       %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%
       %    		    THE LoOnS PROUDLY PRESENT		       %
       %			    				       %
       %   		       B-17 FLYING FORTRESS    		       %
       %			    				       %
       %    		       FULL ENGLiSH MANUAL!		       %
       %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%

             
                   
                 TYPED BY CHUCK & BAGGY  SUPPLIED BY: ACTION MAN         
		
                          RELEASE DATE: 1st APRIL 1993

		      "CLuNk CLiCk DONT iT MAkE YoU SiCk!"

------------------------------------------------------------------------------
				   CREDITS
------------------------------------------------------------------------------

Product Manager			Andy Craven


Software By			Dominic Robinson
				Ian Martin
				Graeme Baird
				Terry Spencer


Shapes				Derek Austin


Maps				Derek Austin
				Mark Griffiths


Artwork				Mark Griffiths
				Dean Betton


Music By			Andrew Parton
				John Broomhall


Sound Effects			Graeme Baird


Game Designer			Mike Brunton


Project Manager			Tim Roberts


Publisher 			Paul Hibbard


Quality Assurance
Testing By			Andrew Luckett
				Richard Bakewell


Manual Written And
Researched By			Alkis Alkiviades


Manual Designer			Joanna Smith


Typesetting By			Sarah Kerr


Picture Research		Alkis Alkiviades
				Julie Burness


Aircraft
Illustrations By		Blue Chip Tel:0666 824183


Graphics By			Brushwork Tel:0705 837742


Packaging By			Julie Burness


------------------------------------------------------------------------------
				 CONTENTS
------------------------------------------------------------------------------

SIMULATION OVERVIEW
-------------------

	Introduction...........................................10

	Sorting the materials..................................11
		Installation/Loading...........................11
		This Manual....................................11

	Game Overview..........................................12

	The Crew...............................................13
		The Airplane Commander.........................14
		The Pilot and Co-Pilot.........................14
		The Navigator..................................14
		The Bombardier.................................14
		The Radio Operator.............................14
		The Engineer/Top Turret Gunner.................14
		The Gunners....................................15

	The Layout of the B-17.................................15
		Pilot's Compartment............................16
		Nose Section...................................16
		Bomb Bay.......................................16
		Radio Compartment..............................16
		Ball Turret and Waist Section..................16
		Tail Gunners's Compartment.....................16

THE FIRST MISSION
-----------------

	Getting Started........................................20
		The Novice Flight Sim Player...................20
		The Experienced Flight Sim Player..............20

	Control Methods Summary................................20
		The Controller.................................20
		The Selector...................................20

	Starting the Simulation................................21

	The Mission Briefing...................................22

	The Configuration Screen...............................23

	Inside the B-17........................................23

	Pilot's Instrument Panel............................24-25

	Taxiing to the Runway..................................26

	The Take Off...........................................27

	The Crew...............................................27

	Navigation and Waypoints...............................29

	Gunnery................................................29

	Bombardier.............................................30

	Outside Views..........................................31

	Landings...............................................31

GAME CONTROLS,BOMBER AND CREW OPTIONS
-------------------------------------

	Game Controls..........................................36
		The Controller.................................36
		The Selector...................................36

	Copy Protection........................................36

	The Bomber Roster Screen...............................36

	Save/Load a Campaign...................................36

	The Crew Photo.........................................37

	Misssion Briefing......................................38

	Training...............................................38

	Bomber History.........................................38

	Roster.................................................38

THE MISSION BRIEFING
--------------------

	The Briefing Room......................................42
		The Mission....................................42
		Mission Details................................42

	Targets................................................43
		Primary........................................43
		Secondary......................................43
	
	Map....................................................44
	
	Recon..................................................44

	Decline Mission........................................44

	Accept Mission.........................................44

	Configuration Screen...................................44
		Difficulty Levels..............................45
		Landings.......................................45
		Bombs..........................................45
		Mechanical Reliability.........................45
		Gun Ammunition.................................46
		German Flak & Aircraft.........................46

BOMBER OPERATION
----------------

	The Six Compartment Screens............................50

	Bomber Gun and Crew Positions..........................50
		Pilot's Compartment............................50
		Nose Section...................................50
		Bomb Bay.......................................51
		Radio Compartment..............................51
		Ball Turret and Waist Section..................51
		Tail Gunner's Compartment......................52

	Moving Around The Flying Fortress......................52
		The Crew.......................................53

	The B-17 Instrument Panels.............................54

	Other Compartment Screen controls......................54

	Screen Controls........................................54

	Views..................................................56
		Aircraft Selection.............................56
		General Aircraft Views.........................56
		B-17 Specific Views............................57
		Crew Views.....................................58

	Other Controls.........................................58
		Toggle Manual/Computer Control Crewman.........58
		Control Crewman................................58
		Configuration Screen...........................58
		Accelerate Time................................58
		Skip time......................................58
		Adjust Detail Level............................59
		Film Director Mode.............................59
		Pause Game/Resume Game.........................59
		Quit to DOS....................................59
		Sound Levels...................................59
		Hide Game......................................59

THE PILOT,CO-PILOT AND FLIGHT CONTROLS
--------------------------------------

	Flight: A Basic Introduction...........................62
		Lift...........................................62
		The Four Forces................................63
		Speed and Lift.................................63

	The Flight Simulator...................................63

	The Pilot's Instrument Panel........................64-65
		The Pilot's Control Column.....................64
		The Instrument Panel...........................66

	The Four Engines.......................................67

	Other Pilot Controls...................................67

	The Take Off...........................................68
		Starting Engines...............................68
		Taxiing and Steering...........................68
		Flaps..........................................68
		Taking Off.....................................68

	Climbing and Cruising..................................69

	Flight Characteristics.................................69
		Turns..........................................69
		Stall and Recovery.............................69
		Spins and Dives................................70

	Formation..............................................70

	Accelerate Time........................................70

	Skip Time..............................................70

	Landings...............................................70
		Traffic Pattern................................70
		Final Approach.................................71
		Landing Roll...................................71
		Good/Bad Landing...............................71

THE BOMBARDIER
--------------
	Action Views...........................................74
		The Bomsight View..............................74
		Window View....................................74
		External View..................................74
		Returning to Compartments Screens..............74

	Bombardier's Controls..................................74
		Bomb Bay Doors.................................74
		Bombsight Controls.............................75

	Identifying the Target.................................75
		Primary........................................75
		Secondary......................................75

	Bombing Procedure......................................76
		The Ideal Line.................................76
		Overshooting the Target........................76
		Random Targets.................................76
		Go Around again................................76

	The Bombing Formation..................................76

	Damage.................................................77

	Bomb Bay Views.........................................77

	Tactical Views of Bombs................................77

	On/Off Target..........................................77

THE NAVIGATOR
-------------

	Views..................................................80

	The Map................................................80

	Setting Course.........................................80

	Controls...............................................80
		Estimated Position.............................80
		Wounded Navigator..............................81
		Fixing Your Position...........................81
		System Damage..................................81

THE RADIO OPERATOR AND INTERCOM SYSTEMS
---------------------------------------

	Views..................................................84

	The Radio Operator Controls............................84

	The Intercom...........................................85

CREW MANAGEMENT SYSTEMS........................................88

	Introduction...........................................88

	Viewing the Ten Crew Postions..........................88

	Jumping into Position..................................88

	Crew Skills............................................89

	Re-Allocation of Crew Tasks............................89
		Crew Status indicator..........................90
		The Photo......................................90
		The 2D Picture.................................90
		Moving the Crew Around.........................91
		Time To Get There..............................92
		Player Control/Computer
		Control of Crew member.........................91

	Crew Health............................................91
		Wounded and first Aid..........................91
		Landings.......................................92
		Oxygen System..................................92
		Heating System.................................92
		Medals.........................................92

THE GUNNERS: DEFENDING THE B-17
-------------------------------

	The Clock System of Defence............................96
	
	Positions..............................................96

	Views..................................................97

	The Machine Guns.......................................97
		Controls.......................................97
		Jammed Guns....................................98
		Sights/Aiming/Deflection.......................98

	Dropping Out of Formation..............................98

	Escort Fighters........................................98

DAMAGE SYSTEMS
--------------

	Bomber Damage.........................................102

	Aircraft Status Screen................................102
		Fires in the B-17.............................102
		Engine Fires..................................102
		Turret Repairs................................102
		Bomb Bay Doors................................103
		Landing Gear..................................103

	Crash Landing in Occupied Territory...................103
	
	Crashes in UK Territory...............................103

	Bailing Out...........................................103

	Ditching in the Sea...................................104

	Getting Back Home.....................................104
		POW...........................................104
		Escape with the help from the Resistance......104

	Replacement Bombers...................................104

END OF MISSION
--------------

	Debriefing............................................108
		Target Damage.................................108
		Aborted Mission...............................109
		Justified Abort...............................109
		Unjustified Abort.............................109
		Crew Changes..................................109

MEDALS AND PROMOTIONS
---------------------

	Medals................................................112

	Promotions............................................113

	Bomber Nose Screen....................................114

	Save Game/Bomber/Pilot/Crew...........................114

	End Of Tour...........................................114


A BATTLESHIP FOR THE SKIES....................................118


UNITED STATES 8TH AIR FORCE
OPERATIONAL PROCEDURE.........................................124

A B-17 BOMBING MISSION
----------------------

	Ground Crew...........................................132

	Flight Crew...........................................134


STRATEGIC BOMBING.............................................140


THE DEVELOPMENT OF THE BOMBER AIRCRAFT
--------------------------------------

	The Pre-War Decade....................................162	
	
	Developments During The War in Europe.................164

THE FIGHTING B-17'S
-------------------

	The B-17E.............................................174

	The B-17F.............................................174

	The B-17G.............................................180


MISSING IN ACTION.............................................184

FLYING IN FORMATION...........................................188

BOMBS.........................................................198

THE FIGHTER ESCORT............................................204

GERMAN FIGHTERS...............................................211

BOMBER RECOGNITION CHART......................................217

GLOSSARY......................................................233

DESIGNER'S NOTES..............................................299

-----------------------------------------------------------------------------
			    SIMULATION OVERVIEW
-----------------------------------------------------------------------------

				  [P.10]

INTRODUCTION
------------

The B-17 Flying Fortress remains a legend in the history of the Second
World War.It was the bomber that struck deep into occupied Europe,in daylight,
taking on the might of the Luftwaffe,braving the ferocious German Flak 
defences.It was the bomber that could hit precision targets from five miles
up then return home,sometimes with massive structural damage.It was the
bomber that held ten flyboys,many still teenagers,and bound them into a
tough flying unit.

Now,Microprose brings you the complete simulation of the Flying Fortress.
Command the crew over a complete tour of duty,learn how to fly the huge
bomber,navigate across Europe,identify targets and operate the famous
Norden Bombsight.Fight your way there and back dealing with damaged bomber
systems and wounded crew.Manage the men under your command,understand their
skills and characters, build up their level of efficiency and give them
rewards and promotions when they deserve it.

There has never been a simulation like Flying fortress;from customising a
bomber with your choice of nose art and name to the highly detailed mission
briefing and breathtaking air combat sequences,we at Microprose think
you'll agree that it's a flying experience you'll never forget!

SORTING THE MATERIALS
---------------------
                                  [P.11]

Your Flying Fortress package contains this Manual,a Technical Supplement,
a Key Reference Card,a B-17 Poster and disks to run the simulation.

INSTALLATION/LOADING
--------------------

The Technical Supplement gives specific instructions for loading and/or
installing the simulation for your computer.It also provides a Flight
Supplement and a complete reference for all the keys used in Flying
Fortress.

THIS MANUAL
-----------

The Manual provides a First Mission Guide,detailed operating instructions
for the simulation and a comprehensive history of the B-17 Flying Fortress
in missions over occupied Europe.The Manual is applicable to all computer
systems.

GAME OVERVIEW
-------------
                                  [P.12]

You are the Commander of the Flying fortress. You are responsible for the
ten man raw crew and the B-17G bomber.You can take over from any of the
crew and must be prepared when things begin to go wrong;assign personnel to
treat wounded crew,extinguish fires or manually open jammed bomb bay doors.
Manage the men under your command carefully; remember that, although
replacement crews are readily available,the less replacement crews you use
the more experienced your original crew will become and the better they
will be at their jobs.Gunners will shoot down more enemy planes and morale
among the crew will be very high.

Your own abilities are of supreme importance.Although you can,if you wish,
sit back and let the crew get on with it,you should be able to fly the B-17
and understand all instrument panel controls.To succeed in Flying Fortress
you must try to be the best Pilot,Bombardier,Navigator and Gunner as well
as keeping an eye on all Damage Systems.

You have a lot of bomber to control and your decisions and actions are
vital to campaign success.

				  [P.13]
THE CREW
--------

THE AIRPLANE COMMANDER
----------------------

In Flying Fortress you are not just a pilot. You are in charge of a B-17
with all the duties and responsibilities that come with a 10 man Fortress.
You are responsible for the airplane and the crew;their safety and
efficiency,not just when you are flying into combat,but at all times.

Your crew is made up of specialists:Pilot,Co-Pilot,Navigator,Bombardier,
Engineer,Radio Operator and four Gunners. Each must play a part in the
combat team whose effectiveness must be reflected in your ability as a
Commander.

You must get to know each member of your crew,their character,capabilities
and shortcomings. Take an interest in their problems,ambitions and need for
extra training. Be aware of their morale;this is always the greatest
problem for any Commander of any unit.

Your crew should be trained to work as a team.Get to know each one's
duties and any difficulties experienced.To succeed you must have a
thorough knowledge of each job and the likely problems that will be
encountered.

THE PILOT AND CO-PILOT
----------------------

The Pilot and Co-Pilot must be able to take off and land equally well.They
are the senior officers on board.The B-17 is a big plane,more than any one
Pilot can handle alone.Make sure the Pilot and Co-Pilot do an equal share
of the flying,take offs,landings and instrument work.Do not allow one Pilot
to increase in skill to the detriment of the other.That Pilot may get
injured or re-assigned to another position and you may have to rely on the
skills of the inferior Pilot to get the plane safely back to base.

			          [P.14]

THE NAVIGATOR
-------------

The Navigator must direct your airplane from take off to the target then
back to base.He must know the precise position of the airplane at every
moment that it is in the air.Even though his work requires accuracy and
concentration he must be able to use the 0.50-cal. machine guns sited at
his station,be familiar with all bomber systems and learn how to operate
turrets and radio equipment.

