without power, or bail out.
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Gun/Cannon/Rocket/
Bomb damage
A fighter plane is an
airborne weapons
platform. If the weapons
stop working, you can’t
accomplish your mission
or defend yourself
effectively.
What to do: If the
damage is so significant
that you can’t fight, make
a run for it.
Coolant/Oil leak
If your cooling system is
punctured, your engine
Photo taken from an American bomber after a Thunderbolt had scored a direct hit on a German
will run increasingly ammunition truck in France. (UPI/Corbis)
rough, and the
temperature will
increase. If the temperature increases too much, the engine will seize.
What to do: Monitor the coolant temperature, engine temperature, oil temperature, and oil pressure
gauges for abnormal readings. Try to keep temperatures down by flying with a lower throttle setting
and increasing your airspeed by lowering the nose.
Fuel leak
A punctured fuel system means that fuel is either leaving the aircraft in a vapor trail or not flowing
properly. Either way, you’ll run out of gas sooner than expected.
What to do: Monitor the fuel gauges and fuel warning light, but don’t trust them. Get home as soon as
you can. If you’re hit, a fuel leak can easily turn you into a fireball.
Hydraulic leak
A damaged hydraulic system means that hydraulically operated parts (like the landing gear and flaps on
some aircraft) will move more and more sluggishly until they stop responding entirely.
What to do: Keep an eye on the hydraulic pressure indicator. If necessary, use the manual backup
controls for these aircraft components.
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“There is some sixth sense that a man acquires when he has peered often enough out of a
perspex capsule into a hostile sky—hunches that come to him, sudden and compelling,
enabling him to read signs that others don’t even see. Such a man can extract more from a
faint tangle of condensation trails, or a distant flitting dot, than he has any reason or right
to do.”
—Larry Forrester, in his biography of Stanford Tuck, as quoted in Mike Spick, The Ace Factor
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The Missions
Now it’s time to apply your training to actual air combat
missions. This chapter will serve as an introduction to
missions in general, as well as specific types of missions.
An RAF pilot successfully returns from his mission, but he had to swim part of the way. (UPI/Corbis)
Campaigns
In Campaigns, you will never see a list of individual missions. Your mission briefings will be just like
those described previously, but will be given to you on a need-to-know basis. As the pilot you create,
you will have a career, complete with a combat record, promotions in rank, and medals for
commendable service or injury.
After you’ve clicked Campaigns on the main screen, choose which of the two campaigns and which
side your pilot will fight for. Then create a pilot, and assign an Enemy level (Rookie is the least
difficult, Ace the most difficult). You can create more than one pilot, each of whom may be designated
for either campaign and either air force.
After you have created at least one pilot, click a pilot name from the list and begin the campaign. At
that time, you’ll receive a mission briefing for the next mission in the campaign. Learn the information
well, and begin your mission.
Good luck!
Debriefing
If you’re flying a campaign, you will be debriefed after each mission. When you finish a mission you
will see a Debriefing screen that gives you a summary of how the mission itself went, not just how you
performed individually. On each Debriefing screen, you can click Pilot’s Log to see how the campaign
is faring so far (this will include a record of all your kills), or you can click Medals to see the awards
you’ve collected in the campaign.
Terms to know
Angels: Altitude in thousands of feet. If you are told that enemy aircraft are at “angels thirteen”
you know their altitude is 13,000 feet.
Break!: This is a word of warning from a fellow flyer that you are being attacked. Assume the
attack is coming from behind, and take immediate evasive action whilst you locate your attacker.
Buster!: Full throttle.
Fighter Command: The RAF fighter organisation containing four Fighter Groups: 10 Group,
11 Group, 12 Group, and 13 Group.
Fighter Group: A fighter organisation consisting of approximately 20 squadrons.
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“Forget all the fancy pleasantries you learned to put before and after the message in
voice radio procedure. In your business there is no time for it and the message is the
important thing. The squadron leader is the only man who uses the RT for a transmission
when the squadron is in pursuit of the German. There is no need for you to say anything,
just keep your mouth shut and reflect on the ground controller’s messages to the
leader.“
—Reade Tilley, Hints on Hun-Hunting
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Directions
In your mission briefing, which you’ll see right before you fly, you will have whatever navigation
instructions are available from Fighter Command. If you receive vector information, remember that it is
always a three-digit number that corresponds with a compass heading on your cockpit panel. The digits
are always given individually for clarity. For example, if you are told to fly vector 0-7-0, turn your
aeroplane so that 70 degrees displays on the compass.
The compass is 360 degrees: 0-0-0 is north, 0-9-0 is east, 1-8-0 is south, and 2-7-0 is west.
Altitude is always given in angels, or thousands of feet.
It is recommended that you turn your tactical display on for heading information to your next mission
waypoint. The tactical display doubles as an enemy locator in case there are any bandits nearby.
Engagements have thus far taken place over the Channel and the south coast of England. Attempt to
engage the enemy over the water if you can.
“. . . the rigid duties of a wingman were a basic contradiction of one’s natural instinct to
seize on a 109, follow him down to ground level if necessary, fasten one’s teeth into him
and not let go until he hit the deck and burst open like a rotten egg. Had we obeyed
these instincts and broken formation to chase our own opponents we should have been
thrown out of the Tangmere Wing within a few minutes of landing.”
—J.E. “Johnnie” Johnson, Wing Leader
Terms
Freie Jagd: A free chase or fighter sweep mission. Fighter aircraft have no escorting
responsibilities, and are free to take the offensive.
Gruppe: A fighter unit consisting of 30 to 40 aircraft.
Jagdstaffel: A fighter squadron consisting of 10 to 12 aircraft.
Kette: A three-plane V-shaped fighter formation.
Rotte: A unit of two fighter planes (a leader and a wingman).
Schwarm: A four-aircraft formation.
Procedures
Before each mission, you will receive a briefing on all essential information. You will be told the type
of mission, the location of the target, and specific navigational instructions.
The mission objective in your briefing will include all necessary information for your mission.
Waypoints are shown on your briefing map.
Directions
In your mission briefing, you will always have a target and a map with waypoints. Follow the
information on your tactical display to each mission waypoint until you reach your target.
The primary departure points are the Le Havre and Cherbourg air bases.
“. . . The defensive fire of the bombers and escorting fighters took great toll on our
force. [Above 20,000 feet] Numerous German pilots were sitting in their completely
iced-up cockpits, half blinded, to become an easy prey for the Thunderbolts.”
—Adolf Galland, The First and the Last: The Rise and Fall of the German Fighter Forces
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Luftwaffe Mission
Types
Freie Jagd (Sweep)
In this free chase mission, you
will not be given a specific target
to strike, but an area in enemy
airspace over which to fly and
draw up their fighters.
Bomber escort
We have learned from experience
that our medium bombers cannot
maneuver quickly enough to
defend themselves from the
English fighter planes. Escorts by
our Bf 109 fighters are absolutely
essential to allow bombers to
A fighter’s eye view of B-17 bombers in formation.
(UPI/Corbis) reach their targets without being
destroyed by the English Spitfires
and Hurricanes. Fly “high cover” above our bombers with the sun behind you. If the bombers are
attacked, you can then dive toward the English fighters. You will have the advantage of speed from
your dive, and invisibility from the sun’s glare. If these tactics are properly executed, you can strike
down the enemy before he has even seen you.
Convoy attack
This is a specific type of bomber escort in which you will act as a protective fighter screen for our
Stuka dive bombers while they attack shipping. The Englanders move a great deal of their industrial
and military supplies by boat in the English Channel. These ship convoys are vulnerable to our Stukas,
but the Stukas are vulnerable to English fighters. They cannot complete their missions without your aid.
Fighter-Bomber (Ground attack)
In this type of ground assault, heavy fighters will fly into the mission carrying bombs. As soon as the
ordnance is delivered, these fighters (being faster than regular bomber aircraft) can make a swift
escape.
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Terms
Bingo: The point at which you have to turn back or you’ll run out of fuel. Don’t push this, or
you’ll find yourself swimming home.
I.P.: Initial Point. This is the place you reach just before your target, perhaps ten miles away.
You won’t always have an I.P., since you won’t always have a specific target in some missions, like a
Rodeo.
Landfall: The point at which you cross from water to land. Typically, you’ll make landfall
between two points on the north coast of Europe.
RV: Rendezvous point, where you will meet with bombers on an escort mission.
Rodeo: Offensive sortie without escort responsibilities, used to draw up enemy fighters.
Target: This could be
a bombing target on an escort
mission, or a strafing target
for purely tactical fighter
operations.
Zero Hour: The time
of the actual attack.
Procedures
During the mission briefing,
you’ll be told the type of
mission (we’ll discuss those
in just a minute), a target if
there is one, and directions to
get there. Sometimes you’ll
be given a secondary mission
after your primary mission.
Keep in strict formation with
your squadron unless the USAAF bombers destroy a railroad bridge across the Rhone.
mission briefing says you’re (UPI/Corbis)
free to roam.
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If you’re escorting bombers, the mission commander will give you a later takeoff time than the
bombers, so you’ll arrive at a rendezvous point at the same time. When you meet up with the bombers,
slow to their speed. If the weather is clear, assembly might take place between 5,000 and 10,000 feet,
but sometimes higher. In cloudy weather, we might have to go higher than 20,000 feet.
Directions
In your mission briefing, you will be given all necessary directions and objectives. If you are given a
vector for your heading, remember that it is always a three-digit number that corresponds with a
compass setting on your cockpit panel. The digits are always given individually for clarity. For
example, if you are told to fly vector 0-7-0, turn your plane so that 70 degrees displays on the compass.
The compass is 360 degrees: 0-0-0 is north, 0-9-0
is east, 1-8-0 is south, and 2-7-0 is west.
Not everything with Altitude is always given in angels, or thousands
square wings is a of feet.
Messerschmitt! If you’re
Secondary missions
flying around in a
Thunderbolt, don’t fire After your primary mission, let’s say it’s a
at the Mustangs. bomber escort, you may also have a secondary
mission, such as strafing an air field. Check your
fuel level before you begin. Just like with the
primary mission, if your ship isn’t fit, turn back.
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Close escort
A Close Escort is a fighter mission in which the fighters must remain in close contact with the bombers
they’re escorting, not searching for or pursuing enemy fighters.
Free escort
In a Free Escort, fighters have a good deal more freedom of movement than in the Close Escort. The
point is not simply to stick with our bombers, but to range the entire area and take out any Luftwaffe
aircraft that might be close by.
Ground Attack (Surface Attack)
A ground attack can be Strafing or Fighter-Bomber.
