by Charles Gulick
Like its predecessor, 40 Great
Flight Simulator Adventures, the parameters and narratives in
this book are designed to enhance your enjoyment of the remarkable Flight Simulator and Flight Simulator II programs.
Designed by Bruce Artwick, these programs run on the IBM PC and PCjr,
Commodore 64, Apple II series, and Atari 800, XL, and XE computers.
Though other flight simulations have appeared on the market, there is still, in my opinion, nothing to compare with Artwick's achievements in realism or challenge. The Flight Simulator is as close as you can come to piloting a real airplane, short of trekking to your local airport and signing up for flying instructions.
Listen to the Flight Instructor
This isn't a book simply to be read, but one to keep open across your knees or on your flight desk as you fly. In each adventure you'll find, among other things, advice, notes, suspense, mystery, and navigational tips. Reading about them will, frankly, be meaningless if you're not flying at the same time. Just think of the text in this book as the voice of your flight instructor, a guide intimately familiar with the local terrain and conditions, or just a friend along for the ride.
Don't expect to fly all adventures perfectly the first time, or even the fiftieth, even if you're a skilled simulator pilot. Taking the text and translating it into actual flight requires practice and familiarity with what's happening. Be patient.
More Than Mystery
This book adds a further dimension to simulator flying in that it offers specific flight instruction for ground maneuvering, taxiing, takeoff, climbing, cruising, "letting down" from altitude, flying airport patterns, landing, and more. The "Spanaway" adventures cover such things as power settings (rpms) and elevator trim adjustments to help you achieve precision control of your Cessna (Microsoft version) or Piper (SubLogic versions) aircraft. You'll learn when and how to rotate the aircraft on takeoff, how to set up standard climb and descent rates; when to start losing altitude as you approach your destination airport; how to understand and fly VOR radials; and precisely how to fly airport patterns and legs, from takeoff to touchdown.
But there's no shortage of the fun and mystery I hope you enjoyed in my first book, 40 Great Flight Simulator Adventures. You'll fly with a strange copilot in "The Arrow," discover a weird world of mirrors in "Time Warps," lose your engine on takeoff, reconnoiter the WWI zone in your unmodified modern aircraft, learn how to slew anywhere (including around the world). You'll also be presented with a beautiful airstrip of your own in lower Manhattan, explore mystic shapes in "Outposts," closely examine the Clouds parameters, try to get yourself out of extended inverted flight, and much more.
Close, But Not Quite
Be advised, though, that the included flight instruction is intended purely for Flight Simulator and Flight Simulator II, and is certainly not intended as instruction for flying an actual aircraft. However, the principles involved are valid for real flying and are derived from those expounded in modern aviation literature. In this connection, the author acknowledges a special debt to Positive Flying (Macmillan, 1983) by Richard L. Taylor and William M. Guinther.
I also wish to thank COMPUTE! Books for its exemplary conduct in the production and follow-through on these books and the business of them, and editors Stephen Levy and Gregg Keizer for their fine cooperation and discerning contributions to the text.
Finally, all of us who fly Flight Simulator and Flight Simulator II are indebted to Bruce Artwick, the designer, for his great talent and the superb quality of his work. I thank him for many hundreds of hours of enjoyment, excitement, and challenge. Without his magical achievement, of course, these adventures could not be imagined.
The blue yonder is calling. Climb into the left seat, and let's get flying.