THE BOMBARDIER
--------------

The ultimate aim of the aircraft and crew is effective and accurate
bombing.Mission success depends on the Bombardier and what he achieves in a
short space of time over the target.When he takes over control of the
aircraft on the bombing run he is the Commander and remains so until he
signals `Bombs away!' The Bombardier must understand his bombsight,all his
bombing equpiment and instruments and must be thoroughly trained in target
identification.

THE RADIO OPERATOR
------------------

The Radio Operator must know everything about his radio equipment.He must
provide position reports,upkeep the tuning of the radio sets and maintain a
comprehensive log of messages.It's advisable that the Radio Operator gain
experience of firing the guns and turrets.

THE ENGINEER/TOP TURRET GUNNER
------------------------------

A good combat Engineer knows his airplane,engines and armaments like the
back of his hand.He is responsible for all equipment and therefore the
lives of all the crew flying in the airplane.He must also be a good gunner.

				  [P.15]

THE GUNNERS
-----------

The B-17 is designed to be a defensive gun platform.The way the Gunners
perform establishes the effectiveness of the Flying Fortress.All Gunners
must understand the zones covered by their guns and be able to bring them
to bear quickly and accurately.Gunners should be experts at aircraft
identification,and familiar with the operation of their machine guns.They
must be able to use the sights correctly.Good effective Gunners must be
able to fire guns from all other positions on the aircraft.

				  [P.16]

LAYOUT OF THE B-17
------------------
				  
PILOT'S COMPARTMENT
-------------------

The Pilot's Compartment is between the Nose Section and the Bomb Bay.It
contains the Pilot and Co-Pilot flight controls and instruments.There is
also a power turret with twin 0.50-cal. machine guns for the engineer to
operate.

NOSE SECTION
------------

The Nose Section provides a compartment for the Bombardier and the
Navigator and an electrically powered chin turret operating two Browning
machine guns located under the Bombardier's station.There are also two
cheek guns located in this station.

BOMB BAY
--------

Located just behind the Pilot's Compartment,ten 500lb bombs are stacked
here and can be released electrically by the Bombardier or mechanically by
any member of the crew.

RADIO COMPARTMENT
-----------------

Just behind the Bomb Bay,accessed through a catwalk past the Bomb Bay is
the Radio Compartment.All messages are transmitted and received here.

BALL TURRET AND WAIST SECTION
-----------------------------

Behind the Radio Compartment and below the Waist Section is located the
Ball Turret equipped with twin .50-cal. machine guns.Two flexible 0.50-cal
machine guns are located on either side of the waist section manned by two
waist gunners.

TAIL GUNNER'S COMPARTMENT
-------------------------

Situated at the extreme end of the tail,this section has two direct
sighted 0.50-cal. machine guns.

-----------------------------------------------------------------------------
			     THE FIRST MISSION
-----------------------------------------------------------------------------

				  [P.20]

GETTING STARTED
---------------

THE NOVICE FLIGHT SIM PLAYER
----------------------------

If this is your first experience of a Microprose flight sim we suggest you
follow this guide but take the Training option when it appears in the Main
Bomber Screen.Follow this section until you come to the Training option.
Select this option and follow all on-screen Supplement section in the
Flying Fortress Technical Supplement.You may then return to,and complete,
The First Mission.

THE EXPERIENCED FLIGHT SIM PLAYER
---------------------------------

If you are an experienced player of flight simulations you may wish to use
this section as a guide to your first mission.You will be given a flavour
of Flying,Navigating,Bombing and Combat Procedure.Do not worry about
crashing or being shot at;you will be playing the simulation at the lowest
level and it will be very forgiving when you make mistakes!

CONTROL METHODS SUMMARY
-----------------------

Different computer systems have different methods of control so this
manual,which is applicable for all computer systems,will refer to the
Controller and the Selector.Get used to these terms and be familiar with
your own particular control methods.

THE CONTROLLER
--------------

The B-17 can be controlled using a Joystick,a Mouse or a keyboard.In this
manual these methods of control will be referred to as the Controller.All
game and simulation controls will be accessed by one,or a combination
of,these three Controllers.

THE SELECTOR
------------

The simulation will ask you to select from a list of options,usually an
Icon (a small picture) on a green button.In all cases you will be asked to
press or click on the Selector.This will refer to the Joystick Fire Button,
the Mouse Button (left hand),or certain Keyboard Buttons.

				  [P.21]

STARTING THE SIMULATION
-----------------------
This guide will take you through your first mission in the B-17 and is
designed to get you into the air as quickly as possible.You will have a
chance to choose a bomber,name it and give it your own choice of `nose
art'. Then you will attend a Mission Briefing.When you are in the air be
prepared to be shot at by flak guns and attacked be enemy fighters.

Firstly,load Flying Fortress as specified in the Technical Supplement.

 SELECT BOMBER

Once the game has loaded and the title sequences are completed,you will be
asked to select a bomber from a choice of six on the Bomber Roster Screen.

 Press RESET BOMBER 
				  
You will then be aked to give a Pilot's name.

Enter your name using the keyboard.Press [Return] when you have finished
typing.

You will then be asked to choose a piece of `nose art' and then type in a
name for your bomber.Press [Return] when you have finished typing.

Once you have done this,press SELECT and you will see the Main Bomber
Screen with your choice of `nose art' and name.

Below the bomber you will see a row of option buttons.

(Novice flight simulation players should now choose the Training option
using the detailed Flight Supplement in the Flying Fortress Technical
Supplement).

Select MISSION BRIEFING

			          [P.22]

THE MISION BRIEFING
-------------------

Along with other crews you will be told about the target for today by the
Target Operations Officer.The first few missions will usually be `milk
runs',over short distances to not particularly well defended targets.

Select MISSION and you will be given written details of the target.Study
the details but do not worry about remembering them,you can always access
mission details from the Navigator's position when you are in the bomber. 

Return to Mission Briefing and then select MAP to see the route to the
target.Don't worry about the navigation at this stage,your Navigator will
be fully briefed about the route.

Return to the Mission Briefing screen and select RECON.This will show a
short fly-by film of the Primary and Secondary Targets.Study the target
identification chart in the Appendix and make doubly sure what your targets
look like.

Return to the Mission Briefing and press ACCEPT.

You have completed your first Mission Briefing.

				  [P.23]

CONFIGURATION SCREEN
--------------------

(Also accessed later in the simulation by pressing ALT/C)

This will allow you to set various options.

Choose DIFFICULTY LEVELS.

If you are new to Flying Fortress you are advised to stay in the lowest
levels;it is highly unlikely that you have ever flown a simulation like the
B-17 and even seasoned flight sim players will find it tricky at first.
Remember,the B-17 is not a fast single seater,you will not be performing
aerobatics and the successful Commander will be the one who can stay in
formation and drop bombs accurately during a level bomb run.

You and your crew will now be transported to your B-17.

INSIDE THE B-17
---------------

You will now be placed in the B-17.

You will start every mission in the Pilot's seat looking out of the
pilot's window in manual control of the Flying Fortress.

Remember that,although you are the Commander,you may choose to be one of
the Gunners for the entire mission and let the computer controlled crew
perform their alloted tasks but for this First Mission Guide we suggest you
try your hand at everything.If you are going to succeed in Flying Fortress 
you will need to aquire all-round skills.In this section you will perform a
take off,bombing,gunnery and a landing.

Press Cockpit View Left KEY [ (open square bracket key) and Right KEY] (close
square bracket key) to look around you. You may also access more selective
views from within the cockpit by pressing the KeyPad keys PGUP,PGDN,INS and
DEL.

You will not be able to see the Pilot's Instrument Panel Controls until
you press KEY I.This will show you a full screen of dials and switches.

Press KEY I to access the Pilot's Instrument Panel.The detailed Instrument
Panel gives you all the information about the plane you are flying.Press
View Left KEY [ (open square bracket key) and Right KEY ] (close square
bracket key) to look around the Instrument panel.

				 [P.24/25]	

PILOT'S INSTRUMENT PANEL CONTROLS
---------------------------------

*NOTE:Pages 24 and 25 contains a diagram of the Instrument Panel.Obviously
      it's impossible to do it in ascii so I'm afraid I'll have to leave it
      out.

				  [P.26] 

With the aid of the Illustration:

Locate the Altimeter

This dial shows height above sea level. The long dial shows hundreds of
feet and the shorter dial shows thousands of feet.Always be aware of your
flying height and keep an eye on this dial.

Locate the directional Gyro

This dial will show you your heading.A heading of 0 degrees is North,90
degress is East,180 degrees is South and 270 degress is West.

Locate the Airspeed Indicator

This dial tells you the speed of the aircraft through the air in Miles Per
hour from 0 to 500mph.

Locate the Rate of Climb Indicator

A visual indication of climb/dive angle measured in hundreds of feet per
minute.Pointer on 0 means a Level Flight.

SELECT KEY W to return to Pilot's Window View.

Now you are ready to take off.

Start all four engines in the sequence [CTRL]/1,2,3,4 (Hold down the
[CTRL] key then press 1,2,3,4)

Make sure Flaps are down (KEY F)

Release Brake (KEY B)

Increase the Throttle to all engines (KEY [PLUS] + ) until the B-17 begins
to move.

In any mission you are the lowest and rearmost aircraft in a V-shaped
flying formation.The other B-17's will be assembling in formation around
the airfield waiting for you to join them.Once you have got into formation
(at the lowest level of difficulty just get close to the other planes) you
will set off for the target.

TAXIING TO THE RUNWAY
---------------------

Steer by moving the Control Column (your Controller) left or right.

Steer the bomber carefully to the edge of the take off runway.Try to line
up the B-17 along the middle of the runway.

 You are clear for take off. There is no one else on the runway.

				  [P.27]

THE TAKE OFF
------------

When you are on correct line apply maximum power to all four engines
([SHIFT]/[PLUS]+).Do not try to pull the plane into the air.Normally,when
you reach an Airsped of 100-115 mph a gentle pulling back on the Control
Column (your controller) will allow the plane to lift itself off the
ground.The B-17 controls may feel sluggish compared to other flight
simulators,but remember that this is a big,heavy airplane.
 
After the airplane has left the ground and you are sure that you have
sufficient flying speed raise the Landing Gear (KEY G).

After reaching an airspeed of 130-150 mph,adopt the normal climb attitude
(Rate of Climb Indicator at 200-300 feet per minute) and watch the
Altimeter rise gently.Look out for your squadron formation.

When you have located your squadron,fly as close to them as you can and
join them in formation (complete the V shape).Level off by easing foward on
the Control Column Controller.Do not try to attempt the mission out of
formation,the results may be disastrous.

THE CREW
--------

When you are cruising in the formation at a level altitude,return to the
Pilot's Compartment Screen (KEY C) and check all the crew positions.Do not
worry about flying the plane,the computer controlled Pilot will take over.

The first screen you see will be the cut-away Compartment Screen.There are
six of these in Flying Fortress each one corresponding to the manned
sections in the bomber.These Compartment Screens enable you to control the
aircraft general systems,damage,repairs etc. and the ten members of the
crew.You may jump into each crew position or move crew members around the
airplane.Remember that you cannot jump into any Compartment that does not
have a crew member in it.

Your first task is to give everyone on board their correct job.

You will always begin missions from the Pilot's Compartment.Notice that
there are three members of the crew pictured in the compartment and three
out of the ten photos are clearly visible.These are the crew in this
section waiting for you to assign them a position.

			 	  [P.28]

PILOT'S COMPARTMENT SCREEN
--------------------------

The Pilot is already assigned.The top control column icon should be
highlighted.SELECT the fourth photo from the left on the top left hand side
of the Compartment Screens (or click on the picture of the Co-pilot).Note
that the selected photo now has a red border around it.This shows the crew
member that you are controlling.You can only control one crew member at any
one time.

Now SELECT the second Control Column Icon.It will light up.You have now
assigned the Co-Pilot.

			|--*--|
			|__|__|  Control Column Icon.
			   |
	
Assign the Top Turret Gunner by selecting the one remaining photo in this
Compartment screen that is clearly visible from the lower section and then
select the Sight Icon.

			   |
			 --*--  Sight Icon.
			   |

This will also light up.Press KEY C to see the gun view.
Press KEY M to assume manual control of the gun position.Make sure the guns
are not aimed at any other plane in your formation and test fire them with
your Selector.

Press KEY C again to return to the Compartment Screen.Control of the gun
position will return to the computer crewman.

				  [P.29]

You have now successfully assigned the three crew members who are
positioned in the Pilot's compartment.Once again,don't worry about flying
the airplane,the computer controlled Pilot will have taken over as soon as
you left the Pilot's view.

Position your Controller over the second crew member from the left at the
top of the screen (it will be an unclear `grey-out' photo) and press the
Selector.You will move foward to the Nose Section of the airplane.

					   ^
     Select the Navigation Icon.         __|__
					   |
					   |

Check that is has lit up and press KEY C.You will see the Navigator's table.

NAVIGATION AND WAY POINTS
-------------------------

Examine the route of the airplane and the pre-set Waypoints as detailed in
the Mission Briefing.Move the Controller around to view the rest of the
map.Your airplane should be marked on the map,on course for the target.At
all times be careful not to press your Selector in this mode.You will reset
the estimated position of the plane and,if you lose the formation,will
almost certainly get lost.

Return to the Nose Section (KEY C) Compartment Screen and click on the
photo of the member of the crew at the bottom right.This is the Tail Gunner
and you will be transferred to the Tail Gunner's Compartment Screen.


     Click on the sight symbol.		|
				      --*--
					|

 Press KEY C and you will enter the Tail Gun Compartment.

Remember that to assume manual control of B-17 positions Pilot,Co-Pilot,
Bombardier and all Gunners you must press KEY M.

Leaving the crew view will always revert the position back to computer
control.

GUNNERY
-------

Gun controls are the same throughout the B-17.Guns are moved in Azimuth
(left/right) and elevation (up/down) by operating the CURSOR KEYS or the
Controller.

The guns are aimed using the visible sight and fired by pressing the
Selector,[SPACE] or [RETURN].

			   	  [P.30]

In the event of an enemy fighter attack you will receive messages over the
Intercom panel giving you their `clock' postion.

If you do see enemy fighters attacking the B-17 formation try and shoot
them down.Holding the SHIFT button as you move the Controller will help you
fine tune your gun sights onto the moving targets.

If nothing of interest is happening you may choose to Accelerate Time 
(KEY ALT/A) in which case all events will happen much faster.Hold down the
keys then release when you wish to return to normal time.

You may choose to Skip Time (KEY ALT/T) provided the game is in a stable
state.If you are in the middle of the combat or bombing sequence you will
not be able to access this fuction.Whole chunks of the mission will be
skipped when nothing is happening but the simulation will revert to normal
time in the event of something important occuring.