Strafing
In a strafing operation, you’ll attack a ground target with guns, cannon, or rockets, or some
combination thereof. Strafing involves fighter planes flying very low to the ground in a parallel
formation like a chorus line. Fly about 50 to 100 feet above the ground starting at your I.P., and then
pop up to about 200 to 300 feet just before you start shooting, so you can shoot with the nose of your
plane pointing down without crashing. Surprise is crucial, so you’ll only get one pass at the target. If
you go in twice, the anti-aircraft guns will be waiting.
Fighter-Bomber
This is where we boom and zoom: go in heavy, hit the enemy hard, and get out fast. Our P-47
Thunderbolts excel at this. They carry the bombs well, and after they’re delivered, can escape at top
speed.
Terms
Freie Jagd: A free chase or sweep mission. These are described in the Mission Types
discussion that follows.
Gruppe: A fighter unit consisting of 30 to 40 aircraft.
Jagdstaffel: A fighter squadron consisting of 10 to 12 aircraft.
Kette: A three-plane V-shaped fighter formation.
Rotte: A unit of two fighter planes (a leader and a wingman).
Schwarm: A four-aircraft formation.
Procedures
Allied attacks directly on the Fatherland are increasing. While it has been our preference to strike at the
enemy on our own terms, we must defend our homeland from American daylight bombing.
Directions
Most of our missions are defensive now, and therefore short-range. You will receive directions to
specific invasion points during briefings. If you are scrambled to intercept an enemy raid, you will be
given a compass setting and an altitude. These two pieces of information will speed you to the conflict.
Assume that you fly at top speed in all
such situations. If a compass setting is
not available, turn your tactical display
on for directional information. Be aware of the wing design of the
American P-51 fighters, which is
highly similar to our Bf 109.
Luftwaffe Mission Types
Intercept
Recent bombing attacks directly on the
Fatherland have increased. Fighters are to be ready at a moment’s notice to meet the invaders and
destroy them before they reach their targets.
Patrol
Patrol missions emphasize air readiness rather than ground readiness. Fighter aircraft remain in the air
in shifts, constantly patrolling a certain sensitive area of airspace. For example, if there is a
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manufacturing facility that we must defend, a patrol might be assigned to defend it against anticipated
Allied bomber attacks.
Strafing
In a strafing operation, you’ll attack a ground target with guns, cannon, or rockets, or some
combination thereof. Strafing involves fighter planes flying very low to the ground in a parallel
formation. Fly as low to the ground as possible, but leave enough room to avoid the shock wave or
debris from the target, especially if you are using rockets or cannons in your attack. Surprise is crucial;
often you’ll only get one pass at the target. If you go in twice, the antiaircraft guns will be waiting.
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You’re about to fly in the Battle of Britain, perhaps the most famous air battle in history.
No matter which side you fly, the stakes are high. One by one the nations of Europe have
fallen to the forces of the Third Reich. In July 1940, with the United States still neutral,
Britain fights on alone. As a Royal Air Force pilot, you are one of what Winston Churchill
called “the Few,” who stand between Britain and Nazi domination. As a Luftwaffe pilot,
your mission is to destroy British sources of supply and means of defense so Germany can
invade and occupy the British island nation, and complete its conquest of Europe.
For aviation-minded young men of both nations, the war provided an irresistible opportunity to fly the
fastest, most powerful, and most lethal aircraft in the world: the Hawker Hurricane, the Supermarine
Spitfire, and the Messerschmitt Bf
109. While patriotism motivated
many, for others this was a chance
to experience what until now only a
handful of test pilots and air racers
had known. Some remembered
London headlines, August 1940. (UPI/Corbis)
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Destroy the
RAF!
A Strange Weapon
One defense tactic the British developed seems unlikely, but it
(Phase 2, August 13– worked. When low-flying Luftwaffe fighters or bombers were
September 6, 1940) spotted approaching the field, mortars spaced 60 feet apart
On August 1, Hitler fired rockets trailing 500-foot-long steel cables into the air.
ordered the Luftwaffe to The cables would slowly descend on parachutes. If an attacking
“ . . . use all forces at its aircraft ran into one of these cables, a parachute at the other
disposal to destroy the end of the cable would pop open. The weight of the cable and
British Air Force as parachutes pulled down some of the attackers. This was called
quickly as possible.” The Parachute and Cable Defense.
Göring responded with a
muddled air assault he
promised would soon leave the RAF in ruins and Britain vulnerable to invasion from across the
Channel.
From August 13 (which the Germans called Adler Tag or Eagle Day) until early September, large
formations of Luftwaffe bombers and fighters attacked RAF radar installations and airfields, aircraft
factories, and military and industrial targets, mostly in southeast England. This marked the period of
deepest danger for Britain, since the under-supplied RAF still could not afford to go one-on-one with
the Germans. The intensity of the assault developed rapidly, with multiple formations of 30-60 Dornier,
Junkers, and Heinkel bombers, escorted by twice as many fighters, hammering British airfields day
after day. RAF Fighter Command responded by scrambling dozens of squadrons, and soon dogfights
with 200 or more aircraft crowded the skies above England. Hard-pressed to stave off these massive
airfield attacks, RAF Fighter Command had to ignore provocative sweeps by up to 200 Bf 109s.
RAF pilots felt they had trained to kill tigers, and were now
ordered to shoot cows.
Chained dogs
At first, while the German bombers lumbered in low, at about 12,000 feet, their escort fighters flew
high cover, at 25,000 to 30,000 feet or even higher. The British generally responded by sending
squadrons of Spitfires to take on the fighters, and Hurricanes to take on the bombers. With its bomber
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the slow-moving bombers. The results were disheartening for the once-confident Germans, who shot
down 27 RAF aircraft on this day, but lost 56 planes in the process.
Less than a week after Battle of Britain Day, Hitler canceled Operation Sealion. The Battle itself was
far from over, as many British and German pilots could attest, but in a sense it had already been won.
By simply surviving, RAF Fighter Command had staved off the greatest threat to the Allied cause. After
a small raid on London on September 18, and more ambitious ones on September 27 and 30, German
daylight bomber attacks on English
cities dwindled, although night
bombing of the cities continued until
spring of 1941.
Ending with a whimper
Fighter action continued unabated
through October and into November,
with German fighter and fighter-
bomber sweeps again targeting
airfields and aircraft factories. Bomb-
carrying Bf 109s did relatively little
damage, but the steady harassment
continued to wear down RAF Fighter
Command, which was forced to fly
more than a thousand sorties on
October 27 alone.
As November advanced, the daylight
battle waned. There was no formal
announcement; the Battle of Britain
simply petered out. The RAF had lost
some 900 airplanes, the Luftwaffe
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about 1,700. The expansion of the Nazi empire was stopped at the English Channel, but the outcome of
the war was far from decided. It would take almost five more years of fighting, and the deaths of
millions, to lay the Third Reich to rest.
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The Americans’ Battle for Europe begins in the summer of 1943 with the Luftwaffe at
the height of its power and capability, and the mostly inexperienced pilots of the
Eighth Air Force learning the hard way. It ends in May 1945 with Allied air supremacy
over Europe, and Germany in ruins. The air war is a war of attrition, a steady grinding
down of whole air forces—the side that runs out of men and machines first loses. This
doesn’t deter thousands of young men from eagerly joining the fight.
Forty years after the Wright Brothers’ first flight, fast, powerful fighter planes seemed like the stuff of
science fiction to these new recruits. Like their fellow fliers in Britain and Germany, many couldn’t
wait to get a “ship” of their own. To rule
the sky at 400 mph and 30,000 feet was
their highest aspiration, but it exacted a
terrible price for thousands of them.
Dreams of chivalric glory in the skies
collided all too often with the products
of industrial and military science.
The Second World War was one in
which machines were designed to
destroy other machines. Flak, armor-
piercing ammunition, and explosive
cannon rounds and rockets were
designed to demolish all-metal aircraft.
The men huddled inside the aircraft had
little protection against these weapons;
their goal was to kill first and fastest.
Despite the terrors all this implies, there
was an undeniable exhilaration in this
P-51s with drop tanks.
competitive struggle to survive. (Corbis)
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the bombers, it became clear that American bomber losses would remain unacceptably high until long-
range fighters like the P-51D Mustang could escort the bombers all the way to the target and back.
The battle only got tougher. In November the Eighth Air Force began operation Argument, its aim to
destroy the German fighter force by bombing aircraft factories and destroying Luftwaffe fighters on the
ground at their bases. Under increasing Allied air attack, the Germans pulled their fighters back to small
airfields nearer to or inside Germany. From these new bases they could attack incoming bombers, land
to refuel and rearm, and hit the bombers again before they reached their targets. From some airfields,
the Germans could even strike the surviving bombers a third time on their way home. This was rough
on U.S. bomber crews and escort fighter pilots alike—and it was no picnic for German fighter pilots,
either.
bombings forced the Germans to alter their tactics, too—from now on one group in each fighter
division would attack the Allied escort fighters, instead of ignoring the escort to concentrate on enemy
bombers.
As a further incentive, Doolittle offered Ace status to pilots who destroyed five aircraft on the ground, a
measure taken by no other combatant air force in World War II. There was some grousing about this
being the easy way to become an Ace, but flying into a wall of flak while attacking an airfield didn’t
seem easy to those who tried it.
Upping the ante
These tactics succeeded in shifting the focus of Luftwaffe fighter operations to defending their aircraft
industry. At first one squadron from each U.S. fighter group was allowed to pursue attacking German
fighters—even if this took them away from the bombers—and then search out and destroy targets of
opportunity. As spring approached, most were allowed to search out and destroy enemy aircraft, some
sweeping out almost 50 miles from the bomber stream. In the process they encountered enormous
gaggles of Luftwaffe fighters forming up to attack.
The only way to draw the German fighter force to its ultimate destruction was to raise the ante. It would
take some irresistible bait to lure the fighters up for this purpose: the USAAF strategists chose to use its
own heavy bombers over the heart of the Third Reich, Berlin. Beginning on March 6, 1944, a series of
raids on Berlin cost both sides dearly. In the first such mission alone, 69 B-17s and B-24s fell to
German flak and fighters. Fighter pilots on both sides died, as did civilians on the ground. Keeping up
the pressure brought big losses for both sides, but it became clear that while the U.S. could sustain its
losses of men and aircraft, Germany could not.
The beaches of Normandy
Meanwhile, the Allies began to prepare for their long-awaited and often-postponed invasion of Europe.