Return to the Compartment Screen (KEY C) and practice moving around the
airplane by clicking on the crew photos.

Note:Movement around the plane is by selecting the crew photos not by using
the Move Crewman Icons.

Assign the rest of the crew to positions in the bomber.

Eventually,you will receive an Intercom signal that the bomber is near the
target.

BOMBARDIER
----------

Locate the Bombardier (the first photo,top left) in one of the Compartment
Screens and click on the Bombsight Icon.

Press KEY C.You will now be transferred to the nose view of the B-17.

Press KEY I to access the Bombardier's Instrument Panel.Here you will be
able to aim and drop your bombs using the bombsight.

Press KEY M to assume Manual Control of the Bombardier.

Turn on the bombsight using KEY O.This key moves control of the plane from
the Pilot to the Bombardier.You will now be able to `fly' the plane using
the bombsight controls.

Open the Bomb bay doors,by pressing KEY D.

Use your Controller (Joystick,Cursor Keys) to adjust the bombsight
tracking motor speeds left/right and up/down.

				  [P.31]

Identify the Primary Target.Be sure that you have identified the target
correctly and take care to line up the B-17 in the correct bomb run.You
will need to keep the target in the bombsight cross hairs for a minimum of
20 seconds of level flight.

Line up the target with the bombsight by using your controller.As
Bombardier,you are now flying the plane.Make sure you are tracking the
correct target.The Bomb Release Cue Light will come on even if you track
any normal buildings.It is there to tell you the bombs will hit the target
you are tracking if you release at that point.It is not there to tell you
which is the correct target.

 When you get the Bomb Release Cue light drop the bombs with your selector.

The rest of the squadron will bomb with you as long as you remain in
formation.

When the bombs have been released.Close the Bomb Bay doors (KEY D) and
return to the Compartment Screen (KEY C).Select the Pilot (third from the
left) and fly the B-17 home with the formation.

If you have assigned all crew members to their positions you can observe
from their point of view by pressing Function keys F1 to F10.You can take
over control of these positions (except Navigator or Radio Operator) by
pressing KEY M.

Tactical View (SHIFT/F7) and reverse Tactical view (SHIFT/F8) will give
you an indication of any nearby activity.For example,if you released
bombs,you will see them dropping on target;if you are near your base you
will see the control tower.

OUTSIDE VIEWS
-------------
 
Check through the available outside views to see if any of the other
bombers in your formation have been damaged by flak or enemy
fighters.Experiment with the other views detailed in the Key Reference
Guide.

LANDING
-------
When you are near the English base,you will receive a signal over the
Message System giving you a heading to land on.If you are in control of the
Pilot and do not wish to tackle landing,simply let the computer control the
plane by pressing KEY M.Sit back and relax.The plane will be landed by the
computer controlled Pilot.Watch the approach and landing run.It may help
locate the Base in future when you are playing on a more difficult level.

If you wish to land the plane,remember that you are on the lowest level of
difficulty and can attempt a landing without damage to the bomber or the
crew.

				  [P.32]

Approach the airfield in a rectangular pattern at about 800-1000 feet with
an airspeed of 130-150 mph.Keep engines rpm's to 2000.

Drop Landing Gear (KEY G).

Line up the airplane carefully.

Flaps down (KEY F).

Reduce power on approach (KEY [MINUS] -) and continue to reduce power
gradually down to 100-120 mph airspeed.

Aim to make a 3 point landing (all three sets of wheels touching down at
the same time).Do not tip the nose down.Try to land at about 110-120 mph.

At the lowest level of difficulty your aim is to get the plane on the
ground.

After landing throttle back on all engines (SHIFT/[MINUS KEY]-),allow the
plane to roll the entire length of the runway.

Your first flight in Flying Fortress is over.

You will now be Debriefed;told about the accuracy of your bombs and,perhaps,
issued with decorations and promotions for you and your crew.

If you have followed this guide then you will have covered the basic
elements of the Flying Fortress simulation.But remember,the game is not
just about bombing accurately on target,it's equally about the management
of your crew and how you re-assign them when damage or injuries occur. See
the section on Crew Management for more details.

If you have felt that this section was too difficult to understand,you are
advised to return to the Training base.Choose the TRAINING option in the
Main Bomber Screen and consult the FLIGHT SUPPLEMENT in the Flying Fortress
Technical Supplement.

 Good Luck!

-----------------------------------------------------------------------------
		     GAME CONTROLS,BOMBER AND CREW OPTIONS
-----------------------------------------------------------------------------

				    [P.36]

GAME CONTROLS
-------------
THE CONTROLLER
--------------

The simulation can be controlled using a Joystick,a Mouse or the Keyboard.
In this manual these control devices will be referred to as the Controller.
All game and simulation controls will be accessed by one,or a combination
of,these three Controllers.

It is recommended that you fly the B-17 using a Joystick to give you the
realistic `feel' of the plane.

THE SELECTOR
------------

The simulation will ask you to select from a list of options,switches or
dials.In all cases,you will be asked to press,or tap,the selector.This will
refer to the Joystick fire Button,the Mouse Button 9left-hand) or certain
Keyboard Buttons.If you are controlling the simulation using the Keyboard,
without the Mouse or the Joystick,then you can simulate mouse control using
the Cursor Keys (Left/Right/Up/Down) for movement and Pad Home/Pad End for
left/right buttons.

COPY PROTECTION
---------------

When the simulation has loaded you will be asked a question on the screen.
Please refer to this Manual and type in the correct answer from the
reference given.

THE BOMBER ROSTER SCREEN
------------------------

Pick one of the six airplanes in the squadron to be your bomber.

If you wish to continue with your existing bomber,then simply highlight it
with your Controller and press SELECT,you will then see a full screen image
of the nose section of your Flying Fortress.You can also view details of
each particular Flying Fortress history including all previous missions.

SAVE/LOAD A CAMPAIGN
--------------------

You will have the option to Load an existing campaign.See the Flying
Fortress Technical Supplement for details.

				  [P.37]

If this is your first mission,then select RESET BOMBER.The simulation will
ask for your name,a piece of `nose art' from an available selection,and a
name for your Flying Fortress.Type in your selection and press [RETURN].

Once you have completed these selections you will be shown a full screen
image of your particular bomber with your choice of `nose art' and the name
you have chosen painted on it's side.Below this you will see a menu of
options from where you can control all pre-flight functions in Flying
Fortress.

THE CREW PHOTO
--------------

Select this option to view the crew assigned to your B-17.The original
crew assigned to you is the permanent crew.From the Crew Photo you can
access the files of individual members and a summary of their Character
Skills in:

	Gunnery

	Bombing

	Technical

	Medical

	Piloting

Crew members will be better at their own speciality position than
others ,but study the files carefully and make a note of any particular
strengths or weaknesses.this may be a very important factor when it comes
to commanding a damaged Fortress and getting it back home.Remember that you
can't do everything yourself!

Crewmen who survive missions will increase in skill and become better at
their jobs.If one of your crew is wounded,you can pick a replacement from
these files when you return from your mission.Replacement crew members will
not be as good at the job as original crew members.When your original crew
member is fit for duty,he will return to his old position and appear in the
Crew Photo.

You can always access all Crew Files from with the Compartment Screen.To
check on the skills of each crew member click on the appropriate photo then
select the Icon.

When you have completed your crew selections return to the Main Bomber
Screen.

				  [P.38]

MISSION BRIEFING
----------------

This option will take you into the Mission Briefing Room where all combat
missions begin.If you are in the middle of a campaign select this option
and turn to the section in this manual on Mission Briefing.

TRAINING
--------

This option allows you and your crew to go to the Training Base and
practice aspects of Flying Fortress bomber operation.This is your chance to
try take offs,landings and flying techniques using the Flight Supplement in
the Flying Fortress Technical Supplement.You can return to training at any
time when your plane is at your home base during your 25 missions and it's
recommended that you do some training if you have not played the simulation
for sometime.Select the TRAINING option and follow any on-screen prompts.

BOMBER HISTORY
--------------

Every one of your 25 missions will be listed in the Bomber History file.
this is the record of your bomber's performance during your tour of duty.
Consult this file to remind yourself of previous missions and targets.

ROSTER
------

This option will return you to the Bomber Roster Screen showing the six
Flying Fortresses available to your squadron.In the event of losing a
bomber in action,replacement bombers will automatically appear on this
screen.

-----------------------------------------------------------------------------
			     THE MISSION BRIEFING
-----------------------------------------------------------------------------

				    [P.42]

BRIEFING ROOM
-------------

The Briefing Room is the place where all combat missions begin.You,your
crew and other members of the Bombing Group are shown details of the
targets with a map,a fly-by reconnaissance film and given the option to
accept or decline the mission.Unless under special circumstances,it's not
advisable to decline missions because this will affect crew morale,
promotions and medals awarded.

MISSION
-------

Details of the mission are shown in written form.Study the details
carefully,but do not worry too much because you will have a copy of the
mission orders with you on the plane,accessed by pressing KEY B from the
Navigator's station.

MISSION DETAILS
---------------

Force on Target
 
 The Bombing Group force from your base.


Date

 The date of the mission.


Take Off

 The time of take off.


Route Out
 
 Details of Waypoints.

				  [P.43]

Zero Hour (bombing)

 Estimated time for dropping the bombs.


Bombing Height

 Ideal height from which bombs are to be dropped.


Bomb Load

 The type of bombs you will be carrying.


Turn From Turret

 After the bombs have been dropped,which way to turn from the target for
 home.


Route Home

 The waypoints to return to your base in England.


ETA English Coast

 Estimated Time of Arrival across English coast.


Friendly Activity

 The amount of fighter escort cover you will have in the mission.


Enemy Activity

 You will be warned of enemy flak and aircraft concentrations around
 cities,towns and airfields.


Misc. Details

 Any other special circumstances will be made clear to the bombing crews.

TARGETS
-------

PRIMARY
-------

You will be given details of the Primary Target for the bombing force.
this is your main objective.In the B-17 you cannot save bombs for other
targets,so study the Primary Target carefully.

SECONDARY
---------

The Secondary Target will be within easy reach of the Primary Target. It
is there to give you another option in case of bad weather or temporary
problems.It will not be as high a priority as primary and you must only
resort to Secondary when it is clear that your main target is impossible
to hit.

				  [P.44]

MAP
---

Use the Controller to move around the Mission Map and study the routes
carefully.The correct route is marked with two waypoints,Primary,Secondary
Targets,and the route back to base.It's wise to know where you are at all
times during the mission.Remember,if you lose the main formation you will
be attacked mercilessly;a lone Fortress is the Luftwaffe's favourite
target.Do not rely on navigation by ground features;five miles up you won't
see very much and flying low will leave you exposed to anything the enemy
flak gunners can fire at you.Although you can `hedge-hop' your way home,if
you wish,the B-17 is a big target close to the ground.

RECON
-----

The recon option shows you a fly-by view of the Primary and Secondary
Targets taken by a reconnaissance aircraft.You may view the film as many
times as you wish.

DECLINE MISSION
---------------

This option takes you back to the Main Bomber Screen.

ACCEPT MISSION
--------------

When you have understood the mission,studied the map and seen the film of
the target,you must formally accept the mission orders.Once you have
accepted your mission from the Mission Briefing Room you will go to the
CONFIGURATION SCREEN.

CONFIGURATION SCREEN (ALT/C)
----------------------------

Also accessed at any time during the mission by pressing KEYS ALT/C.

The player may adjust a number of functions using this option:Detail
Levels, Sound and Difficulty Levels.

			 	  [P.45]

Note that the difficulty Levels cannot be changed in the middle of a
mission.The player must decide on his chosen level and will not be allowed
to alter his choice until the end of the mission.

DIFFICULTY LEVELS (ACCESSED FROM CONFIG. SCREEN KEY ALT/C)
----------------------------------------------------------

Set the difficulty levels you feel confident of.At first you are advised
to stay in the default level:the lowest level.It is highly unlikely that
you have ever flown a simulation like Flying Fortress and even seasoned
flight sim players will find it tricky at first.Remember that the B-17 is
not a fast single-seater fighter,you will not be performing aerobatics and
the successful Commander will be the one who can stay in formation and drop
bombs accurately during a level bomb run.

 You will be given the choice of a number of options:

LANDINGS
--------

No Crashes.

 No matter how fast (airspeed and vertical speed) the aircraft touches
 down,it lands safely.


Easy Landings.

 If there is a crash,no crew members will be injured as a result of the 
 crash.


Realistic Landings.

 The aircraft must land correctly.If there is a crash crew members may be
 injured.

BOMBS
-----

Faultless Bombs.

 Bombs will have a wider destructive radius and will always explode.


Historical Bombs.

 An accurate simulation of 500lb bomb damage with the possibility of `duds'
 in any bomb load.

MECHANICAL RELIABILITY
----------------------

A Faultless B-17

 The B-17 will not suffer mechanical failure except by enemy action.


Good Reliability.

 It is unlikely your B-17 will suffer from mechanical failure.


Moderate Reliability.

 The most realistic level.

GUN AMMUNITION
--------------

Unlimited Ammunition.

 The supply of ammunition to the guns will not be limited.you do not have
 to worry about running out of bullets in the middle of air combat.


Historical Ammunition.

 You must manage your Gunners and make sure their firing is on target and
 not indiscriminate.

GERMAN FLAK AND AIRCRAFT
------------------------

 Choose the levels of opposition for enemy flak and enemy aircraft (two
 values are set separately).

			Green

			Inexperienced

			Average

			Veteran
	
			Elite

If you are not an experienced B-17 Commander then it's wise to keep to the
lowest level of opposition.Obviosly,the rewards are greater if you can cope
with the highest level of opposition and survive.

After completing your choice of Configuration,you and your crew will be
driven to your Flying Fortress and will be placed in the pilot's seat
looking out of the Pilot's window.

-----------------------------------------------------------------------------
			       BOMBING OPERATION
-----------------------------------------------------------------------------

				   [P.50]

THE SIX COMPARTMENT SCREENS
---------------------------

The Compartment Screen options will appear once you have left the Pilot's
seat (KEY C).These are the basic control screens that allow you to move
around the B-17;control all bombing,navigating,radio room,gunnery,piloting,
emergency functions and allow you to move your crew to new positions.

BOMBER GUN AND CREW POSITIONS
-----------------------------

If you are not familiar with the Flying Fortress bomber positions take
time to look around the different compartments and familiarise yourself
with the functions of the ten man crew.