Part of the preparation was the use of strategic bombers and tactical fighters to win air supremacy over
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The tool acquired its name from the 38 punctures required to open a C-ration can, and
from the boast that it performed with the speed of the P-38 fighter. But it was also used
as a screwdriver, a knife, for cleaning boots or fingernails, and an all-purpose tool in most
emergencies. This extremely simple, lightweight, multipurpose tool was called the “John
Wayne” in the Navy, and was carried by most men with their dog tags or on key rings.
the Normandy beachhead. RAF and USAAF air power did this by bombing German bases,
fortifications, armor concentrations, and lines of supply.
On D-Day (June 6, 1944), 150,000 Allied invasion troops arrived off the beaches of Normandy in an
armada of ships. A cloud of Allied aircraft controlled the air over the beachhead.
Thunderbolts, Mustangs, and P-38 Lightnings flew continuous patrols to suppress German fighter
opposition. At the end of their patrol they were free to attack ground targets, blasting coastal defenses,
enemy strongpoints, bridges, and rail targets. For awhile Allied pilots had it all their own way, but the
German fighter force wasn’t finished yet. Within weeks the Luftwaffe increased its strength in
Normandy, flying from small, improvised airstrips to avoid attack by Allied fighter-bombers.
With the D-Day invasion, the Allies kicked down the door of Hitler’s “Fortress Europe,” and what
followed proved the truth of Franklin D. Roosevelt’s observation that “when Hitler constructed that
fortress, he forgot to put a roof on it.”
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Medals and Promotions are two different features of a pilot’s progress through a campaign.
Medals are awarded based solely on the number of enemy planes you shoot down.
Promotions are based on your mission success over the course of a Campaign and the
number of targets you destroy. Your level of success in a particular mission is based on a
number of factors that vary depending on the individual mission goals. For example, on an
escort mission success may be heavily weighted on whether or not the bombers success-
fully blew up their target. If you protected the bombers, chances are the mission was a
success. Be sure to read the mission briefing to find out where to focus your efforts in
that particular mission. Remember, shooting down a lot of enemy planes isn’t everything.
In a campaign, accumulating successful missions is the key to moving up through the
ranks, and choosing a higher difficulty level will get you promoted more quickly.
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Luftwaffe Medals
MEDALS
Knight’s Cross with Oak Leaves, Swords and Diamonds (Battle for Europe)
Knight’s Cross with Oak Leaves and Swords (Battle for Europe)
Iron Cross
Luftwaffe Promotions
A pilot starts off as a Leutnant, and can reach the rank of Oberst. Ranks are shown in order from
highest to lowest.
PROMOTIONS
Oberst
Oberstleutnant
Major
Hauptmann
Oberleutnant
Leutnant
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MEDALS
Silver Star
Air Medal
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USAAF Promotions
A pilot starts off as a Second Lieutenant and can reach the rank of Colonel. Ranks are shown in order
from highest to lowest.
PROMOTIONS
Colonel
Lieutenant Colonel
Major
Captain
First Lieutenant
Second Lieutenant
MEDALS
Victoria Cross
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President Roosevelt
bestows Congressional
Medal of Honor on Brig.
Gen. James Doolittle, 5/
19/42. (l-r) Henry H.
Arnold, Mrs. Doolittle, Gen.
George C. Marshall.
(UPI/Corbis)
RAF Promotions
A pilot starts off as a Pilot Officer, and can reach the rank of Group Captain. Ranks are shown in order
from highest to lowest.
PROMOTIONS
Group Captain
Wing Commander
Squadron Leader
Flight Lieutenant
Flying Officer
Pilot Officer
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Fighter Aces
RAF Aces (Battle of Britain)
Douglas Bader
(UPI/Corbis)
Douglas Bader, often called “The Legless Wonder,” stands
out as a remarkable figure, even among the unique
characters in the Royal Air Force. An early convert to aviation, Bader
graduated from the RAF College at Cranwell in 1930. In 1931 he crashed Wing Leader Douglas
while performing aerobatics and had both legs amputated below the knee. Bader
“Let’s Go — Wings for Victory” poster from The Wartime Scrapbook. (Courtesy of Robert Opie Collection)
“The last man has his say. Words of advice; serious words. Orders to keep in formation.
Don’t stray off. If the Jerries get you alone, you’ve had it. Don’t play the hero. If you’re
in trouble, get out—you’ve got a fast airplane, use your speed, go for home.”
—Robert S. Johnson, Thunderbolt
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(Central Press/Hulton Getty/Tony Stone Images)
J.H. Lacey
James “Ginger” Lacey was the most successful RAF fighter pilot to
survive the Battle of Britain. In 1937 Lacey left his job as a drug store
clerk to join the RAF’s volunteer reserve. Soon this instinctively gifted
flier was a flight instructor. In May 1940 Lacey, now flying Hurricanes in
501 Squadron, went to France and shot down three enemy aircraft in a
single day to win the Croix de Guerre. He returned to England with five
victories.
Lacey added to his score as the Battle of
France wound down and the Battle of Britain
Squadron Leader heated up. On a cloudy day in mid-September
“Ginger” Lacey the 501 Squadron controllers called for a
volunteer to intercept a Heinkel 111.
(1917–1989)
Unbeknownst to them, the Heinkel had
Final Tally: 28 bombed Buckingham Palace. The weather
(UPI/Corbis)
was so thick that the volunteer would
Fighter Aircraft
probably have to bail out at the end of the
Flown: Hawker
sortie. Lacey managed to intercept and shoot
Hurricane
down the bomber, but had his radiator shot
Rank at End of War: away in the process. He bailed out and almost Wing Leader Adolphus
Squadron Leader fell victim to members of the British Home “Sailor” Malan
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without shooting them down, reasoning that the return of crippled aircraft with dead and dying crews
would cause greater damage to German morale. His tally of aerial victories began over Dunkirk in the
spring of 1940, and by the end of the year he had shot down 14 German
aircraft.
One of Malan’s most notable successes occurred on July 28, when his
squadron intercepted Messerschmitts of JG 51, led by their new
Kommodore, Werner Mölders. Malan and Mölders each shot down one
Luftwaffe Aces
(Battle of Britain & Battle Over Europe)
Adolf Galland
Adolf Galland was one of the most colorful characters in any WWII air Lt. General Adolf
force, and one of the most successful western-front aces. Seldom without Galland
his trademark cigar—even when flying his Bf 109—Galland was a (1912–1996)
handsome bon vivant who liked the good life and made good company.
Final Tally: 104
His personal symbol, a hatchet- and gun-toting, cigar-chomping version of
Mickey Mouse, was painted on his plane. Once he was almost shot down Fighter Aircraft Flown:
while flying a planeload of lobsters and champagne to a party. He was also Bf 109, Me 262
deadly efficient as a fighter pilot and leader, and a hardheaded advocate
Rank at End of War:
for the effective use of the German fighter force.
General der
An accomplished glider pilot in his teens, Galland became an instructor in Jagdflieger (Lt.
the fledgling—and still secret—Luftwaffe in the early 1930s. He first saw General)
combat in the Spanish civil war of 1936–1939, perfecting strafing and
Medals and Awards:
dive-bombing techniques in outmoded Heinkel biplanes. Recalled to the
Knight’s Cross with
Air Ministry in Germany, he was replaced by Werner Mölders, his future
oak leaves, swords,
mentor and rival. By May of 1940 Galland was flying Bf 109 fighters in
and diamonds
France and Belgium. During the Battle of Britain a rivalry sprang up
between Galland and Mölders, who had already scored 14 victories in Campaigns Flown:
Spain flying Bf 109s. By the end of the Battle Galland, who was now JG Battle of Britain,
Battle Over Europe
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26 Kommodore, had accumulated 52 victories, compared to Mölders’ 54 in the same period. After
another year of combat his score stood at 94.
In November 1941 Göring promoted Galland to succeed Mölders as General of Fighter Pilots, which
kept him mostly out of the cockpit and frequently at odds with the Reichsmarschall. Galland’s advocacy
of a concentrated, central fighter defense ran counter to Göring’s habitual
stance that the offensive should never be abandoned. He continually had to
defend his pilots against Göring’s accusations of cowardice, and made no
attempt to hide his outspoken views on weapons and tactics. This
inevitably led to his dismissal as General of Fighter Pilots. In January 1945
he was allowed to form an elite squadron flying the Me 262 jet fighter.
(UPI/Corbis)
Werner Mölders
The first WWII fighter pilot to capture the popular imagination in
Germany, Werner Mölders was the youngest Kommodore in the Luftwaffe,
Lt. General the first pilot to beat von Richtofen’s WWI record of 80 aerial victories,
Werner Mölders and the first to achieve 100. Unlike the dashing Adolf Galland, Mölders
(1913–1941) was quiet, serious, a practicing Catholic, and a tactical thinker. As a
fledgling flier he had to overcome airsickness, but ultimately replaced
Final Tally: 101 Galland in the Luftwaffe during the Spanish civil war of 1936–1939.
WWII victories, Flying the new Messerschmitt Bf 109B he accumulated 14 victories in
plus 14 scored in Spain. He added 25 more during the Battle of France, until he was shot
Spain down and taken prisoner. Repatriated after the fall of France, his famous
Fighter Aircraft Battle of Britain rivalry with Galland ran his score up to 54 (not counting
Flown: Bf 109 victories achieved in Spain), compared to 52 for Galland.
Rank at End of War: Mölders altered Luftwaffe tactics by adopting the four-plane Schwarm
General der formation. He nurtured new fighter pilots, including Galland, and his men
Jagdflieger (Lt. called him Vati (“Daddy”) although he was less than 30 years old. After
General) six months and 33 victories on the eastern front, Reichsmarschall Göring
promoted him in July 1941 to be General of Fighter Pilots—a position he
Medals and Awards: held only briefly. Four months later Mölders died in the copilot’s seat of a
Knight’s Cross with Heinkel 111 bomber that crashed in bad weather. Ironically, this happened
oak leaves, swords, while he was en route to Berlin for the state funeral of former WWI ace
and diamonds Ernst Udet, head of the Luftwaffe Technical Department and a recent
Campaign Flown: suicide.