The six sections are:

PILOT'S COMPARTMENT
-------------------

The flight deck is between the Nose Section and the Bomb Bay.An elevated
enclosure,it contains the Pilot (left seat) and Co-Pilot (right seat)
flight controls and instruments.It also has a Sperry power turret with twin
0.50-cal. machine guns for the Engineer/Top Turret Gunner to operate.

NOSE SECTION
------------
 
The Nose Section provides a compartment for the Bombardier and the
Navigator and an electrically powered Bendix chin turret located under the
Bombardier's station and operated by him. There are also two cheek guns
(port and starboard) located in this section.

				  [P.51]

BOMB BAY
--------

This is situated just behind the Pilot's Compartment.You cannot access the
Bomb Bay until you have assigned a crew man to go there.This may be
necessary if you are told that the Bomb Bay doors are jammed or the bombs
have to be released manually.

RADIO COMPARTMENT
-----------------

The Radio Operator sits behind the bombs.His compartment is accessed via a
catwalk past the Bomb Bay.Like many B-17's of the period the Radio
Compartment in Flying Fortress does not carry a gun.The Ball Turret Gunner
is located in this section during take off.

BALL TURRET AND WAIST SECTION
-----------------------------

Two flexible 0.50-cal. machine guns are located on either side of the
waist section operated by two Waist Gunners.Behind the radio Compartment
and below the waist section is located the Ball Turret equipped with
0.50-cal. machine guns to be operated by the Ball Turret Gunner.

				  [P.52]

TAIL GUNNER'S COMPARTMENT
-------------------------

Situated at the extreme end of the tail,this section has two direct sighted
0.50-cal. machine guns operated by the Tail Gunner.


MOVING AROUND THE FLYING FORTRESS
---------------------------------

Each of the compartment Screens show portrait photos of all ten crew
members and complete pictures of those in position.`Grey-out' portrait
photos are crew who are not in that compartment.

Clear photos are crew available in that compartment.

The photo in a red border is the crew member selected for control.There is
always one crew member selected for control at any one time.

				  [P.53]

Four crew are situated in the top left-hand section and the remaining six
in the bottom right-hand section.

The crew are in their compartments but have not been  assigned their
correct positions.It's up to you to choose who does what,but as a guideline
it is suggested you assign them their strongest position as follows:


The top four (from left to right)  The Lower six crew members (left to right)

	 BOMBARDIER			THE ENGINEER/TOP TURRET GUNNER

	 NAVIGATOR			THE RADIO OPERATOR

	 PILOT				THE BALL TURRET GUNNER

 	 CO-PILOT			THE WAIST GUNNER (LEFT)

					THE WAIST GUNNER (RIGHT)

					THE TAIL GUNNER

To select a crew member simply choose a photo with your Controller and
click on that crew member (either Photo or picture in cut away) with your
selector.If you select one of the `grey-out' photo's you will be taken to
their compartment.(Do not use the Move Crewman Icons).

The selected photo will then appear with a red border around it.To assign
a postion click on the appropriate Icon (Pilot's control column,Gunsight
etc).The Icon will light up.If you wish to de-select a position click on
that Icon again.

THE CREW
--------

The move Crewman Icons on the Compartment screens enable you to move
undividual crew members to other compartments.It is suggested you do not
access these functions until you have studied the section on Crew
Management.In this section we are simply looking at the crew in the
postions you have initially assigned them.

				 [P.54/55]

THE B-17 INSTRUMENT PANELS
--------------------------

*NOTE: At this point in the manual you will need to look at the .iff
       picture included with this file. It will show all the different
       icons/instrument panels ect. in the game. Simply cross reference
       the letter next to the icon with the list below to find out what
       it means.

The Flying Fortress simulation contains four sets of Instrument Panels/
Controls that you must become familiar with.Once you have selected the job
Icon,KEY C will always take you back into the appropriate position.In the
case of the Bombardier,Pilot and Co-Pilot KEY I will take you to their
Instrument Panels.
 
ICON A: Pilot/Co-pilot Instrument Panel

ICON B: Bombardier Instrument Panel

ICON C: Radio Room Instrument Panel

ICON D: Navigator Instrument Panel

ICON E: By selecting this symbol and pressing KEY C you enter the nearest           
gun position and man the machine guns.For example,in the Waist Guns/Ball
Turret cut away there are 3 such icons to choose from;one for each manned
machine gun.For more details see The Gunners:Defending the B-17.

ICON F: Select this symbol to go to a turret/gun position and repair a
turret that may be damaged by enemy action (the exception being the Ball
Turret which cannot be repaired by the Gunner and has to be repaired by
another crew member from within the fuselage).See section on Damage.

ICON G: Select this symbol if a crew member in this section is injured. See
        section on Damage.

ICON H: The player can order all of the crew to bail out of the Flying
        Fortress by selecting this button.

ICON I: View a crew member's file.Select a current crew member and access
this Icon to view his details.FUNCTION KEYS F1 to F10 will take you through
other crew files.

ICON J: Fight Fire in the appropriate compartment.

ICON K: Go to turret/gun position and unjam guns.

ICON L: Move selected crew member to the next forward compartment.

ICON M: Move the selected crew member to the next rearward compartment.

ICON N: Manually lower landing gear.

ICON O: Manually raise landing gear.

ICON P: Manually open bomb bay.

ICON Q: Manually close bomb bay.

ICON R: Manually release bombs.

			            [P.56]
VIEWS
-----

All the views in Flying Fortress are determined by the selected aircraft
(your B-17,other B-17's,enemy fighters).Select the aircraft first (KEY X or
Z)then the required view.The original aircraft chosen is your B-17 but you
may wish to select other views of other aircraft.The simulation will
remember the last chosen view of all other aircraft and return you to that
view if you select it again.

AIRCRAFT SELECTION
------------------

 KEY X 	-   Next Aircraft

 KEY Z  -   Previous Aircraft

GENERAL AIRCRAFT VIEWS
----------------------

 3D views from current aircraft:

 SHIFT/F1   -   Foward View

 SHIFT/F2   -   Rear View

 SHIFT/F3   -   Left View

 SHIFT/F4   -   Right View

 SHIFT/F5   -   Up View

 SHIFT/F6   -   Down View


 External views that depend on context.From the aircraft,it's targets,
bombs,airbase control tower ect:

 SHIFT/F7   -   Tactical View

 SHIFT/F8   -   Reverse Tactical View

 
 External view from notional chase plane:

 SHIFT/F9   -   Chase View

 SHIFT/F10  -   External View

				  [P.57]

 Moving the remote camera:

 PAD PGUP     -   Pitch Up

 PAD PGDN     -   Pitch Down

 PAD INS      -   Rotate Left

 PAD DEL      -   Rotate Right

 PAD PLUS +   -   Zoom In

 PAD MINUS -  -   Zoom Out


B-17 SPECIFIC VIEWS
-------------------

This can be used as a shortcut to access all game positions quickly
without going through Compartment Screens.All postions must be assigned in
order to get crew action views otherwise you will see the compartment view.

 F1    -    Bombardier

 F2    -    Navigator

 F3    -    Pilot

 F4    -    Co-Pilot

 F5    -    Enginerr/Top Turret Gunner

 F6    -    Radio Operator

 F7    -    Ball Turret Gunner

 F8    -    Left Waist Gunner

 F9    -    Right Waist Gunner

 F10   -    Tail Gunner

 KEY C -    Will take you to last selected crew member if the current view
	    is not a crew view.

 KEY A -     Aircraft Status/Damage View

				  [P.58]

CREW VIEWS
----------

These provide views through the eyes of the crew members and various
external views while allowing the player to watch or control the actions of
the crew members.

 C   -   Compartment View/Action View Toggle.

 I   -   Instrument Panel/Equipment View (Bombardier and Pilot/Co-Pilot
	 Only).

 W   -   Window View (3D view through aircraft window).

 E   -   External View (3D view from remote camera).


OTHER CONTROLS
--------------

Flying Fortress allows you to access each of the 10 crew members on the
plane but you need not take over from the computer control.If you wish to
assume control of any position (except Navigator or Radio Operator) press
KEY M.Similarly,if you wish to return to computer control,for example you
do not want to handle a difficult landing and want to stay in that position
view,press KEY M again.In all cases when you return to the Compartment
Screens KEY C,the postion will automatically revert to computer control.

CONFIGURATION SCREEN (ALT/C)
----------------------------

Available primarily after you have accepted the Mission Briefing,the
Configuration Screen can also be accessed at any time during the mission.
The player may adjust a number of functions using this option:Detail
Levels,Sound and Difficulty Levels.Note that the Difficulty Levels cannot
be changed in the middle of a mission,the player must decide on his chosen
level and will not be allowed to alter his choice until the end of the
mission.

ACCELERATE TIME (ALT/A)
-----------------------

This function will accelerate the speed of the game by a factor of 5. Hold
down the keys and release when you wish to return to normal time.

SKIP TIME ON/OFF (ALT/T)
------------------------

This function will skip chunks of the game but will revert to normal time
in the event of something happening that's important to the mission.

				  [P.59]

ADJUST DETAIL LEVEL (CYCLE THROUGH ALT/D)
-----------------------------------------

Also accessed from the Configuration Screen.You can cycle through a number
of detail levels at any time by pressing ALT/D.The simulation will play
smoother and faster with less detail turned on.

FILM DIRECTOR MODE TOGGLE (ALT/M)
---------------------------------

Choose this function to view all the action around you.There is a lot
happening in Flying Fortress you may never get to see.Film Director Mode
will cut to the most exciting events of the mission.

PAUSE GAME/RESUME GAME (KEY P)
------------------------------

The simulation will freeze immediately until the key is pressed again.

QUIT TO DOS (CTRL Q)
--------------------

If you wish to jump out of the simulation and return to your particular
Disk Operating System.

SOUND LEVELS (ALT/S)
--------------------

Also accessed from the Configuration Screen. Adjust the simulation sound
to the level of your choice at any time by pressing ALT/S.

HIDE GAME (ALT/B)
-----------------

Immediately pauses the simulation and clears the screen,concealing what
software is really running on the computer.To resume press the keys again.

-----------------------------------------------------------------------------
		   THE PILOT,CO-PILOT AND FLIGHT CONTROLS
-----------------------------------------------------------------------------

				  [P.62]

FLIGHT: A BASIC INTRODUCTION
----------------------------

LIFT
----

Aircraft fly because of air pressure difference as air flows over and
under the wing.The wing design and airflow result in air moving faster over
the top than over the bottom.This causes high pressure beneath the wing and
low pressure above it.The wing is pushed upward,providing lift.If the
difference is great enough,the upward lift is greater than the plane's
weight (i.e the force of gravity).

				  [P.63]

THE FOUR FORCES
---------------

Aircraft in flight have four basic forces acting on them.Thrust pushes
the planes forward depending on engine power.Drag reduces the effect of
thrust,but is relatively constant.Therefore,when horizontal,more thrust
means faster forward velocity.Gravity pulls the plane toward the ground,
regardless of the plane's attitude.Lift pushes upward from the wings,
directly opposing gravity when the wings are level.

SPEED AND LIFT
--------------

The amount of lift generated by the wing varies with airspeed.The faster
the plane flies,the faster air flows,so greater the pressure difference. If
your plane is in level flight at a certain speed,reducing the speed reduces
lift,causing a descent (even though you didn't nose down).

THE FLIGHT SIMULATOR
--------------------

To access all flight controls you must choose the Pilot or Co-Pilot photo
from the Compartment Screen,then select the Control Column Icon.

KEY C will place you inside the Pilot's Compartment and give you a view
out of the cockpit.

By pressing KEY [ (open square brackets) you can move the view left and by
pressing KEY ] (closed square brackets) you can move the view right.You may
also access more selective views from within the cockpit by pressing the
Pad Keys PGUP,PGDN,INS and DEL.

To view the B-17 Pilot's Instrument Panel press KEY I.

The B-17 has numerous dials and switches which you should become familiar
with.Study the Pilot's Instrument Panel Diagram on pages 64-65 of the
manual.

Press KEY [ (open suare brackets) to move your view left and KEY ] (closed
square brackets) to move your view right.

You can easily raise you view away from the Instrument Panel by selecting
KEY W.

Press KEY I to return to Instrument Panel View.

KEY M will always toggle player/computer control.The default (existing
mode) will be computer control,except at the beginning of the mission when
you will be in the position of the Pilot.KEY M will not affect Navigator or
Radio Operator Controls.

Press KEY C to return to Compartment Screen.

				[P.63/64]

*NOTE:Pages 63 and 645 contains a diagram of the Instrument Panel.Obviously
      it's impossible to do it in ascii so I'm afraid I'll have to leave it
      out.

				  [P.66]

THE INSTRUMENT PANEL
--------------------

Study the diagram of the Pilot's Instrument Panel.It's important that you
are familiar with the location of all dials and switches.Take particular
care to understand the location of:

The Altimeter

This dial shows height above sea level.The long dial shows hundreds of
feet and the shorter dial shows thousands of feet.Always be aware of your
flying height and keep an eye on this dial.

The Directional Gyro

This dial will show you your heading.A heading of 0 degrees North,90
degrees is East,180 degrees is South and 270 degrees is West.

The Airspeed Indicator

This dial tells you the speed of the aircraft through the air in Miles per
Hour from 0 to 500 mph.

The Rate of Climb Indicator

A visual indication of climb/dive angle shown as hundreds of feet per
minute.Pointer on 0 means a Level Flight.

The Landing Gear Indicator

A visual indicator that the Landing Gear has been raised or lowered.In
event of damage you may have to operate the gear manually.

The Flaps Indicator

Flaps are the trailing edge of the wings that when lowered,enable the
aircraft to get extra lift at take off and slow down for a landing.

You must be aware of the following functions:

MOVE CONTROL COLUMN ELEVATOR,AILERONS (JOYSTICK,CURSOR KEYS)
------------------------------------------------------------

Ailerons are lateral control flaps at the rear of the airplane main wing
tips.Raised or lowered by moving the Control Column left/right will make
the plane turn to the left or right.

Elevators are the horizontal portions of the tail.When pushed up/down by
pushing the Control Column up/down will make the plane dive or climb.

				  [P.67]

RUDDER LEFT/RIGHT (< >)
-----------------------

Rudder controls left/right will swing the nose of the plane left/right by
moving the trailing edge vertical segment of the tail left/right.

THE FOUR ENGINES
----------------

The Flying Fortress is a large four-engined bomber and this simulation
provides seperate controls for each of the four engines.These enable player
to `feather the props' (turn the engines off and the propeller blades end
on) in the event of fire or malfunction,extinguish fires and alter
individual throttle settings.Engine number 1 is the left outboard egine
from the Pilot's View followed by 2,3,4 in sequence.