Battle of Britain
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Egon Mayer
Egon Mayer was the first fighter pilot to score 100 victories entirely on the Lt. Col. Egon Mayer
western front, but he is best known as co-developer (with Georg-Peter (1917-1944)
Eder) of the head-on attack against Allied heavy bombers. To his British
and American opponents he was “the man with the white scarf,” even Final Tally: 102
though many fighter pilots wore a silk scarf to avoid chafing while craning (including 25 heavy
their necks to spot enemy aircraft. He joined JG 2, the famous Richtofen bombers)
Geschwader, at the end of 1939. He scored his first victory in the Battle of Fighter Aircraft
France, and was shot down four times during the Battle of Britain, once Flown: Fw 190
forced to float for an hour in the Channel before being rescued. By July
Rank at End of War:
1941 Mayer had raised his score to 20. During the summer of 1942 he
Obersleutnant (Lt.
downed 16 Allied fighters in 21 days, and was promoted to
Col.), Kommodore JG
Gruppenkommandeur of III/JG 2. On June 22, 1943 Mayer got the better
2
of USAAF ace Robert Johnson, damaging the American’s Thunderbolt so
severely that Johnson barely made it back to England. Medals and Awards:
Knight’s Cross with
In mid-1943 Mayer and Eder began experimenting with a more effective
oak leaves and
method of attacking Allied heavy bombers. They determined that the
swords
bombers’ defensive armament was weakest in the nose, so a head-on
attack afforded Luftwaffe fighter pilots the best chance to kill the flight Campaign Flown:
crew and destroy the bomber with minimum exposure to defensive fire. Battle Over Europe
By the summer of 1943 Mayer, now Kommodore of JG 2, was teaching
his pilots the new bomber-attack technique. He also practiced what he
preached: on September 16, 1943, Mayer shot down three B-17s in less than 20 minutes. The B-17G,
with its two forward-firing .50-caliber machine guns in a chin turret (and in some cases two more
“cheek” guns), was introduced to meet the threat of these head-on attacks. Five months later Mayer
scored his 100th aerial victory. He had survived many scrapes, including a forced landing in a quarry
and a bail-out at just 250 feet, but his luck was soon to run out. While leading an attack on Allied
bombers in his Fw 190 over France on March 2, 1944, Mayer was fatally bounced by escorting
Thunderbolts.
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an enviable record.
On August 12, 1943 the 4th claimed 18 German fighters for the loss of a
single Thunderbolt. Blakeslee’s early experience as a Spitfire pilot made
him long for another Merlin-engined fighter, the P-51B. Promoted to
command the Fourth Fighter Group at the beginning of 1944, Blakeslee
conducted a long and eventually successful campaign to reequip his group
Col. Don Blakeslee with Mustangs. On March 6, 1944, Blakeslee led the P-51D Mustang
(1917– ) escort accompanying USAAF heavy bombers on their first big daylight
raid to Berlin. On this historic mission his group claimed 15 German
Final Tally: 14.5 plus fighters and lost just one Mustang in the process. By June Blakeslee had
three presumed shot down seven more enemy aircraft. His score would have risen higher,
destroyed and 10 but he often stayed above the fray, directing his pilots to combat
damaged opportunities, leaving the victories to them. After three years of almost
Fighter Aircraft continuous action, Blakeslee was sent home in October 1944.
Flown: P-51
Robert Johnson
Rank at End of War: Robert Johnson was the Thunderbolt pilot par excellence, an expert at
Colonel using the big fighter’s phenomenal roll rate to outmaneuver enemy aircraft
Medals and Awards: that were capable of tighter turns. Despite his flying skill, he was almost
DSC assigned to bombers because as a trainee his gunnery scores were
substandard. He worked hard on gunnery so that by early 1943 he was
Campaign Flown: allowed to join the 56th Fighter Group. He scored his first victory by
Battle Over Europe disregarding orders and breaking formation. Sternly chastised, he resumed
combat with a heightened sense of discipline. On June 22, 1943 Johnson
ran afoul of Luftwaffe ace Egon Mayer, and was barely able to nurse his
crippled Thunderbolt back to base.
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Then you have him. Roll onto his tail and go get him.” By May of 1944 he
had scored 28 victories in just 91 sorties, surpassing Eddie Rickenbacker’s
WWI record of 26 kills. His score was equalled among American pilots in
Europe only by another 56th Fighter Group ace, Francis “Gabby”
Gabreski.
Francis Gabreski
Robert Johnson “Gabby” Gabreski, an American of Polish
(1920– ) descent, shared with Robert Johnson the
honor of being the USAAF’s top-scoring ace
Final Tally: 28 in the European theater. In January 1943
Fighter Aircraft Gabreski joined the 56th Fighter Group in
(UPI/Corbis)
Flown: P-47 Europe, and was for a time assigned to the
RAF’s 315 Polish squadron, in which he flew
Rank at End of War: Spitfires. Rejoining the 56th Fighter Group,
Captain he soon ran up an impressive string of Lt. Colonel Francis
Medals and Awards: victories in Thunderbolts, tying Robert
DSC, Silver Star Johnson’s 28-victory record to share top ace “Gabby” Gabreski
honors among Americans in the European (1919– )
Campaign Flown:
theater.
Battle Over Europe Final tally: 28 WWII
He summed up the confidence that the best victories
fighter pilots gain only through experience:
“It’s like an amateur boxer. You get into the ring, you’re slow, you’re not Fighter Aircraft Flown:
sure of yourself, you’re probing. But as you become more proficient, gain P-47
experience, you hit the other league, the professional league. Fear is no Rank at End of War:
longer there. You are part of your profession, and I felt that my profession Lt. Colonel
as a fighter pilot was to destroy the German Luftwaffe.”
Medals and Awards:
On July 20, 1944, Gabreski flew so low while strafing that his propeller hit DSC, Silver Star
the ground. He managed to pull up and then belly land, and spent the
Campaign Flown:
remainder of the war as a POW. During the Korean war Gabreski became
Battle Over Europe
a jet ace, scoring 6.5 victories against MiG 15s.
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Radar was a new technology in 1940, and one area where the British were
more advanced than the Germans. It was Jones who discovered that Germany
had radar at all, and he proceeded to use that fact to Britain’s advantage.
When Luftwaffe bombers used radio beams to guide them on their missions
attacking England, Jones figured out the pattern and sent alternate signals
that led the bombers over lakes and fields instead of cities.
On the night of July 24, 1943, German radar operators flew into a panic and
alerted all defense systems, as their radar screens showed 11,000 Allied
bombers over German airspace. It turned out that there was no such colossal R.V. Jones.
(Reuters/Win McNamee/
bombing force in the skies at all. Jones had arranged for about 700 bombers Archive Photos)
to drop 92 million strips of tinfoil into the air, which showed up on German
early warning monitors as a massive invasion.
Winston Churchill said of Jones, “He did more to save us from disaster than many who are glittering
with trinkets.”
Years later, when Jones had returned to quiet academic life, he was fond of telling a story of how his
physics students were warned about him: “Be careful around Professor Jones. He thinks he won the war
by himself.” But considering the pivotal importance of the Battle of Britain, and Jones’s single-handed
contribution to that conflict, the statement is not far from the truth.
before the Battle of Britain, he urged the government to take measures “. . . to place our Air Force in
such a condition of power and efficiency that it will not be worth anyone’s while to come here and kill
our women and children in the hope that they may blackmail us into surrender.” In 1933, he warned
that “. . . the crash of bombs exploding in London . . . will apprise us of any inadequacy which has been
permitted in our aerial defences.” In 1934 Churchill noted that “The flying peril is not a peril from
which we can fly. It is necessary to face it where we stand. We cannot possibly retreat. We cannot move
London.”
Churchill kept up the pressure for a strong air force throughout the ’30s. Slowly the government
responded, and by 1939 the RAF was ready, by only the smallest of margins, to withstand the German
air assault. In August 1940, having been Prime Minister for just three months and with the Battle of
Britain still raging, Churchill paid homage to the pilots of the RAF, calling them “The Few” who were
saving the nation. Churchill himself deserved the thanks of his people because his faith in air power
never wavered.
(Quotes taken from Martin Gilbert’s Churchill: A Life. New York: Henry Holt and Company, 1991.)
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Hitler tended to prefer dramatic gestures and bold strokes in war, scorning prudent planning as
overcautious. Starting on September 1, 1939, Hitler’s armies achieved stunning success against Poland
and used new Blitzkrieg (“lightning war”) tactics, combining fast-moving armor, mobile infantry, and
air power to rapidly dominate Belgium, Holland, Denmark, Norway, and France. Britain proved to be a
harder, more determined target. Hitler quickly lost interest in the details when the going got tough, and
allowed Göring to conduct the Battle of Britain with ill-defined and shifting objectives. The result was
the first of many major setbacks for Hitler.
Hitler’s management of the military inevitably led to the collapse of the Third Reich. His suicide
beneath the ruins of Berlin in April 1945, long questioned by many, seems indisputable now. Millions
of people paid the price of his “Thousand-year Reich,” which lasted just 12 years.
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The Hurricane was Britain’s first truly modern fighter since the first World War, but its fabric-covered
fuselage was a step back instead of forward. It flew a year earlier than its more glamorous Battle of
Britain stablemate, the Spitfire. The Hurricane entered service earlier, was in greater supply during the
Battle, and shot down far more German aircraft. Easy to fly, solid and forgiving, it was a stable (and
well-armed) gun platform, giving inexperienced pilots the confidence to go into battle. But it lacked the
Spitfire’s glamour—and its performance.
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The Spitfire Mk I came on the scene just in time to take a starring role in the Battle of Britain. Based on
Reginald Mitchell’s brilliant Supermarine floatplane racers, the Spitfire put the powerful Rolls-Royce
Merlin V-12 into a slim and elegant airframe with elliptical wings that carried eight machine guns. The
result was the equal of—some say superior to—the Messerschmitt Bf 109, its adversary in the Battle of
Britain. The Spitfire Mk I had the speed and agility of a thoroughbred, and serious punch by the
standards of 1940. However, like most other front-line fighters, it could be tricky if not handled with
care or skill. Its long nose made S-turns the only way to see ahead while taxiing, and a relatively
narrow undercarriage combined with powerful propeller torque made takeoffs and landings a handful.
Most pilots who flew the Spitfire loved it, and swear to this day that it was a machine that somehow
became an extension of the pilot’s nerves and muscles.
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When Willy Powerful engine and large prop cause strong swing to port on
Messerschmitt designed takeoff and landing. On takeoff, ease the throttle open and keep
the 109 in 1934 it was an applying right rudder—otherwise you’ll head off the runway, or
ultramodern fighter, even wind up on your back.
mating a big and
sophisticated V-12 to the smallest possible fuselage and a thin wing. Tested during the Spanish civil war
of 1936–1939, it proved fast and agile. The 109 evolved into the Bf 109E used in the Battle of Britain
in 1940, and the more numerous Bf 109G, which flew from late 1942 until the end of the war. Its
extremely narrow landing gear and massive propeller torque made the 109 tricky to take off and land:
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five percent of the 109s destroyed weren’t shot down, they came to grief simply while getting off, or
back onto, the ground.