All numeric keys are on the top row of the main computer keyboard.

 1,2,3,4          -     Increase power on individual engines 1-4.

 SHIFT/1,2,3,4    -     Maximum power on engines 1-4.

 5,6,7,8	  -     Decrease power on individual engines 1-4.

 SHIFT/5,6,7,8    -     Minimum power on egines 1-4.

 PLUS KEY +       -     Increase power on all engines.

 SHIFT/PLUS KEY + -     Maximum power on all engines.

 MINUS KEY -      -     Decrease power on all engines.

 SHIFT/MINUS -    -     Minimum power on all engines.

 CTRL/1,2,3,4     -     Start/stop (feather) engines 1-4.

 ALT/1,2,3,4      -     Fire extinguisher on engines 1-4.


OTHER PILOT CONTROLS
--------------------
Note that any control that starts a motor will take time to function. Its
effect will not be instant.

 KEY G   -   Landing Gear Up/Down (starts motors).

 KEY F   -   Flaps Up/Down Toggle.

 KEY B   -   Brakes On/Off.

 KEY D   -   Bomb Bay Doors Open/Closed (starts Motors).

NB The following is a guide to take off/flight/landing.For more detailed
information please consult the FLIGHT SUPPLEMENT in the Flying Fortress
technical Supplement.

				  [P.68]

THE TAKE OFF
------------

You will begin every mission in the Pilot's seat in Player Control.

In each mission your B-17 is the last element in a 3 plane `V' that will
assemble in a flight of 6 or 9 Fortresses depending on the formation to be
flown.The other planes will already be in the air assembling in formation.
You must take off and join them before they can set off for the target.

STARTING ENGINES
----------------

Start all four engines in the sequence (CTRL/1,2,3,4).

Increase the Engine Throttle controls (1,2,3,4).

Release the Brake (B).

The B-17 will now begin to move.

Check that you can easily flip from Pilot's Instrument Panel (KEY I) to
Window View (KEYW) to see flight formation.

TAXIING AND STEERING
--------------------

Steer the B-17 by using your controller.Gentle left/right will produce a
slow turn in the chosen direction.

Stay on the correct path.Do not stray onto the grass.

Steer the bomber carefully to the edge of the take off runway.Try to line
up the B-17 along the white dotted line.

FLAPS
-----

Check out Flaps are Down (KEY F).

TAKING OFF
----------

Apply maximum power to all four engines (SHIFT/PLUS +).Do not try to pull
the plane into the air.Normally,when you reach an Airspeed of 110-115 mph a
gentle `pulling back' on the Controller will allow the plane to lift itself
off the ground.The B-17 controls may feel sluggish compared to other flight
simulators,but remember that this is a big,heavy airplane.

After the airplane has left the ground,and you are sure that you have
sufficient flying speed,raise the Landing Gear (KEY G).Check that this has
happened with the appropriate Outside View.

				  [P.69]

After reaching an airspeed of 130-150 mph,adopt a normal climb  attitude
with the rate of Climb Indicator pointer at 200-300 hundred feet per minute
and watch the Altimeter rise gently.

CLIMBING AND CRUISING
---------------------

The rate at which an airplane will climb is obtained directly from the
differemce between the power required for a level flight and the power
available from the engines.This is the reserve power that is available for
climbing.

Make your climb at 130-150 mph.Remember decreasing atmospheric pressure as
you climb causes the airspeed indicator to show an airspeed lower than your
true airspeed.

The turbo superchargers will come on automatically as you gain altitude.
The booster pumps will operate after you have passed 10,000 ft and the crew
will wear oxygen masks above this altitude.

Smooth steady flying is very important.This will cut fuel consumption,
increase rate of climb and reduce engine wear.Always keep one eye on the
instruments.They are are there to tell you how your plane is performing.

Continue your climb to about 300 feet above the desired cruising height
(in Mission Briefing),level off,drop the nose slightly and you will pick up
speed.Reduce power to your cruising setting.Drop to cruising altitude
gradually.

Change Flaps to Up (KEY F).

FLIGHT CHARACTERISTICS
----------------------

TURNS
-----

The B-17 has good directional stability.Dropping one wing will produce an
effective turn.
 
In shallow turns load factors are small,but this increases as the turn
gets steeper.Banking at 10 degrees produces a load factor of 1.5,but at 70
degrees this becomes 3.0.In heavily loaded aircraft this could cause
structural failure.

STALL AND RECOVERY
------------------

The B-17 has good stall characteristics.The tendency to roll is minimised
by the large vertical tail.

To recover from a stall dive at about 30 degrees and regain airspeed for
normal flight.The primary aim is to recover from the dive smoothly.
Excessive diving to regain airspeed is unnecessary.

				  [P.70]

SPINS AND DIVES
---------------

It's extremely difficult to accidentally spin the B-17 because of its
directional stability.Diving the plane presents no danger but be aware the
recovery from a dive must be smooth and gradual.

FORMATION
---------

Once you have joined the other planes of your squadron in formation,the
flight will strike out towards the first Waypoint.You are not the leader of
the formation so if you choose to drop out of formation,for whatever
reason,the others will not follow you.

ACCELERATE TIME
---------------

You may choose to speed up the time it takes to travel to the target by
pressing ALT/A.Keep the buttons pressed and release if you wish to return
to normal time.

SKIP TIME
---------

You can choose to lose chunks of time when nothing happens by accessing
this function.If anything dramatic does happen Skip Time Function will stop
and you will be returned to normal time.

LANDINGS
--------

At the lowest level of difficulty it will be sufficient if you can touch
down on the runaway.However,if you do not wish to land the plane but want
to remain in the Pilot's view you can press KEY M and let the computer
controlled Pilot take over all landing functions.

TRAFFIC PATTERN (FOR REALISTIC LANDINGS)
----------------------------------------

On most B-17 bases the traffic pattern (the flight path to line up for
Final Approach) is rectangular in shape. Fly a large rectangular path over
the airfield at about 800-1000 feet in altitude.Fly the pattern at 130-150
mph IAS.Lower flaps (KEY F) when you turn on to the base leg (the last turn
before final approach) and keep your airspeed down to 100-120 mph.

You may receive messages from the ground control tower to direct you down.
It may happen that you will have to circle waiting for other squadrons to
land.Be patient and check that all the crew are in their correct landing
positions.

				  [P.71]

If you are attempting a crash landing you should place all crew except the
pilot in the Radio Compartment.There will be less chance of injury there.
 
Drop Landing Gear (KEY G).Check that this has happened.If the gear motors
are not working go to the Manual Loading Gear Icon in the Pilot's
Compartment screen.

FINAL APPROACH
--------------

The approach is basically a controlled glide,with flaps down,and in which
power is used to maintain an accurate landing position.

Reduce power gradually (MINUS KEY -) until the desired airspeed (about 110
- 120 mphh) and rate of descent have been established.Touch down gently
trying to land all wheels on the runway at the same time.Drop to minimum
throttle.

LANDING ROLL
------------

When you have landed make sure you use the entire runway for the landing
roll.Do not apply the brakes too early.Apply the brakes (KEY B)when you feel
the plane slowing down from its roll.The B-17 should then slow down and
stop.

Once you have landed,the mission is effectively over and you will leave
your B-17 for Mission Debriefing and Medals and Promotions.

GOOD/BAD LANDING
----------------

At the higher levels of difficulty a good landing will help your prospects
for promotions and medals.A dangerous landing will not only damage you
bomber but also reduce the morale of your crew and make them less effective
in future missions.

-----------------------------------------------------------------------------
				THE BOMBARDIER
-----------------------------------------------------------------------------

				    [P.74]


ACTION VIEWS
------------

By selecting the Bombardier photo (first left,top left),the Bombardier
icon and pressing KEY C from the Compartment Screen you will enter the
Bombardier's position.Here you will be able to choose from 3 Bombardier
action views:

THE BOMBSIGHT VIEW (KEY I)
--------------------------

Looking through the Norden Bomsight at the ground detail below with 4
indicator lights for Bomb Sight,Bomb Doors Open,Bomb Release Cue,Bombs
Gone.This is the view you should go to when approaching the target.

WINDOW VIEW
-----------

This option allows a view out of the Plexiglas nose section from the
Bombardier's position.

EXTERNAL VIEW
-------------

This option allows an external view of the B-17.(Press KEY W to return to
Window View).

RETURNING TO COMPARTMENT SCREENS (KEY C)
----------------------------------------

You can always return to the Compartment Screen by pressing KEY C.

BOMBARDIER'S CONTROLS
---------------------

Press KEY M to assume manual control.

BOMB BAY DOORS (KEY D)
----------------------

Starts the motors to open/close the bomb bay doors.
  
In the event of damage,the doors can be opened manually by returning yo
Compartment View (KEY C) and choosing a crew member to go to the Bomb Bay
Compartment.Three Icons will appear that enable that crew member to:

	Open Doors	Close Doors	Manually trigger the dropping
					of the bombs.

*NOTE: Please refer to the .iff files included with this file to view the
       icons mentioned above.

When you are in the Bomb Bay you may view Bomb Bay operation by pressing
KEY C.

				  [P.75]

BOMBSIGHT CONTROLS
------------------

Bombsight On/Off KEY O.

KEY O will turn the bombsight On/Off and allow control of the plane via the
bombsight.But you must have already assumed manual control of the Bombardier
KEY M.

Your Controller (Joystick,Cursor Keys) will adjust the bombsight tracking
motor speeds left/right and up/down.

To release the bombs press [SPACE/RETURN/OR SELECTOR]

IDENTIFYING THE TARGET
----------------------

When the bombing force is an appropriate number of miles from the target
there will be a warning issued from Bomb Group Leader.If you are intending
to be the Bombardier(and the rewards will be greater if you are),give
yourself plenty of time to get into position and familiarise yourself with
the bomb controls.Press KEY M for manual control.

The primary aim of the mission is to drop the bombs on the correct target
accurately and promptly.Be sure that you have identified the target
correctly and take care to line up the B-17 in the correct bomb run.The
Bombardier will need at least 20 seconds of level flight to track the
target.The bombsight cross hairs must stay on the target until the Bomb
Release Cue lights up.You must try to forget about the flak and enemy
fighters during this time.

PRIMARY
-------

This is your main objective and will earn you better rewards and
promotions if you achieve it.Study details of the target and be aware of
what to look for.

SECONDARY
---------

If the Primary is impossible you must switch to the Secondary Target.This
will often be a lower priority target and will not be very far from the
Primary Target.Issue the Abort Primary Target Message on the radio and set
the new heading.

Random ill-directed bombing will be penalised.However,if bombs are
jettisoned to preserve the safety of the crew and the bomber there will be
no penalty imposed by Bomber Group.

				  [P.76]

BOMBING PROCEDURE
-----------------

THE IDEAL LINE
--------------

Make sure the target is lined up perfectly with the cross-hairs on the
bombsight.Try to aim for the centre of a block or rectangular building. You
will have to keep the target in the cross-hairs for a minimum of 20 seconds
by using your Controller. When the Bomb Release Cue lights up,release the
bombs by pressing the Selector.

OVERSHOOTING THE TARGET
-----------------------

Make sure you are tracking the correct target,the cue light will come on
even if you track any normal buildings;it does not know what your correct
target looks like.It is only there to tell you that the bombs will hit the
target you are tracking if you release at that particular point.

GO AROUND AGAIN
---------------

If you fail to hold the bomber on target you may find that you can
transmit a radio message to the rest of the formation to go around again.
If no message is available you will have to transmit Abort and go to the
Secondary Target.

THE BOMBING FORMATION
---------------------

The rest of the squadron will bomb with you as long as you remain in the
formation.If you choose to leave formation or have to drop out because of
mechanical difficulty the others will not stay with you. You may be able to
repair damage and try to find the formation again.

				  [P.77]

DAMAGE
------

If the bomb bay doors or bomb sight are completely out of action and the
bomber goes to the target,the Commander will be credited with a `Near
Miss'.Carrying on with the mission,under adversity is recommended for
Rewards and Promotions.

BOMB BAY VIEWS
--------------

If you wish to see the bomb bay opening and closing and the bombs dropping
from inside the compartment,then you must take a crew member to the bomb
bay using the Move Crewman Icons.

KEY C will give you a down view of the bombs,KEY E will give you an
external view and KEY W will return you to the bomb bay view.

TACTICAL VIEWS OF BOMBS (SHIFT F7/SHIFT F8)
-------------------------------------------

If you wish to follow the bombs dropping on to the target you can do so by
using Tactical View and Reverse Tactical View.You may have to Zoom In/Out
(PAD PLUS +/PAD MINUS -) and pitch/rotate to get the best view of the bombs
hitting (or missing) the target.

ON/OFF TARGET
-------------

A mission is deemed successful by the amount of damage done to target.If a
Commander does not drop the bombs on the correct place the mission will be
classed a failure.Also,you must be the one to drop the bombs:if a computer
-controlled crewman drops them,the player will only receive minimal credit.

-----------------------------------------------------------------------------
			       THE NAVIGATOR
-----------------------------------------------------------------------------
 
				   [P.80]

The Navigator's Panel is accessed be selecting the Navigator's photo
(second from the left,top left section),selecting the Navigation Icon on
the Nose Section Compartment Screen then pressing KEY C.

THE MAP
-------
 
You are placed in the Navigator's seat and have a scrolling view of a map
of Europe open on a table in front of you.This shows the mission route as
detailed in the Mission Briefing.The Navigator can access Mission Briefing
details by pressing KEY B.

SETTING COURSE
--------------

The route to and from target with all Waypoints is already marked on your
map.An aircraft marker shows the Flying Fortress estimated position and
bearing.A navigation marker shows the bearing from the estimated position
to the marker.

CONTROLS
--------

ESTIMATED POSITION
------------------

Normally you will not change your estimated position.The position
estimated by your Navigator may not be 100% correct but be careful setting a
new course.You must be sure of exactly where you are before you reset any
navigation markers or you will risk getting lost.

				  [P.81]

WOUNDED NAVIGATOR
-----------------

If your Navigator is injured and unable to continue in his position,he
will not be able to estimate the B-17 position and the aircraft marker will
cease to move along the target routes.If you are in formation,stay with the
formation and they will lead you to the target and return to base.Choose
the member of crew who has the best navigation skills to take over.

FIXING YOUR POSITION
--------------------

If you are out of formation,you will have to find out where you are and fix
that position on the map.Be extremely careful doing this for if you fix an
incorrect position you will find it very difficult to get back to base.You
will have to fly low over recognisable features such as rivers,and ports.