When the Focke-Wulf Fw 190 appeared, some thought it should replace the 109, but many ace pilots
preferred the superior high-altitude performance of the older aircraft and refused to give it up. By war’s
end some 35,000 Bf 109s had been produced. The 109 got its “Bf” designation because when he
designed it, Willy Messerschmitt was working for the Bavarian Aircraft Works.
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The Fw 190 was probably the best German propeller-driven fighter of the war, except that its
performance fell off significantly above 20,000 feet. Easy to fly and a far better confidence-builder than
the twitchy Bf 109, the Fw 190 had an impressive rate of roll, excellent responsiveness, and the ability
to carry varied armament and still provide superior performance. All this spelled success for many
inexperienced pilots. Unlike many other radial-engined fighters, the 190 not only worked well, but
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The biggest, heaviest fighter of the war, the Thunderbolt, or “Jug,” as it was affectionately known, bore
the brunt of the USAAF’s fight in Europe until the longer-range Mustang made the scene. The P-47
continued to be the Allied fighter-bomber of choice, with its massive and durable radial engine.
Nothing could outdive a Thunderbolt, and its less than stellar rate of climb improved dramatically when
water injection and a massive “paddle-blade” prop were added. The Jug was fast and tough and had a
phenomenal rate of roll. For all its weight, power, and performance, it was an easy and forgiving
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airplane to fly. According to pilot Jeffrey Ethell, “Looking around from the pilot’s perch on this massive
fighter. . . one feels. . . like King Kong setting out to destroy New York. The sheer size and heft of the
Jug [is] a real confidence builder for
new combat pilots.” Stoutly
constructed and powered by a
massive air-cooled radial engine, the
Heavily-framed canopy limits out-
Thunderbolt became the American ward view, particularly to the rear.
machine of choice in the ground- Later production P-47Ds feature a
attack role. bubble canopy for improved all-
around vision, but in the Razorback,
keep craning your neck!
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The Mustang had an unusual beginning: it was designed by a German and first built for the British, then
became perhaps the best propeller-driven American fighter of the war. Edgar Schmued emigrated to the
U.S. in 1930; as a design engineer for North American Aviation in 1940 he drew the elegant and
efficient shape that became the supreme long-range fighter of the war. Combining a highly efficient
wing with a slender fuselage wrapped around the Rolls-Royce Merlin V-12, the Mustang was fast and
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“Our first combat mission as a full squadron flying P-51s with full internal and external
tanks was a bit of a mess. On climbing out from the base in full squadron formation at
800 ft, the unit in front of us had just pulled up into the lower cloud deck at 1000 ft,
when out of the bottom of the cloud came a spinning P-51. By some miracle the pilot
dropped his wing tanks and successfully pulled out of his dive at about 50 ft . . . in a
weak radio voice he announced that he was aborting.”
—Major Ed Giller, 55th Fighter Group, in Jerry Scutts’ Mustang Aces of the Eighth Air Force.
agile—and a handful for the unwary pilot. A light airframe, enormous propeller torque, and a heavy
hand on the controls could spell disaster.
When loaded with enough internal and
external fuel to fly from England to
Berlin and back, the P-51 could be With six .50-cal Browning machine
downright treacherous, especially guns firing API ammo, you can rip
when the fuselage tank behind the pilot enemy fighters apart with a
was full. Its liquid-cooled engine also
made it vulnerable in the ground-attack
relatively short burst.
role. But in fighting trim, this famous
fighter ruled the skies over Europe.
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Best Climb 260 km/h 245 km/h 250 km/h 155 mph
Stall* (gear/ 204 km/h 144 km/h 168 km/h 80-90 mph
flaps up)
Stall* (gear/ 164 km/h 136 km/h 160 km/h 60-75 mph
flaps down)
Extend flaps
225-270 km/h 250 km/h 250 km/h 120 mph
(max.)
Extend gear 255-300 km/h 250 km/h 250 km/h 120 mph
(max.)
Best Glide 250 km/h 210 km/h 230 km/h 100 mph
*Stall speeds shown are for straight-and-level flight in aircraft without optional fuel tanks or armament
upgrades. Remember: you can stall at any speed, depending on the maneuver and aircraft attitude.
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Best Climb 160-185 mph 180 mph 152 mph 155-165 mph
Extend flaps
140 mph 160 mph 130 mph 195 mph
(max.)
Extend gear 160 mph 160 mph 170 mph 200 mph
(max.)
*Stall speeds shown are for straight-and-level flight in aircraft without optional fuel tanks or armament
upgrades. Remember: you can stall at any speed, depending on the maneuver and aircraft attitude.
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Hawker • Easy to fly, stable gun platform; • Short on acceleration, climb vs.
Hurricane good starting plane. Bf 109.
(RAF) • Eight .303 machine guns. • Rifle-caliber bullets not as destructive
as larger rounds.
• Sturdy landing gear.
• Carburetor causes engine to cut
• Tight turn radius; very maneuver-
out under negative Gs.
able below 20,000 feet.
• Loses maneuverability above
• Can take a lot of damage; fabric-
20,000 feet.
covered frame is easy to repair.
Messerschmitt • Highly responsive; excellent • Narrow, weak landing gear makes takeoff
acceleration, rate of climb, and landing tricky; plane swings hard to
Bf 109 maneuverability. left on takeoff.
(Luftwaffe)
• Fuel-injected engine performs well • Twitchy handling, heavy controls at high
under positive or negative Gs. speeds. Uneven slat deployment can make
• Excellent high-altitude aiming difficult.
performance. • Thin wing and light construction make it
• 20-mm cannon provide greater more fragile than some others; high wing
lethality than fighters with loading makes steep dives and high-G
rifle-caliber guns. pullouts dangerous.
• Superior at high altitudes. • Adding extra wing armament degrades
speed and maneuverability; even with
cannon, 109 is too lightly armed to be
an effective bomber interceptor.
• Very limited range, short duration over
England in Battle of Britain.
• Relatively poor visibility from cockpit.
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Republic P-47 • Fast, stable, and easy to fly; • Initially mediocre rate of climb improved
a real confidence builder. by paddle-blade prop and water
Thunderbolt injection.
• Air-cooled radial engine shields
(USAAF) pilot, can sustain massive damage • Limited rearward visibility through
and keep running. “razorback” canopy.
• Impressive roll rate. • Mediocre turn radius and rate.
• Extremely rugged construction; • Poor zoom climb; loses energy rapidly.
can take major damage.
• Nothing outdives a Jug.
• Massive firepower from eight
.50-caliber guns.
• Turbocharger provides good
high-altitude performance.
• A great ground-attack fighter-
bomber.
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Vehicles
German Vehicles, Vessels, and Trains
Sd Kfz 231 Armored Car. Helpless against air attack; strafing it may ignite its fuel and ammo.
Avg/Max speed: 25/50 mph.
Sd Kfz 7 Halftrack troop carrier. Makes an easy target; its light machine gun is only a minor threat to
aircraft. Avg/Max speed: 20/45 mph.
Kübelwagen. This little VW makes a small target. If it is carrying an MG 42 machine gun, it can spray
out 1,200 rifle-caliber rounds per minute, so exercise caution. Avg/Max speed: 25/50 mph.
Sd Kfz Flakvierling. Watch out for these mobile AA weapons, and for four-barrel Flakvierlings
everywhere: on halftracks, railroad cars, etc. These fast-firing multiple 20-mm cannon can
bring down a fighter flying within almost a mile. Avg/Max speed: 20/45 mph.
Wirbelwind Flakpanzer IV. This dark lump on the landscape is well-armed and dangerous. Its four 20-
mm cannon can be lethal to aircraft within almost a mile. Its ammo can make one big explosion
if you can hit it without taking hits yourself. Avg/Max speed: 12/25 mph.
Mercedes 6-wheel open staff car. This fancy vehicle may contain a high-ranking German officer.
Avg/Max speed:40/80 mph.
Opel “Blitz” S type 3-ton truck. This vehicle, seen everywhere on the front, may be carrying anything
from troops to ammunition. Avg/Max speed: 25/50 mph.
Troop carrier Sd Kfz 251/1c. Good strafing target for Allied fighter-bombers. Helpless against air
attack; strafing it may ignite its fuel and ammo. Avg/Max speed: 20/45 mph.
Sd Kfz 232 armored car. Good strafing target for Allied fighter-bombers. Avg/Max speed: 25/50 mph.
Tank, Tiger II. This big, slow-moving machine is tough to crack. Rockets and bombs are your best bet,
but you may be able to fire .50-cal API rounds from behind and bounce some up into a
vulnerable spot beneath the engine. Avg/Max speed: 10/23 mph.
Tank, Panther Ausf G. This tank is tough and requires the roughest treatment you can provide,
preferably bombs and rockets; you’ll be lucky to do significant damage with .50-cal ammo.
Avg/Max speed: 12/28 mph.
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Motorized gun, Wespe SP. This piece of roving artillery makes a more vulnerable target than more
heavily-armored tanks. Its howitzer is dangerous to ground troops, but its only weapon against
aircraft is a rifle-caliber machine gun. Strafe it on sight; fully loaded with ammo, it may make a
very big bang if you hit it hard enough. Avg/Max speed: 12/25 mph.
Ambulance. Not very sporting to strafe emergency vehicles! Avg/Max speed: 25/50 mph.
Fire truck. Not very sporting to strafe emergency vehicles! Avg/Max speed: 25/50 mph.
Gas truck. Strafing this truck may result in a gratifying explosion. Avg/Max speed: 25/50 mph.
Light truck. Depending on what it’s carrying, this truck may blow up if hit. Avg/Max speed: 25/50
mph.
Submarine, Type VII. This sub makes an interesting strafing target and a hard one to bomb.
Avg/Max speed: 8/15 mph.
Tugboat. Not much of a challenge to strafe a tug, but it does interfere with the shipping the tugboat is
there to assist. Avg/Max speed: 7/15 mph.
Seine barge (towed singly or in a line by a tug). Strafing strings of river barges can provide some
explosive surprises, depending on what’s aboard; be ready to dodge fireballs and flying debris.
Avg/Max speed: 6/12 mph.
Rescue vessel. Carries light antiaircraft armament; with luck it can damage low-flying attackers.
Avg/Max speed: 12/35 mph.
Trawler. Small, slow-moving trawlers are common support vessels. Depending on what’s aboard, a
strafed or bombed trawler may blow up in a big way. Avg/Max speed: 8/17 mph.
One-man dinghy. A small, helpless, and inappropriate target! Avg/Max speed: 2 mph.
E-boat. Like the rescue vessel, the E-boat carries light flak armament; its torpedoes make it a
potentially explosive strafing target. Avg/Max speed: 12/35 mph.
Locomotive. Locomotives are big, easy to spot, and slow-moving, but if there are flak cars in front or
behind, they become dangerous targets. Successful strafing may produce huge jets of steam or
boiler explosions that can propel large pieces of jagged metal into your flight path. Avg/Max
speed: 25/60 mph.
Box car. Box cars can be unresponsive targets, but if the cargo is ammo or explosives, you may not
have enough altitude to evade explosions propelling large pieces of debris. Box cars can also
contain 20-mm Flakvierling four-barreled AA guns. If the sides hinge open and muzzle flashes
appear, get more distance and altitude ASAP.
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Flat car. Flat cars may carry 20-mm Flakvierling four-barreled AA guns, especially in front of or
behind the locomotive or at the end of the train. If you see multiple muzzle flashes from a flat
car, get more distance and altitude ASAP.
Tanker car. In wartime these probably aren’t carrying molasses, but something volatile that could
cause a large explosion.
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Fire truck. Not very sporting to strafe emergency vehicles! Avg/Max speed: 25/50 mph.
Gas truck. Strafing this truck may result in a gratifying explosion. Avg/Max speed: 25/50 mph.
Willys MB Jeep. Can mount a .50-cal machine gun which, with luck, could hit or even down a low-
flying aircraft. Avg/Max speed: 30/65 mph.
M8 armored car. If you hit this car with .50 API or something bigger, its fuel and ammo may blow up.
Avg/Max speed: 25/50 mph.
Tank, M4A3 Sherman. German fighter-bombers can damage or destroy this tank with rockets or
bombs, or damage it with cannon fire. With a lot of luck, its single turret-mounted .50-cal.
machine gun could damage or destroy low-flying aircraft. If hit with bombs or rockets, its
ammo may ignite, causing quite a fireworks show. Avg/Max speed: 12/28 mph.
Tank, Sherman M4A3 with T34 rocket launcher. If you hit this launcher before it’s fired, its supply
of rockets could go up with quite a roar. Avg/Max speed: 12/28 mph.
M3A1 scout car. An easy target and no threat. Avg/Max speed: 30/65 mph.
Ford truck. Depending on what it’s carrying, this truck could explode. Avg/Max speed: 25/50 mph.
4x4 weapons carrier. If loaded with small arms ammo or bazooka rounds when you strafe it, this baby
might make a surprisingly big bang. Avg/Max speed: 25/50 mph.
Crash truck. Not very sporting to strafe emergency vehicles! Avg/Max speed: 25/50 mph.
Landing Vehicle Tracked LVT-4. A helpless target unless protected by AA guns on nearby vessels.
Avg/Max speed: 3/8 mph in water, 10/20 mph on land.
LCI (Landing Craft, Infantry). The LCI is a small, slow-moving, unarmed target, protected by AA
guns on nearby vessels. Avg/Max speed: 8/16 mph.
DUKW amphibian. The “Duck” amphib is another small, slow-moving and nearly defenseless target
on sea or on land. It may mount a .50-cal machine gun; with luck it can hit low-flying aircraft.
Avg/Max speed: 3/8 mph in water, 20/40 mph on land.
LCT (Landing Craft, Tank). The LCT is big and slow-moving; with tanks and ammo aboard, it makes
a juicy target. Avg/Max speed: 6/12 mph.
“Swimming” Sherman tank. This novel machine makes a small, very slow, and defenseless target in
the water. Avg/Max speed: 2/5 mph in water, 12/28 mph on land.
Cargo vessel. Thousands of these were offshore during the Normandy invasion, but the Allies enjoyed
air supremacy over the beachhead. Avg/Max speed: 3/8 mph.
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Ground crew wheels a P-47 Thunderbolt onto apron for a pre-flight check.
(UPI/Corbis)
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RO F W A R: AIRCRAFT ARMAMENTS
ES R
Aircraft Armaments
Rifle-caliber (light) machine guns
Browning Mk 2 .303-in./7.7 mm (Spitfire I and Hurricane I)
Projectile weight: 0.344 oz.
Muzzle velocity: 2,660 ft/sec
Rate of fire: 1,150 rpm
Ammo types: Armor piercing, incendiary, tracer
High lethality requires: >30 hits
Strengths Weaknesses
• High rate of fire: 3-second burst sends almost 60 • Rifle-caliber round lacks range and hitting power
bullets per gun toward target. In 8-gun Hurricane or of .50-caliber Browning or larger cannon.
Spitfire, that burst amounts to almost 10 pounds of
• If none of your hits strikes a vital spot, the
metal moving at high velocity.
enemy can still get home.
• .303 De Wilde incendiary bullet explodes with a bright
yellow flash on impact, confirming your target.
• Despite lack of range and power, downed more than
1,000 German aircraft during Battle of Britain.
• Tight turn radius; very maneuverable below 20,000
feet.
• Can take a lot of damage; fabric-covered frame is easy
to repair.
Strengths Weaknesses
• High rate of fire. • Rifle-caliber round lacks range and hitting power
of larger guns and cannon.
• Numerous hits can do major damage.
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Strengths Weaknesses
• Flat trajectory, long reach, good hitting power. • Lacks destructive power of larger cannon.
• Short, well-aimed burst can saw the wing off enemy
fighter; in Thunderbolt or Mustang, 3-second burst
fires about 300 rounds, each round more than 4 times
heavier than smaller .303.
• API round pierces skin of enemy aircraft, then
explodes inside its structure for maximum damage.
• With luck can stop a German heavy tank; can bounce
the API round off road behind tank, striking its
vulnerable engine compartment from beneath.
Strengths Weaknesses
• Flat trajectory, long reach, good hitting power. • Projectile is slightly lighter, velocity slightly lower
than Browning .50.
• Rate of fire is a little higher than Browning .50.
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20-mm cannon
Oerlikon MG FF (Bf 109E)
Projectile Weight: 4.82 oz.
Muzzle Velocity: 1,800 ft/sec
Rate of fire: 520 rpm
Ammo types: Incendiary or high-explosive
High lethality requires: >10 hits on fighter, >20 hits on heavy bomber
Strengths Weaknesses
• Cannon fires heavy projectile, giving Bf 109E a heavier • Slow rate of fire.
weapon than RAF adversaries, armed with rifle-caliber
• Low velocity.
light machine guns.
• Projectile can explode on impact instead of
penetrating structure of target aircraft, shattering
into small fragments that fail to deliver knockout
punch.
Strengths Weaknesses
• 20 mm round packs twice the hitting power of a heavy • Projectile is slightly lighter and has less penetra-
machine gun. tion power than some other 20-mm cannon.
• Higher velocity and rate of fire than Oerlikon 20-mm
cannon.
Strengths Weaknesses
• Fires a hefty ¼-lb. projectile at high velocity; can • Feed problems kept it out of action in the Battle
inflict major damage on all-metal aircraft. of Britain.
• Pair of these, along with pair of .50-caliber Browning
machine guns, gives Spitfire IX a punch equal to new
Fw 190.
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30-mm cannon
Rheinmetall-Borsig Mk 108 (Bf 109G and Fw 190A-8 Sturmbock)
Projectile Weight: 11 oz.
Muzzle Velocity: 1,750 ft/sec
Rate of fire: 660 rpm
Ammo types: Incendiary or high-explosive
High lethality requires: 1 hit on fighter, 5 hits on heavy bomber
Strengths Weaknesses
• Takes very few hits to do the job; one well-placed • Low velocity and drooping trajectory—a drop of
round can destroy a fighter, 3–5 hits can knock down almost 100 feet in 1,000 yards—make Mk 108 a
a heavy bomber. close-in weapon, which risks exposure to
defensive fire.
• Single Mk 108 gives Bf 109G a massive punch; a pair
of these gives Bf 110s and Fw 190 Sturmbock unprec-
edented firepower.
Rockets
Wgr 21 21-cm/8-in. air-to-air rocket (Bf 109G and Fw 190A-8)
Projectile Weight: 90 lb (41 kg)
Muzzle Velocity: 1,050 ft/sec
High lethality requires: Detonation within <30 yds
Strengths Weaknesses
• 90-lb. warhead has devastating explosive power; can • Bulky rockets and launch tubes degrade fighter
destroy a heavy bomber within ~ 30 yards. performance; planes carrying them need to be
• Can be launched from a safe distance. conventionally escorted.
• Barrage of rockets can cripple bombers, forcing them • Unguided missiles lack accuracy, are simply
out of formation for easy prey to escort fighters. lobbed in the general direction of a bomber
formation.
• With luck can stop a German heavy tank; can bounce
the API round off road behind tank, striking its
vulnerable engine compartment from beneath.
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Keyboard Commands
If you wish to change any of these commands, see the Getting Started chapter.
Game commands
Action Command
In-game menu (toggle when in full screen mode) ALT key
Open online Help F1
Key Command Quick Reference F2
Pause P key
Skip to next action X key
Bail out O key (press three times)
Select time compression (toggle) R key
Sound (toggle) Q key
End Training Mission CTRL+U
Reset Training Mission CTRL+R
Exit game CTRL+C
Exit game immediately CTRL+BREAK
Flight commands
For details, see the Flight School chapter.
Action Command (Num Lock Off)
Bank left (ailerons) Num Pad 4
Bank right (ailerons) Num Pad 6
Aileron trim left Num Pad CTRL+4
Aileron trim right Num Pad CTRL+6
Yaw left (rudder) Num Pad 0
Yaw right (rudder) Num Pad ENTER
Rudder trim left Num Pad CTRL+0
Rudder trim right Num Pad CTRL+ENTER
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Engine commands
To learn more about using engine controls, see the Flight School chapter.