Move the Navigation marker with the Cursor Keys/Mouse controllers.

Fix your estimated position by moving your controller across the map and
clicking with your Selector.The aircraft symbol will move to where you have
set it.Remember that the bearing you get from the aircraft cursor will be
the reading from your estimated position.

SYSTEM DAMAGE
-------------

If your navigation system is completely out of action you will have to
navigate home using ground features,the map and compass readings.

Return to Compartment Screen by pressing KEY C.

-----------------------------------------------------------------------------
		    THE RADIO OPERATOR AND INTERCOM SYSTEMS
-----------------------------------------------------------------------------

				     [P.84]

The Radio Operator can be be accessed by selecting his photo(second from
the left,bottom right of the screen),the Radio Icon from the Radio room
Compartment and then pressing KEY C.

Here,you will be able to send receive and monitor all messages to and from
base or other bombers in the formation.

VIEWS
-----

The view shows a log of important events and messages received or messages
availble for transmission.

RADIO OPERATOR CONTROLS
-----------------------

The log book has a series of Icons with which the player can access
messages received,times received and a history of the transmission. You can
select radio Transmit and click on a series of messages that appear at
appropriate times during the mission from transmission.

Messages are recorded on the order sent and received during flight and can
be retrieved and read.If anyone elese takes the position of the Radio
Operaror without high technical skill some messages may not be recorded.

The Mouse/Cursor Keys Controler can be used to move a pointer and click on
various Icons/Messages that appear to the side of the log book.

 DISPLAY MESSAGE/EVENT LOG

 DISPLAY RADIO MESSAGE MENU

 SELECT RADIO MESSAGE FOR TRANSMISSION.(SELECTED MESSAGE IS HIGHLIGHTED.)

 TRANSMIT SELECTED MESSAGE

				  [P.85]

THE INTERCOM
------------

The intercom operates from all internal bomber views/screens and provides
simple messages about internal/external events.The messages appear in a
pop-up window,usually with a photo of the issuing crew member.

EXTERNAL MESSAGES
-----------------

A series of messages about external events such as enemy fighter attacks
will be displayed on the intercom for example:

 [AIRCRAFT] AT [CLOCK POSTION] [HEIGHT]

 [PARACHUTE AT [CLOCK POSTION] [HEIGHT]

 FLAK AT [CLOCK POSTION] [HEIGHT]


 AIRCRAFT=B-17,ESCORT OR FIGHTER

 CLOCK=12 O'CLOCK [AHEAD],6 O'CLOCK [BEHIND] ECT.

 HEIGHT=HIGH,LEVEL,LOW RELATIVE TO BOMBER


INTERNAL EVENTS
---------------

A series of messages about internal events will be displayed for example:

[CREW MEMBER] WOUNDED

[CREW MEMBER IN RELEVENT COMPARTMENT] REPORTS [BOMBER SYSTEM] PROBLEM.

REPORTS OF DAMAGE TO WINGS AND ENGINES ARE REPORTED BY CO-PILOT.

[CREW MEMBER] NOW IN [COMPARTMENT]

[CREW MEMBER] MANNING [GUN POSITION]

[CREW MEMBER] TREATING [WOUNDED CREW MEMBER]

[CREW MEMBER] REPAIRING [BOMBER SYSTEM]

[NAVIGATOR POSITION CREW MWMBER] REPORTS BOMBS AWAY!

[BALL TURRET GUNNER POSITION CREW MEMBER] REPORTS BOMB BAY DOORS OPEN!

[BALL TURRET GUNNER POSITION CREW MEMBER] REPORTS BOMBS AWAY!

[RADIO OPERATOR POSITION CREW MEMBER] REPORTS INCOMING MESSAGE.


NB The model B-17 you are flying does not have a radio room Gun position.
The gun was dispensed with in May 1944 as being the least used in action.

-----------------------------------------------------------------------------
			     CREW MANAGEMENT SYSTEMS
-----------------------------------------------------------------------------

				     [P.88]

INTRODUCTION
------------

The crew of the B-17 are specialists in their particular skill but have to
be prepared to do each others' jobs in the event of injury.The player, as
Commander,must be able to manage the crew and re-allocate them to other
positions in an emergency.Special skills must be studied by the player and
choices made when the need arises.

Consult the individual Crew Files at any time by selecting the Icon from
any of the Compartment Screens.

At the start of the simulation the 10 man crew will be in their correct
compartments but not in position (the Ball turret Gunner will be in his take
off position in the Radio Compartment).Assign them to their particular jobs
as detailed in the Bomber Operation section.

VIEWING THE TEN CREW POSITIONS
------------------------------

Once all positions have been assigned to the ten crew members,the player
can choose to view any one of them by pressing FUNCTION KEYS F1 to F10.This
is also a shortcut to access all game positions quickly without going
through the Compartment screens.

 	      F1   The Bombardier	F6   The radio Operator

	      F2   Navigator		F7   Ball Turret Gunner

	      F3   Pilot		F8   Left Waist Gunner

 	      F4   Co-Pilot		F9   Right Waist Gunner

 	      F5   Engineer/Top Turret	F10  Tail Gunner
	           Gunner

If your current view is not a Crew View (for example,you are watching an
enemy fighter) KEY C will return you to the last selected crew member.

`JUMPING' INTO POSITION
-----------------------

The player can also choose to `jump' into any crew members position. KEY M
will toggle computer/manual control of the crew positions (except Navigator
and Radio Operator).In fact,the rewards are greater if the player is the
one who has aimed the bomsight,dropped the bombs and shot down most of the
enemy planes.

				  [P.89]

CREW SKILLS
-----------

Crew skills are show in the crew files.These consist of:

 GUNNERY

 BOMBING

 TECHNICAL

 MEDICAL

 PILOTING

Crewmen who survive missions become better at their job.Replacement crews,
while still being specialists,are never as good at their jobs.Thus
continued good health of the original crew is very important to the Flying
Fortress Commander.

RE-ALLOCATION OF CREW SKILLS
----------------------------

The player is free to move individual crew members to any available
positions.You may move all the crew into one compartment (if you wish) or
switch their jobs about.As Commander,it is up to you how the Flying
Fortress crew is allocated.Be careful not to leave the plane `pilotless';
it will continue to fly on Autopilot but in a straight line set by the last
pilot.

				  [P.90]

CREW STATUS INDICATOR
---------------------

THE PHOTO
---------

The crew in the Compartment Screens will show one of three conditions:

 GREY-OUT   -   Crewman not in compartment.
		(Select photo to move to this compartment).

 PHOTO      -   Crewman there,in position.

 RED BORDER AROUND PHOTO   -   Crewman selected by player.


PILOTS COMPARTMENT SCREEN
-------------------------

In addition,crew positions will be filled by a picture of the crew members
in that particular compartment cut-away.

If there are more crew in the compartment then there are positions,a genric
(general representation) crew member picture will appear standing in the
section,with a red indicator showing the number of crew members he
represents.Thus,if there are three spare men in the compartment who have no
job to do the generic crew man will have a number 3 on the indicator.

MOVING CREW AROUND
------------------

Select the crew member you wish to move by clicking on his Photo or on the
picture.

The Photo will show a red border.Now,select on of the Move Crewman Icons
in the top right part of the screen.The cut-away Compartment Screen will be
replaced by the next one along,effectively taking the chosen crew member
into that part of the plane.

Select the position for him to fill by clicking on the crew `job' icon. If
the position is already occupied then that crew member will step out of his
position and let your chosen character take over.He will now be occupying
that position.But remember the previous occupant will still be in that
compartment awaiting instructions.

Check that the changeover has happened by looking for the red border
around the newly arrived crew member's photo in that Compartment Screen.

TIME TO GET THERE
-----------------

If you decide to move the Bombardier to the tail Compartment then,Although
you can jump to that section quickly,you may have to wait a little while, 
for the Bombardier to physically get there.

PLAYER CONTROL/COMPUTER CONTROL OF A CREW MEMBER (KEY M TOGGLE)
---------------------------------------------------------------

You can choose to take over control of a crew member from the computer by
pressing KEY M.Press the keys again to switch back control or simply leave
the position KEY C.

CREW HEALTH
-----------

WOUNDED AND FIRST AID
---------------------

It pays to keep your crew healthy.If a crewman is unconscious you cannot
jump into his shoes and,if his position is important to the success of the
mission,you will have to find someone elese to take over.

 				  [P.92]

Photos on the Compartment Screen will have red crosses marking which
members of the crew are wounded and the Compartment Picture will change to
show the crewman slumped in his position.

 Select a crewman to administer First Aid.

The chosen crew member will have to be taken (using the Move Crewman
Icons) to the correct compartment to adminster First Aid.

Select the First aid Icon and you will be shown the state of health of all
crew members.Click on the crew member you wish to help.There will be
occasions when more than one member of the crew will be injured.It is your
decision as Commander as to who gets treated first.

If you wish to stop a crew member performing any job,or wish to use him
for any other task,simply click on his job Icon and the button highlight
will be turned off.He will stop doing that job.

LANDINGS
--------

If you have wounded on board,and are playing at the higher level,you must
take particular care when landing the B-17.Bad landings can affect injured
crew adversely and may keep them from returning to combat status for a long
time.Try to move all the crew except the Pilot into the radio Room,this is
the safest place for crash landings.

OXYGEN STATUS
-------------

All crew members are `on oxygen' above 10,000 feet,thus if damage occurs
to the oxygen system the bomber has to drop below that altitude or risk
serious injury to everyone abaord.An Intercom message will appear directing
the Pilot to do this.

HEATING SYSTEM
--------------

Damage may occur to crew heated flying suits or compartment heating ducts,
again altitude must be reduced to below 10,000 feet or there will be a risk
of serious injury.

MEDALS
------

Any wounded crewman automatically receive the Purple Heart at the end of
the mission.It will appear in his crew file.

-----------------------------------------------------------------------------
			THE GUNNERS: DEFENDING THE B-17
-----------------------------------------------------------------------------

				    [P.96]

THE CLOCK SYSTEM OF DEFENCE
---------------------------

All the gunners will be on the look-out for enemy fighter.If a squadron is 
seen by any member of the crew he will call out on the Intercom giving a 
clock reading and a level. Study the Clock System.The nose of the plane is
pointing to 12 o'clock,the tail is pointing to 6 o'clock,the starboard
(right hand)wing to 3 o'clock and the port wing to 9 o'clock.If the
Intercom tells you that there are `Bandits at 11 o'clock high' you will
know that they are above the port cheek gun.

GUN POSITIONS
-------------

The B-17 has a eight gun positions available to the crew.These can all be
accessed by selecting the gunner,the relevant Icon on each of the
Compartment Screens and pressing KEY C.The guns available are:

  Front (chin) Turret Gun

  Starboard Cheek

  Port Cheek

  Top Turret

  Ball Turret

  Starboard Waist Gun

  Port Waist Gun

  Tail Gun

KEY M will toggle manual/computer control of the guns.

				  [P.97]

Shooting down enemy aircraft will contribute to mission success but only
if the player has taken over the guns.

Aircraft always gets painted reward marking even if the enemy fighter was
shot down by computer controlled crewman.

VIEWS
-----
	  
Gunners have no Instrument Views but have a view out of their turret/gun
position showing guns (where applicable) and the gunsight.

THE MACHINE GUNS
----------------

Controller (Cursor Keys/Joystick) Move turret/gun.

Position sighting reticule on the enemy fighter.

The SHIFT KEY will give fine tracking control on the target.

Fire using the Selector (Joystick/Space/Return).

				  [P.98]

JAMMED GUNS
-----------

KEY U - Unjam gun (manual control).

If you are controlling guns manaully and the guns jam,KEY U may allow you
to try to unjam that particular gun.

Guns can also be `unjammed' by selecting the Unjam Gun Icon in the
Compartment Screens.

SIGHTING/AIMING/DEFLECTION
--------------------------

The best way to become a good gunner is to practise.You will find that in
the heat of the aerial combat,there is not a great deal of time for
extremely accurate aiming.Pressing the SHIFT KEY will allow fine control of
the target tracking but in many cases you may have to fire a stream of
bullets and hope one of the enemy fighters cross it.Remember to follow the
tracer path and get an idea of the deflection produced by speed and
gravity.

DROPPING OUT OF FORMATION
-------------------------

If you leave the formation for any reason you may be vulnerable.You will
lose the all-round defesive network of the Group and will probably be
hunted by enemy fighters.Flak units will have you as a target and will
concentrate on your bomber.Your chances of survival will be reduced.

ESCORT FIGHTERS
---------------

If you do have fighter escort on your mission they will be out of your
immediate sight but will be diverting the attention of enemy fighters who
are looking for you.The enemy planes that got to the main formation will
already have battled past your defensive escort fighter screen.

-----------------------------------------------------------------------------
				  DAMAGE SYSTEMS
-----------------------------------------------------------------------------
	
				     [P.102]

BOMER DAMAGE
------------

AIRCRAFT STATS SCREEN (KEY A)
-----------------------------

You may view the Aircraft Status Screen by pressing KEY A.this is a quick
overview showing any damage sustained by the bomber.

FIRES IN THE B-17
-----------------

If a system is damged,it may be possible to repair it.If,for example there
is a fire in any Compartment you can send a crew member to try to put it
out using the Fight Fire Icon.

Select the crew member to fight the fire,select the Move Crewman Icon to
take him to the compartment (if it not his own) and then select the Fight
Fire Icon.This will not always succeed and may depend on the severity of
the fire.

ENGINE FIRES
------------

If an engine is on fire you can try to put it out from the Pilot/Co-Pilot
Controls by using ALT/1,2,3,4 dependant on which engine is on fire.
(Remember that engine No.1 is on the extreme left of the Pilot,and engine
No.4 on the extreme right).

TURRET REPAIRS
--------------

If a turret is not working you can send a crew member (as above) to the
Compartment Screen and select the Repair Turret/Guns Icon.

If the Ball Turret jams,it cannot be unjammed from within.The crew member
is stuck inside until you can allocate someone to unjam the turret from the
fuselage.

				  [P.103]

BOMB BAY DOORS
--------------

In the event of damage to the motors of the Bomb Bay Doors you can still
open and close the doors manually by sending a crew member to the Bomb Bay
Compartment and selecting the: Open Bay,Drop Bombs or Close Bay Icons.

LANDING GEAR
------------

In the event of damage to the motors of the Landing Gear you can still
lower and raise the gear manually by selecting a crew member and clicking
on the Lower Gear/Raise Gear Icons from the Pilot's compartment Screen.

CRASH LANDINGS IN OCCUPIED TERRITORY
------------------------------------

If you crash in occupied territory then you may lose some of your crew
(depending on the difficulty level chosen) and will either be taken a POW
or be able to escape with the help of the Resistance.In all cases you will
lose time,and morale among the remaining crew will be low.

CRASHES IN UK TERRITORY
-----------------------
 
You will be able to return to your base quite quickly.Your crew may suffer
injuries or wounds my be aggrevated by the crash.It may help if you issue
the correct radio message before crashing so that the wounded will not have
to wait too long for medical assistance.

BAILING OUT (ALL CREW)
----------------------

The signal to bail out can be given at any time to your crew simply by
selecting the Bail Out Icon on one of the Compartment Screens.It is a
serious matter to bail out of a B-17 and once you have issued the
order,everyone will respond.There is no turning back.You will lose your
bomber and may injure your crew in a dangerous landing.If you are inside
friendly territory you may be able to issue a radio message warning rescue
services of your position.

				  [P.104]

DITCHING IN THE SEA
-------------------

If you are going to ditch in the sea,you will be much more difficult to
find.Remember to transmit a radio to the rescue services.

It is recommended that,in the event of an anticipated crash landing,you
move all the crew (except the pilot) into the Radio Compartment.

GETTING BACK HOME
-----------------

POW
---

It is possible to escape from POW camp and get back home but all this will
take time.

ESCAPE WITH HELP FROM RESISTANCE
--------------------------------

The Resistance fighters in occupied Europe will help you escape back to
Britain if you land up in their lands.

REPLACEMENT BOMBERS
-------------------

The Bomber Roster Screen will be updated.New bombers will appear for you
to pick and name.

-----------------------------------------------------------------------------
				  END OF MISSION
-----------------------------------------------------------------------------

				     [P.108]

DEBRIEFING
----------

At the end of the mission when the bomber has landed you will be given a
summary of what happened during the raid.

TARGET DAMAGE
-------------

The scale of damage inflicted on the target will be shown.

There are four types of target damage: Direct Hit; Superficial Hit; Near
Miss; and Complete Miss.

The damage from the player's own aircraft are the most important for
mission success.

				     [P.109]

ABORTED MISSION
---------------

You can choose to abort any mission by issuing the correct message from
the Radio Compartment.

JUSTIFIED ABORT
---------------

If you have aborted the mission because of any justifiable reason such as
mechanical failure,no action will be taken against you.

CREW CHANGES
------------

Crewmen who survive missions become better at their jobs and will always
exceed the skill levels of any replacement crews.Continued good health of
the original crew is thus very important.

During the mission any successful use of skill by a character is recorded
and rewards appear on the crew list.

-----------------------------------------------------------------------------
			       MEDALS AND PROMOTIONS
-----------------------------------------------------------------------------

				     [P.112]
MEDALS
------

In Fortress, Medals are rewarded for single outstanding missions.The
decorations available are:

CONGRESSIONAL MEDAL OF HONOUR
-----------------------------

The Congressional Medal of Honour is America's highest military
decoration. Awarded for conspicuous gallantry above and beyond the call of
duty,in action actual conflict with an opposing armed force.

DISTINGUISHED FLYING CROSS
--------------------------

Awarded for heroism or extraordinary achievement while participating in
aerial flight.

DISTINGUISHED SERVICE CROSS
---------------------------

Awarded for extraordinary heroism in connection with military operation
against an opposing armed force.

SILVER STAR
-----------

Awarded for gallantry in action against armed forces.

				  [P.113]

BRONZE STAR
-----------

Awarded for gallantry in action against armed forces.


PURPLE HEART (AWARDED AUTOMATICALLY TO WOUNDED CREW)
----------------------------------------------------

This medal is awarded to servicemen who are injured or killed as a result
of an act by an opposing armed force.

THE AIR MEDAL
-------------

Awarded to any crew member who has completed 25 missions.


PROMOTIONS
----------

Promotions are available to all members of the crew for outstanding or
consistent performance during one or several missions.Promotions run along
two scales:officers and enlisted men.All crew members start at either
Sergeant rank or Second Lieutenant.

FOR OFFICERS (PILOT,CO-PILOT,BOMBARDIER,NAVIGATOR)
--------------------------------------------------

 Second Lieutenant

 Lieutenant

 Captain

 Major

 Lieutenant Colonel

				  [P.114]

FOR ENLISTED MEN (ALL GUNNERS,RADIO OPERATOR,ENGINEER)
------------------------------------------------------

 Sergeant

 Staff Sergeant

 Technical Sergeant

 Master Sergeant

 First Sergeant

 
After a successful mission you will return to the Crew Photo screen where
you will be told if you can make a number of promotions or award
decorations.Follow any on-screen prompts.You need not use all the rewards
available but may reduce crew morale if you fail to do this.

After the reward screen you will be returned to the Crew Photo Screen
where unavailable (injured) crew will fade out until they recover.
Replacement crew will appear in their place.

BOMBER NOSE SCREEN
------------------

You Bomber will be decorated with painted markings as a record of any
combat/bombing success:bombs for completed missions and crosses for enemy
fighters shot down.

SAVE GAME/BOMBARDIER/PILOT/CREW
-------------------------------

Note that you cannot Save the game in the middle of a mission.Once you
finish a mission an Icon will appear to allow you to Save a particular
campaign in the Roster Screen.Follow any on-screen prompts.For more details
please consult the Technical Supplement in your Flying Fortress package.You
can continue the current campaign once you start the simulation or choose
to start a new campaign.

END OF TOUR
-----------

If you succeed in completing 25 missions that will be the end of your tour
duty.Your battle-hardened crew will be sent back home for a well earned
rest and employment as training instructors.If you wish to return to combat
duty choose another bomber and crew and start again.There are enough
targets in Flying Fortress to keep you flying for a very long time.

-----------------------------------------------------------------------------
			   A BATTLESHIP FOR THE SKIES
-----------------------------------------------------------------------------

				    [P.118]

When newspaper reporters were first shown Model 229 in Boeing's Seattle
factory on 16th July 1935,the aircraft simply took their breath away.

 "A regular fortress",one of them said,"a fortress with wings!"

The company liked the name used in the headlines,so decided to register it
as a trade mark."The Flying Fortress" was born.

Comissioned by the US Army Air Corps (USAAC),her specifications were those
of a `battleship of the skies';a multi-engined bomber capable 0f 200 to 250
mph at 10,000 feet with a cruising speed of 170 to 200 mph,a range of 6 to
10 hours and a service ceiling of 25,000 feet.

When thirteen Model 299's were received by the USAAC,they were designated
YB-17's.Y stood for elevation,B for bomber,17 for the 17th bomber design
USAAC had accepted;it was an aircraft which exceeded all their
specifications for speed,range,climb and load carrying performance.

				    [P.119]

President Roosevelt's realisation that involvement in war in Europe could
not be avoided,combined with the bomber's good press,ensured that it was
not long before the first orders were placed with Boeing for the production
of the turbo-equipped B-17B's.Luckily,the B-17 had one more feature:it's
adaptability to further develpment.Thirty-nine B-17B's were delivered to
USAAC when the war broke out in Europe in 1939,followed by thirty-eight
B-17C's and forty-two B-17D's;new improved designs that could give 323 mph
top speed at 25,000 feet.In 1941,the RAF were sent twenty B-17's and Bomber
Command designated them to Fortress I's.

Boeing eventually took note of any design faults in the early types and
produced,what was in effect,a completely new bomber,the B-17E,with its
distinctive large tail fin and much improved firepower.The company built
512 B-17E's and then progressed to the B-17F which was the first truly
battle-ready Flying Fortress.The B-17F rolled off the production line in
the summer of 1942 and Boeing were eventually to build 3,405 of them.The
B-17F was to be the model that flew the US 8th Air Force daylight
unescorted raids into Europe in 1943.

The next model,the B-17G was the final development of the design.8,680
B-17G's were built.In total,Boeing managed to equip 108 squadrons of the
8th Air Force,20 squadrons of the 15th Air Force in Italy and provided 200
B-17's to be used by the RAF.

Excerpt from a newspaper on 4th June 1942
-----------------------------------------

 US FORCES IN AERIAL SECOND FRONT

Intensive discussions were under way in Washington and London today
settling fine details for hurling hard hitting units of the US Air Corps in
to the aerial Second Front over Europe.

Only details to be released were contained in a statement that "a balanced
force" of fighters and bombers would go into action under American command
from designated American airfields in Britain staffed by American ground
crews.

 Mr.Churchill in a statement in the House of Commons said US planes would
join the RAF offensive "very soon."
-----------------------------------------------------------------------------
				   [P.120]


Most of the men who had flown a B-17 knew that it was a rugged plane.

"She'll fight her way through to the target,do the job,take anything
thrown at her and then do her damnedest to get you home,"stated a B-17 pilot
inspecting a large hole in his plane's fuselage after a successful mission.

Excerpt from a newspaper on 27th November 1942
----------------------------------------------

 CONTROLS SHOT AWAY,FORT CREW STILL SLAMS NAZIS AND GETS HOME

A 20 year-old Flying Fortress pilot who forced his bullet-ridden ship to
carry him and his wounded crew back home after a successful attack hobbled
into dinner on a wounded foot after a dangerous landing.Fellow flyers asked
him how he could fly the bomber with a bullet in his foot.

"It was nothing much," he said,"I didn't have any control rudders left to
use the foot on anyway."

It was the second time in three weeks that the same Fort. with the same
crew had successfully fought off a Nazi plane attack and returned home
safely.

----------------------------------------------------------------------------

It was calculated that the average life of a B-17 flown by the US 8th air
Force was 215 days:for 119 days the aircraft was non-operational,it was
under reapir for 49 days and flying missions for 47 days.

Such was the fury of aerial combat in the European theatre of operations
that it was notable if a B-17 survived 25 missions in its first year.

-----------------------------------------------------------------------------
		UNITED STATES 8TH AIR FORCE OPERATIONAL PROCEDURE
-----------------------------------------------------------------------------

				   [P.124]

The American 8th Air Force had 983 operational days during World War Two
in which its primary mission remained the same:daylight,high altitude
precision bombing of occupied Europe with large formations of bombers.

VIII BOMBER COMMAND
-------------------

All standard daily operations were initiated by the US VIII Bomber Command
with reference to the Combined Offensive Directive.The main restricting
factor to every operation was the weather.A weather briefing took place
every day at 10.15,16.00,and 22.00 at the HQ of the US Strategic Air Force
in Europe in High Wycombe, about 20 miles west of London. Here senior
operations officers received forecasts for the specified targets and for
bases from where the aircraft took off.If the weather outlook was bad for
the next day,the missions would be stopped after the 16.00 meeting.If the
weather forecast was good,the Deputy commander of Operations was informed
and his staff selected a target from the priority list.The weather played a
major part in the scale of the operation;stable high pressure and clear
skies were the ideal conditions for large formations of bombers and demanded
a top priority target.If there was a chance of cloud the bomber force could
be assigned several lower priority targets.

				   [P.125]

After further  consultation with the experts, the Chief of Operations at
High Wycombe  HQ would make the  final decision  to go and confirm it an
operational conference held at 22.00 hours.Targets,the force required and a
co-ordinated plan of operations were worked out and written down in a formal
Field Order which directed the bomber force into action.The HQa lower down
in the chain of command were then informed.

Excerpt from a newspaper on the 10th July 1942
----------------------------------------------

 MAJOR GENERAL SPAATZ IS AIR CORPS CHIEF IN EUROPE
 
A real "flying general" is Major General Carl Spaatz,51,Commander in Chief
of United States Army Air force in the European Theatre of Operations
(ETO).

Gen. Spaatz,whose work will be increasingly important as the United Nations
begin intensive hammering of Germany from the air,holds active ratings as
command pilot and combat observer.In the last war he shot down 3 enemy
planes in the closing days of the war.
-----------------------------------------------------------------------------

BOMB DIVISIONS
--------------

When the three Bomb Divisions received details of the target and ordnance
required a specific plan was worked out.Specialists studied target
identification details and the Mean Point of Impact (MPI) for bomb strikes
was established,along with the type of bomb and tonnage required.Route
times and mean altitude were calculated and Fighter Command consulted about
fighter escort requirements.The information was then passed to Combat
Wings.
 
				   [P.126]

*NOTE: This page in the manual shows a map of all the US 8th Air Force
       Bases in Egland.

				   [P.127]

THE COMBAT WINGS
----------------

The 14 Combat Wing HQ's concentrated on purely operational matters and
produced co-ordinated plans for each of their individual Bomber Groups to
cover all parts of the bombing mission and to contrOl the course of the
mission.

THE BOMBING GROUPS
------------------

The Bombing Group was the main combat unit and usually received its first
warning of the mission by telephone from the Groups Operational Centre.The
Group Watch officer,based in the Groups Ops building,a windowless and gas
proof structure,then told the duty clerk to inform all the necessary
services on the base.These were:

THE GROUP COMMANDING OFFICER

S-3 GROUP OPS OFFICER

S-2 INTELLIGENCE SECTION

GROUP NAVIGATOR AND BOMBARDIER OFFICERS

THE WEATHER OFFICE

THE FLYING CONTROL

ORDNANCE AND ARMAMENTS SECTION

THE ENGINEERING OFFICER

THE SIGNALS/PHOTOGRAPHIC UNITS

THE MESS HALL

TRANSPORTATION

The duty clerk also informed the guard room MP's to limit movements in and
out of the camp and the telephone exchange to restrict calls.A red flag was
raised to inform camp personnel that they were restricted to barracks.

				   [P.128]

Information sent by wing,in advance of the Field Order,gave the number of
aircraft to be prepared and the bomb and fuel loads.An availability list of
crew and aircraft was prepared.The practice was that one squadron would
stand down every fourth mission and lead crew be assigned on a set rota.The
target code was deciphered by S-2 Intelligence officers and the correct
folder retrieved from a high security safe.The folder contained a clear 
vertical photograph and other specific details of the target.A grid was
placed over the photo and the required MPI (the centre of the desired bomb
pattern) established and then target infomation was didtributed.In the
Intelligence building,the staff assembled and then the target information
was distributed.In the Intelligence building,the staff assembled photos,
flak location charts and maps while,in the Group navigator's office,others
were marking out the planned routes,distances and times of assembly.
Schedules were calculated so that everything could coincide with the
designated zero hour. Ordnance were then informed of the bomb load and
ground crews put in readiness.