Action Command
Display/Hide engine controls SHIFT+2
Auto engine start E key
Decrease throttle F3
Increase throttle F4
50% throttle 5 key (keyboard)
60% throttle 6 key (keyboard)
70% throttle 7 key (keyboard)
80% throttle 8 key (keyboard)
90% throttle 9 key (keyboard)
100% throttle 0 key (keyboard)
Minimum prop r.p.m. CTRL+F1
Decrease prop r.p.m. CTRL+F2
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Action Command
Increase prop r.p.m. CTRL+F3
Maximum prop r.p.m. CTRL+F4
Mixture idle cutoff CTRL+SHIFT+F1
Lean mixture CTRL+SHIFT+F2
Enrich mixture CTRL+SHIFT+F3
Full rich mixture CTRL+SHIFT+F4
Engage War Emergency Power or F10
Water/Water-Methanol Injection (toggle)
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Weaponry commands
Action Command
Fire guns 1 key (keyboard)
Fire cannon 2 key (keyboard)
Fire rocket 3 key (keyboard)
Fire timed rocket CTRL+3
Release bomb 4 key (keyboard)
Fire guns and cannon SPACEBAR
Switch from reflector to BACKSLASH (\ key)
gyro gunsight (P-51 only)
Action Command
Left 135, Up 45 degrees Num Pad 1+5
Right 45, Up 45 degrees Num Pad 9+5
Right 90, Up 45 degrees Num Pad 6+5
Right 135, Up 45 degrees Num Pad 3+5
Full view (toggle cockpit view: forward/ W key
Full view with HUD/Full view without HUD)
Cycle views (Cockpit, Virtual Cockpit, Spot) S key
Cycle views backwards SHIFT+S
Padlock view (toggle) ` key
Next target TAB key
Previous target SHIFT+TAB key
Cancel target SHIFT+` key
Chase view (toggle) C key
Chase view: next aircraft TAB key
Chase view: previous aircraft SHIFT+TAB key
Bomb/rocket view (toggle) A key
Bomb/rocket view: next bomb/rocket TAB key
Bomb/rocket view: previous bomb/rocket SHIFT+TAB key
Panning view commands
Action Command
Pan left CTRL+SHIFT+BACKSPACE
Pan right CTRL+SHIFT+ENTER
Pan UP SHIFT+BACKSPACE
Pan DOWN SHIFT+ENTER
Snap to front view CTRL+SPACEBAR
Snap to rear view CTRL+SHIFT+SPACEBAR
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Display commands
Action Command
Cycle through checklists SHIFT+C
Tactical display (toggle) F9
Enemy indicator (toggle) U key
HUD (toggle Cockpit view: forward/ W key
Full view with HUD/Full view without HUD)
HUD colors (toggle) SHIFT+W
Measurement system for HUD (toggle) CTRL+W
Aircraft labels (toggle) N key
Damage text (toggle) F key
Display coordinates/Frame rate (toggle) SHIFT+Z
Windows
Action Command
Full screen (toggle) ALT+ENTER
Create new view window LEFT BRACKET ([)
Close view window RIGHT BRACKET (])
Panel window 1 on/off (toggle) SHIFT+1
Panel window 2 on/off (toggle) SHIFT+2
Panel window 3 on/off (toggle) SHIFT+3
Bring window to front APOSTROPHE (’)
Switch to next view window CTRL+TAB
Switch to previous view window CTRL+SHIFT+TAB
Zoom in EQUAL SIGN (=)
Zoom out HYPHEN (-)
Zoom normal (1x) BACKSPACE
Bring up chat window (Multiplayer) ENTER
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BIBL I
I O TGR R A P HY
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Recommended Reading
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R IG R A P H Y
B I B L IT O
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For a full listing of recommended books and Web sites, see Online Help.
Bickers, Richard Townshend, The Battle of Britain. London: Salamander Books, 1997.
Caldwell, Donald L., JG26: Top Guns of the Luftwaffe. New York: Ivy Books, 1991.
Deighton, Len, Battle of Britain. London: Coward McCann & Geoghegan, 1980.
Deighton, Len, Fighter: The True Story of the Battle of Britain. New York: Harper Collins Publishers,
1977.
Ethell, Jeffrey et al, The Great Book of World War II Airplanes. New York: Crescent Books, 1996.
Galland, Adolf, The First and the Last: The Rise and Fall of the German Fighter Forces, 1938-1945.
New York: Henry Holt & Co., 1954.
Hallion, Richard P., Strike from the Sky: The History of Battlefield Air Attack, 1911-1945. Washington,
D.C.: Smithsonian Institution Press, 1989.
Hammel, Eric, Aces Against Germany: The American Aces Speak. New York: Pocket Books, 1993.
Hough, R., and Richards D., The Battle of Britain: The Greatest Air Battle of World War II. New York:
W.W. Norton & Company, 1989.
Johnson, J.E., Wing Leader. New York: Ballantine Books, 1957.
Johnson, Robert S. & Caidin, Martin, Thunderbolt! New York: Ballantine Books, 1959.
Churchill, carrying gas mask and helmet, tips his hat. (UPI/Corbis)
Mason, Francis K., Battle Over Britain. Bourne End: Aston Publications Ltd., 1990.
McFarland, Stephen L. & Newton, Wesley N., To Command the Sky: The Battle for Air Superiority
Over Germany, 1942-1944. Washington, D.C.: Smithsonian Institution Press, 1991.
Price, Alfred, Fighter Aircraft-Combat Development in World War II. London: Arms and Armour Press,
1989.
Shaw, Robert L., Fighter Combat Tactics and Maneuvering. Annapolis: Naval Institute Press, 1985.
Spick, Mike, Allied Fighter Aces of World War II: The Air Combat Tactics and Techniques of World
War II. London: Greenhill Books, and Mechanicsburg, PA: Stackpole Books, 1997.
Spick, Mike, Luftwaffe Fighter Aces: The Jagdflieger and Their Combat Tactics and Techniques.
London: Greenhill Books, 1996.
Spick, Mike, The Ace Factor: Air Combat and the Role of Situational Awareness. Annapolis: Naval
Institute Press, 1988.
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Glossary
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aerodrome: (RAF) An airfield or airbase; includes airfield & related facilities. From the French, but
adopted into English and sometimes (later) called an “airdrome.”
abschuss: (German) Fighter victory; literally a “shoot down.”
ace: Since WWI, a pilot who has shot down at least five enemy aircraft.
ailerons: Movable control surfaces on the outer trailing edge of an aircraft’s wings that cause it to bank
or roll left or right.
air force: (USAAF) A fighter unit consisting of 16 fighter groups, ~768 aircraft.
Ami:(German) Slang for American.
Angels: (RAF) Altitude in thousands of feet.
armistice: A mutually agreed-upon end of hostilities.
bandit: (USAAF) Enemy fighter.
bank: Minor rotation of an aircraft about its longitudinal (nose to tail) axis, causing one wing or the
other to dip or rise; controlled by the ailerons. See Roll.
A victory V frames a flight of Spitfires roaring out across the Channel, August, 1941. (UPI/Corbis)
bingo: The point in a mission at which remaining fuel dictates an immediate return to base.
Blitzkrieg:(German) “Lightning war”—the highly mobile form of warfare used by the Wehrmacht
between 1939 and 194; an overwhelming combination of armor, air power, and mobile infantry.
bogey: (USAAF) Slang for an unidentified aircraft.
bounce: To attack unsuspecting enemy aircraft, usually from above and behind.
break!: A warning to friendly fighter aircraft that they are under attack and must break formation to
take immediate evasive action.
bunk flying: Hashing over a mission in the barracks.
chattanooga: Air-to-ground attacks on rail targets.
circus: (USAAF, RAF) A ruse, using many fighters and few or no bombers, to decoy Luftwaffe
fighters; the Germans used similar tactics.
close escort: A fighter mission in which the fighters must remain in close contact with the bombers they
are escorting, not searching for or pursuing enemy fighters.
combat box: (USAAF) A large, mutually defensive heavy bomber formation, generally consisting of
18, 27, 36, or 54 aircraft; devised by Curtis LeMay.
crate: (USAAF) Slang for plane.
D-Day: (USAAF, before the Allied invasion of Europe, 6/6/44) Planned day on which a major
operation was to be launched (at “H-Hour”). After the successful invasion, D-Day came to mean
the famous Sixth of June, when the Allies landed in France to drive the Germans out of the
territory they had occupied during 1939-1944.
deflection: The angle of a target aircraft relative to the aircraft shooting at it.
dicke Autos: Luftwaffe code word for Allied heavy bombers; literally, “fat cars.”
division: (USAAF) Two sections; also called a flight.
element: (USAAF) The equivalent of the German Rotte two-plane formation.
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elevators: Movable control surfaces on an aircraft’s horizontal tail surface that control its pitch (nose-
up or nose-down attitude).
fighter group: (RAF) Fighter organization consisting of ~350 fighter aircraft, about 20 squadrons.
(USAAF) 48 fighter aircraft.
fighter sweep: (RAF) An offensive sortie without escort responsibilities. (USAAF) Rodeo. (Luftwaffe)
Freie Jagd (“free chase”).
finger four: (RAF) Four-aircraft formation. (Luftwaffe) Schwarm. (USAAF) Flight.
flak: Anti-aircraft fire; acronym from the German FlugAbwehrKanonen. Light flak batteries might
consist of multiple 20 to 40 mm cannon. Heavy flak guns ranged from 75 to 150 mm. throwing
shells that exploded above 20,000 feet, spraying out 15-30 pounds of steel shrapnel.
flaps: Movable control surfaces on the inner trailing edge of an aircraft’s wings that increase lift when
deployed, usually for takeoff or landing.
flight: (USAAF) A unit consisting of four aircraft (two two-plane elements); also called a division.
free chase: (RAF) Offensive fighter sweep without escort responsibilities, used to draw up enemy
fighters. (USAAF) Rodeo. (Luftwaffe) Freie Jagd (“free chase”).
freie Jagd: (German) Literally “free chase”—an offensive fighter sweep without escort responsibilities,
used to draw up enemy fighters. (USAAF) Rodeo.
Gruppe: (Luftwaffe) Fighter unit consisting of 30-40 aircraft.
homeplate: A pilot’s “home” airfield.
Horrido!: (Luftwaffe) Fighter code word: “I’ve shot down an enemy aircraft!”
Hun: (RAF, USAAF) Slang for Germans.
intruder: Offensive small-scale sorties over enemy territory to destroy enemy aircraft near their own
airfields when they were taking off or landing. A secondary aim was to dislocate the enemy
defense organizations. Mostly, but not always, flown at night.
Indianer: (German) Fighter slang for American fighters; literally “Indians.”
Jabo: (German) Fighter-bomber, from Jagdbomber.
jackpot: (USAAF) Air-to-ground attacks on German airfields.
Jagdflieger: (German) Fighter pilot.
Jagdgeschwader: (German) Fighter unit consisting of ~120 aircraft.
Jagdstaffel: (German) Fighter squadron consisting of 10-12 aircraft.
Jagdwaffe: (German) Luftwaffe fighter force, consisting of single-engine fighters and twin-engine Me
110 and Ju 86 “destroyers.”
Jim Crow: (RAF) Reconnaissance flights over the English Channel in search of shipping targets for
attack by fighters and fighter bombers.
Katschmarek: (German) Slang for wingman, the pilot of the trailing aircraft in a two-plane Rotte;
required to stick with his leader, following his lead.
Kette: (German) V-shaped three-plane formation. (RAF) A “Vic.” An airshow formation used early in
the Battle of Britain and replaced by the “Finger Four” or Schwarm formation.
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184
B-17s bomb a German city.
(Corbis)
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Aircraft
Index Boeing B-17G 142
Consolidated B-24J 143
Dornier Do 17Z 146
Douglas DC-3/C47 145
Fieseler Fi 103 (V1) Flying Bomb 147
A Focke-Wulf Fw 190A-8 135
Hawker Hurricane I 130
Abschuss, defined 181 Heinkel 111H 148
Ace, defined 181 importing from Flight Simulator 98 5
Ace, earning status 8, 101 Junkers Ju 87B Stuka 149
Aces Junkers Ju 88A 150
Luftwaffe 117 Messerschmitt Bf 109E 134
RAF 115–117 Messerschmitt Bf 109G 134
USAAF 120–121 Messerschmitt Bf 110C “Destroyer” 151
Acknowledgements v–vi Messerschmitt Me 262A-1a “Schwalbe” 152
Adler Tag 92 North American B-25J Mitchell 144
Aerial combat, five stages of 56 North American P-51D Mustang 140
Aerobatic maneuvers. See Basic Aerobatic Maneuvers operational speeds and flap settings 154
Aerodrome, defined 181 Republic P-47D Thunderbolt 138
Aileron controls 25, 170 Supermarine Spitfire IX 133
Aileron Roll 46 Supermarine Spitfire Mark I 132
Aileron trim 14 Aircraft armaments 164–169
Ailerons 14, 24, 181 Aircraft carriers, U.S.S. Hornet 124
Ailerons damage 73 Aircraft labels 19, 53
Air combat, five stages of 56 Aircraft strengths and weaknesses
Air combat maneuvers Focke-Wulf Fw 190 157
Attack, Head-on 65 Hawker Hurricane I 156
Bombing, Dive 67 Messerschmitt Bf 109 156
Break, the 68 North American P-51 Mustang 157
Element of surprise, the 57 Republic P-47 Thunderbolt 157
High Yo-Yo 61 Supermarine Spitfire Mark I 156
Immelmann 58 Supermarine Spitfire Mark IX 156
Important concepts 55–56 Airframe damage 73
Lag Turn 60 Airspeed 31, 55
Lead Turn 59 Altimeter 29
Low Yo-Yo 62 Altitude
Scissors 63 holding constant 29
Split-S, the 69 relationship to airspeed 31
Strafing 66 trading with airspeed 55
Up and Under 64 American vehicles and vessels 161–162
Air fighting, ten rules of 72 Ami, defined 181
Air force, defined 181 Amphibian, DUKW 162
Air-fuel mixture, adjusting 29 Angels, defined 78, 181
Air-to-air rockets 168 Angle of attack 32–33, 36, 37
Air/fuel mixture 27 Armaments, aircraft 164–169
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D Elevator
defined 182
D-Day 102, 103, 181 trim 14
Dakota. See Douglas DC-3/C47 Elevator controls 24, 25, 170
Damage Effects 70–75 Elevator damage 73
Damage text, displaying 19 Enemy Indicator 19, 53
Debriefings 9, 78 Enemy levels 8, 77
Deduced reckoning 42 Engine
Deflection, defined 181 auto start 15, 26
Deflection shooting 56 commands 15, 172–173
Descending 28, 32 controls 26–29
checklist 36 damage or failure 73
Detecting the enemy 56 displaying and hiding controls 15
Dicke Autos, defined 181 starting 34
Difficulty levels 78 stops or seizures 73
Disengaging 57, 70–71 Escort, bomber 82
Display commands 19, 176 Escort, close 85, 93, 181
Display, Heads Up. See Heads Up Display (HUD) Escort, convoy 161
Display, Tactical. See Tactical Display Escort, free 85
Displaying Ethell, Jeffrey 139
aircraft labels 19, 53 Exit command 10
coordinates/frame rate 19 Exiting game 13, 171
damage text 19 Explosions 71, 72
in-game menu 13 Extending flaps 14
online Help 13
Dive Bombing 67 F
Diving 32
Division, defined 181 Failure, structural 73
Doolittle, Gen. James "Jimmy" 100, 113, 124, 125 Fieseler Fi 103 (V1) Flying Bomb 147
Doolittle Raid 124 Fighter ace, earning status 101
Dornier Do 17Z 91, 146 Fighter aces
Douglas DC-3/C47 145 Luftwaffe 117
Dowding, Sir Hugh 122, 123 RAF 115–117
Drag 25, 39 USAAF 120–121
DUKW amphibian 162 Fighter Command, defined 78
Fighter Group, defined 78
E Fighter planes 129–141
Fighter Squadron, defined 79
Eagle Day 92 Fighter sweep, defined 182
Eder, Georg-Peter 119 Fighter-Bomber 82, 85
Effective lift 39 Finger four, defined 182
Effects, damage 70–75 Fire 72
Eighth Air Force 124 Firing guns and cannon 12, 16, 174
Eisenhower, Gen. Dwight D. 145 Firing weapons 16
Element, defined 181 Flak, defined 182
Element of surprise, the 57 Flap settings 154, 155
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Keyboard Lift
aileron controls 25, 171 effective lift 39
brakes commands 173 experimenting with 37
commands 171–177 horizontal component 31
display commands 176 increasing and decreasing 24
elevator controls 24 overview 36–37
engine commands 172–173 Lights commands 173
engine controls 26 Lights, keyboard controls 16
extending and retracting flaps 27 Lockheed P-38 Lightning 102
flight commands 171 Loop Over 48
game commands 171 Loop Under 49
other aircraft commands 173 Losing altitude 29
padlock views 18 Low Yo-Yo 62
panning view commands 175 Luftflotte, defined 183
rudder controls 25, 171 Luftwaffe aces
slewing 177 Galland, Adolf 117–118
trim commands 25 Mayer, Egon 119
view commands 174–175 Mölders, Werner 118
weaponry commands 174–177 Luftwaffe aircraft
windows commands 176 Dornier Do 17Z 91, 146
Kite, defined 183 Fieseler Fi 103 (V1) Flying Bomb 147
Kolditz 115 Focke-Wulf Fw 190-A8 103, 135
Korean war 121 Heinkel 111H 148
Kübelwagen 158 Junkers Ju 87B Stuka 91, 149
Junkers Ju 88A 150
L Messerschmitt Bf 109E 91, 134
Messerschmitt Bf 109G 134
Labels, aircraft 53 Messerschmitt Bf 110C "Destroyer" 91, 151
Lacey, James "Ginger" 116, 117 Messerschmitt Me 262A-1a “Schwalbe” 152
Lag Turn 60 Luftwaffe, defined 183
Landfall, defined 83 Luftwaffe Medals and Promotions 109, 110
Landing 35–36 Luftwaffe mission types
checklist 36 bomber escort 82
Landing gear convoy attack 82
command 173 fighter-bomber (ground attack) 82
damage 75 Freie Jagd 82
keyboard control 16 intercept 86
Landing lights, keyboard control 16 patrol 86
LCI (Landing Craft, Infantry) 162 strafing 87
LCT (Landing Craft, Tank) 162 Luftwaffe terms 81
Lead Turn 59
Leaks 74
Lean mixture 15
Leaning the mixture 29
Left brake, keyboard control 16
Legless Wonder, the 115
Liberator. See Consolidated B-24J
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N P
Navigating P factor 40
skipping to next action 43 P-38 can opener 103
slewing 43 Padlock views 51, 53
using ground references 42 described 17
using waypoint information 42 keyboard controls 18
Nazis 123 using a joystick 12
Negative Gs 38 Paint the horizon 31
Ninth Air Force 102, 103 Pancake, defined 183
Noball, defined 183 Panel lights, keyboard controls 16
Normandy, beaches of 101–102 Panel windows, keyboard controls 21
North American B-25J Mitchell 144 Panning views
North American P-51D command 175
armaments 169 keyboard controls 18
North American P-51D Mustang 70, 102, 103– Panther Ausf G tank 158
104, 108, 120, 140 Parasite drag 39
armaments 165 Paris, France 103
gunsights 53 Parking brakes
operational speeds and flap settings 155 command 173
strengths and weaknesses 157 keyboard control 16
Nose, raising and lowering 25 Patrol 86–87
Numeric keypad 52 Patton, General George S. 102, 103
Nuremberg 123 Pauke-pauke, defined 183
Pausing 13
O Pearl Harbor 123, 124, 144
Performance limitations, exceeding 70
Oerlikon MG FF 20-mm cannon 166 Pilot, creating 78
Oil leaks 74 Pilotage 42
Online help 5, 7 Pilot's Golden Rule, the 28
Online help, "What's This?" command 23 Pilot's Log 9
Opel “Blitz” S type 3-ton truck 158 Pitch
Operation Argument 100 changes in 26–27
Operation Bodenplatte 105 defined 183
Operation Sealion 90, 95, 96 Pitch attitude
Operational speeds and flap settings decreasing 25
Focke-Wulf 190A 154 increasing 25
Hawker Hurricane I 154 Pitching up or down
Messerschmitt Bf 109E 154 using a joystick 12
Messerschmitt Bf 109G 154 using the keyboard 14
North American P-51D 155 Pitot tube heat 16
Republic P-47D 155 Positive Gs 38
Supermarine Spitfire Mk I 155 Power, decreasing or increasing 29
Supermarine Spitfire Mk IX 155 Precession, gyroscopic 40
Ops, defined 183 Primary control surfaces, desccribed 24–25
Orbit, defined 183 Product Support. See Microsoft Technical Support
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Wings
banking 31
shredded 73
Wirbelwind Flakpanzer IV 158
World War II
Battle of Britain, the 89–97
Battle over Europe, the 98–106
D-Day 102
key players 122–127
role of weapons and machines 98
World Wide Web site. See Web sites
Wound badges 109, 110
Wounds 71
X
XIX Tactical Air Command 103
Y
Yaw
counteracting 24
defined 184
during a turn 31
Yawing 12, 14
Yellow dot 53
Yo-Yo
High 61
Low 62
Z
Zero Hour, defined 83
Zooming
in and out 176
keyboard controls 21
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