Everything was all ready for the mission briefing when the crews assembled
and the target for that day announced.The chain of command ended with the
individual flyers who had to take the B-17's across occupied Europe.It was
their job to complete the planned mission

-----------------------------------------------------------------------------
			     A B-17 BOMBING MISSION
-----------------------------------------------------------------------------

				   [P.132]

GROUND CREW
-----------

THE CHIEF ENGINEER
------------------

4am.The noise of trucks on the move can be heard across the base, Ordnance
crews are collecting bombs from the dump.The Chief and his ground crew are
already awake and at work on the aircraft.The auxiliary power plant,a small
petrol generator called the `putt-putt',is started up.It is there to boost
the electrical supply of the plane on the ground and save the aircraft
batteries.

THE ARMAMENTS OFFICER
---------------------

The Squadron Armaments officer appears and climbs in to the B-17.He opens
the door to the bomb bay,walks along the catwalk and sits in the bomb
aimer's seat in the nose.He switches on the bombardier's panel and opens
the bomb bay doors by moving the first two levers.He checks that the red
warning light has come on.He then moves the second lever to one of 3
positions.he chooses `Selective' (a selective drop of bombs).He switches on
the Intervalometer which sets the bomb drop intervals and then tests the
bomb shackles and electric firing solenoids by pressing the bomb release
located on the top of the panel.Test lights flash back at him as he
switches the lever to `Salvo' (emergency drop of bombs) and `Lock'.

				  [P.133]

The Chief checks the operation of the bomb bay doors from the outside,then
removes the canvas windshield cover.The Duty Mechanic removes the canvas
wraps from the engine cowling.

THE BOMBS
---------

It's not long before the ordnance crew arrive with the bomb loads.The
service truck is pushed under the plane and located below the bomb bay.The
trailer contains ten M-43 500lb general purpose bombs.They are all marked
with two yellow bands front and back;indication that they contain TNT.The
ordnance crew attach the shackles from the B-17's racks to two lugs on each
bomb.The bombs are then winched into the bomb bay and placed at the correct
position.The tail fins are screwed on and the nose and tail fuses carefully
fitted into each bomb.Each fuse has a small propeller-like vane which
rotates as the bomb drops and arms the fuse.The device is made safe by a
securing wire that will be removed by a member of the crew after the bomber
has taken off.

THE PRE-FLIGHT
--------------

Meanwhile,the ground crew are pre-flighting the B-17.the prop blades are
pulled and turned through three complete revolutions,to remove any excess
fuel which may have seeped down overnight.The Chief performs his checks.
He turns on the battery and ignition switches and ensures that the
terminals on the voltage converters are not shorting.The fuel booster pump
is turned on,the pressure checked and the throttle set to 1000 rpm.He
starts number one engine,then the other three.The turbo supercharging
system,that enables the 1,200hp engines to run at full power between 20,000
and 30,000 feet,is inspected and the prop pitch controls are checked.Then
everything reported faulty from the previous day's missions is checked
again.

				   [P.134]

THE AMMUNITION
--------------

At the same time an ammunition truck appears and unloads 10 wooden boxes
of 0.50 calibre ammo into the rear fuselage.The 0.50 calibre machine guns
are loaded onto the plane and installed.Each weighs 64lbs and is capable of
firing 750 rounds per minute at a maximum range of 3,500 feet.Each magazine
contains 365 rounds.

THE FUEL,TYRES AND OXYGEN
-------------------------

The fuel tanks are then topped up.The B-17G has a maximum capacity of
2,780 US gallons with 5 filling points on each wing between the two
engines.The tanks are self-sealing Tokyo Tanks made up of rubber composite
divided into 18 small cells.The tyres are inspected and any small oil leaks
from the engines are checked for signs of deterioration.The oxygen supplies
are checked.These consist of 18 light metal bottles each giving 5 hours
supply to one man at 30,000 feet.

FLIGHT CREW
-----------

THE CREW
--------

The flight crew arrive as the last major checks are being completed.They
are clutching their flight bags and parachute packs,wearing olive green
overalls,heavy brown sheepskin jackets and trousers.A standard crew for a
B-17G,by rank and position,was:

1st Lieutenant - Pilot/Captain

Flight Officer - Co-Pilot

Staff Sergeant - Right Waist Gunner

Staff Sergeant - Ball Turret Gunner

2nd Lieutenant - Bombardier/Togglier 
		 (toggles bombs on visual sighting of
	         other dropped bombs).

				   [P.135]

2nd Lieutenant - Navigator

Technical Sergeant - Radio Operator

Technical Sergeant - Engineer/Top Turret Gunner

Staff Sergeant - Left Waist Gunner

Staff Sergeant - Tail Gunner


PRE-TAKE OFF PROCEDURE
----------------------

The crew perform their own checks and they confirm over their throat
microphones that they are all in position.The engines are started up and the
altimeter is set for the height of the airdrome above sea level.The chocks
are signalled away.The B-17 taxis off and joins the other bombers at the
edge of the runway.The pilot has to keep the 30 tons of plane on the tarmac
whilst not being able to see ahead.He steers by watching the edge of the
tarmac paths through a side window of the cockpit and tries to use the
brakes as little as possible.He knows that over use of the taxiing can burn
out the brake lining.The engines are revved to 1,500 rpm to clear out any
muck from the spark plugs and all the while the tail gunner keeps an eye on
the plane behind;in case it gets closer than the standard 30 yards.

Excerpt from a newspaper on the 9th October 1942
-----------------------------------------------

 SINGLE FORT FIGHTS OFF 50 NAZI PLANES

This is the story of heroism - the heroism of men and their machine.The
machine was a Flying Fortress,the men were the crew.

"They were two miles above France,two engines were out of commission.In
the plane were three shell holes in the rudder and three more in the
stabiliser and another in the wing,half the controls were shot away,the
landing gear was smashed and there were more than 200 holes in the
fuselage."

That was the result of anti-aircraft fire.

The crew members weren't professional soldiers with lots of experience.
All were fresh from civilian life.The pilot and co-pilot were lawyers, the
bombardier was a student.The navigator worked for a polling organization. A
coal miner,a painter and a printer manned the guns.

And this crew,which hadn't even flown together as a complete unit before,
brought their plane safely back to England.

Their B-17 was the last bomber over the target.They had just crossed the
target when Lieutenant Price heard shouts from every corner of the plane.

"Here they come!"

"They" were Focke-Wulf 190's.

From every side they came,spitting machine gun bullets and cannon shells
from every angle.Cannon shells knocked one of the engines out and the B-17
started to lose her place in the formation.The Fw 190's swooped down in for
the kill.The pilot started a long glide down as anti-aircraft shells ripped
a big hole in the wing and three more shells tore a big chunk out of the
rudder.....

-----------------------------------------------------------------------------

				   [P.136]

When the aircraft gets to the edge of the mile and quarter long runway it
waits with other members of its squadron and then a `take off check' is
performed:aileron,elevators and rudder trim tab controls are zeroed.The
wing flaps raised and the propeller pitch control tested.The generators are
turned on,the turbo-superchargers tested,the parking brake and the wheel
lock turned off.

THE TAKE OFF
------------

The Captain swings the aircraft into position just after the plane in
front begins to take off on the 150 foot wide runway.He locks the tail
wheel to `on' to keep the B-17 straight during its run.Final checks are
made to gyros,generators and fuel booster pumps as the Captain waits for
the double-flash of green light from the black and white chequered runway
control van.The controller looks through the glass roof of the van and
signals with an Aldis lamp.He tries to time each take off at one minute
intervals.The captain takes the pressure off the foot brake and selects the
correct manifold pressure and opens the throttles.At 100 mph,the B-17 takes
off and the pilot eases up on the control column and raises the landing
gear.This is an anxious time for most crew as the plane,packed full of
bombs and fuel,climbs gradually and builds up speed.At the IAS (Indicated
Air Speed) of 150 mph the Captain throttles back and reduces the rpm from
2,500 to 2,300 by adjusting the propeller pitch controls.The plane should
now be climbing at about 300 feet per minute and flying through any
overcast,to assemble in formation above the clouds.This is the time when
there is the greatest risk of collision with another aircraft in the Group.

				   [P.137]

ASSEMBLING IN FORMATION
-----------------------

The Captain's next task is to assmble in formation with the other planes
of the squadron,as stipulated by orders.A radio compass is used that works
with short range radio beacons in selected locations.A morse code call sign
(called a Bucher signal) is transmitted and the plane receives it via a
small loop aerial located under the nose section.Lead aircraft fire
differrnt coloured flares at 10,000 feet to give a visual check for other
pilots.Squadrons have built into Groups,Groups into Wings and Combat Wings
into Divisional Columns.The whole process is very slow because everyone has
to keep up with everyone else.Above 10,000 feet the crew are told to go on
oxygen.The heating should already be operational.The two waist gunners have
electrically heated flying suits under their sheepskins but the rest of the
crew have warm air ducts that channel heat to their sections.The Ball
turret is very cramped and always assigned to someone of small build.He has
to spend about 5 hours curled up,looking 5 miles below him,without a
parachute.

				   [P.138]

If something happened to the B-17 it would take him, with help, about a
minute to get out and get his parachute on;a minute in a crashing B-17 is
an extremely long time.

HIGH ALTITUDE FLIGHT
--------------------

At about 13,000 feet,the aircraft climbs a t 200 feet per minute.Above
19,000 feet,the ball turret gunner reports contrails;gases from the hot
engine exhaust meeting the frozen air in areas of high humidity producing
condensation trails.The formation levels off at 21,000 feet.The Navigator,
even though they are travelling in formation,keeps an accurate track of
their position using his "GEE" box.The guns are loaded and test fired about
30 miles off the English Coast,at the same time the arming pins are removed
from the 10 bombs in the bay.The captain looks at the Airspeed Indicator
which registers 150 mph but knows this is not the true airspeed (about 206
mph).Working on atmospheric pressure the AI reading declines with increased
altitude.

				   [P.139]

INTO ENEMY TERRITORY
--------------------

Over the enemy coast the crew don their cumbersome flak suits,worn like
body armour made by overlapping thin steel plates inside canvas aprons.They
know the German radar and listening posts will have been tracking them for
the last hour and the enemy defence controllers will be trying to guess
their mission objectives.The gunners in the B-17 look all around their
field of fire re-assured by the sight of the zig-zagging `Little Friends'
6,000 feet above them;P-47's fitted with long distance drop tanks.Then the
flak begins to burst in little black clouds around the formation.

THE INITIAL POINT
-----------------

The formation reaches the Initial Point:the seleceted point over which the
bomber force will begin its turn to make the bomb run on the target.Flares
are fired to give visual confirmation.In this case,the cloud cover
(undercast) is too thick,and the leading aircraft from the Pathfinder Force
will mark the target using their H2X ground-scanning radar sets.The leading
Combat Wing approaches the bombing run.There are four minute intervals
between Wings.Flak intensifies and squadrons of enemy fighters sweep
through the formations firing at `Purple Heart Corner':the lowest and
therefore most exposed flight in the formation.

Excerpt from a newspaper on 30th August 1943
--------------------------------------------

 GUNNER HANGS BY HIS TOES FROM THE BALL TURRET

Hanging by his feet from the ball turret of a Fortress 2 miles up in air
gave S/Sgt.Abe Klavel a lop-sided view of Nazi fighters.

Klavel fell from his turret when the door came off but as luck would have
it,his toes hooked over the pedal of one of the turret guns.He dangled
there without a parachute as enemy fighters swept through the formation,
until he could haul himself up by his toes.

				   [P.140]

THE BOMB RUN
------------

The bombardier opens the bomb doors and flips open the safety lever on the
bomb release.In this mission he does not have a bomb sight and is waiting
for the leader to drop his bombs.When the lead bombardier is lined up on
the smoke markers released by the Pathfinders,a red flare is fired and the
bombs are released.The Group hope to bomb a compact area 500 by 250 yards.
The ball turret gunner confirms that the boms have been released and the
bomb bay is checked to see that all bombs have gone and then the doors are
closed.With the loss of the weight of the bombs the formation speeds up to
about 160 IAS (224 mph) and heads for the designated rally point.

Excerpt from a newspaper on the 21st November 1942
--------------------------------------------------

 BOMBER CREW GET FOUR FW'S IN 30 MINUTES

A half-hour of hell in a B-17 whose tail gunner kept on shooting with his
whole side mangled;a cannon hole through the aircraft fuselage;a waist
gunner still firing;a motor and wing smashed,but all safe home.Four German
fighters down for sure,four more probable and they fought off 30.

That's the story of a bomber crew's heroism in a noonday's work over
Rouen.

The tail gunner's whole left side was sprayed with steel fragments.But for
the next fifteen minutes he fired his remaining gun with one hand and, when
a Fw 190 came too close he calmly shot it down in flames.

-----------------------------------------------------------------------------

				   [P.141]

THE RALLY POINT
---------------

The rally point is chosen as a known area out of range of enemy flak
batteries where squadrons can re-form into defensive combat wing formations.
The combat wing leader tells the radio operator to send a `target bombed'
message to HQ.

100 miles from home,IFF (a signal Identification Friend of Foe) is switched
on by the radio operator to warn friendly bases of the force passing above
them.During the mission the B-17 could identify itself to friendly aircraft
by firing coloured flares on a pre-set code or by flashing the correct
mission code with an Aldis lamp.

-----------------------------------------------------------------------------

				   [P.142]

The plane now drops 500 feet per minute and,once below 10,000 feet,the
crew come off oxygen.Home base is informed of their arrival times and all
activity is based on their ETA.

THE RETURN TO BASE
------------------

Flying control picks up radio signals from the formation approaching the
base.The Ops officer is already waiting at the tower.The duty clerk informs
the MP's,ambulance and fire tender crews.By the time the planes are over
the airfield they have spaced themselves out giving priority to those with
casualties and damage.After these bombers have landed the order of landing
is the lowest altitude squadrons first.Bombers land at about 20 second
intervals,planes with casualties turn off the runway as soon as possible to
be intercepted by awaiting ambulances.

-----------------------------------------------------------------------------

				   [P.143]


Other bombers use two outside engines to taxi directly to their airfield
dispersal point.The flight crew get out,stretch their legs,inspect their
aircraft and pack their flight bags.the gunners remove the guns and clean
them ready to be collected by the ammunition crews.The pilot fills in Form
1A to report any flight problems and damage sustained on the mission.

DE-BRIEFING
-----------

A truck arrives to collect the flight crew and take them directly to the
briefing rooms.Here,personal equipment is handed in (parachutes,flying
suits,oxygen masks,Mae Wests etc.) and the crew get something to eat.An Ops
officer lists any items of important news that has to be acted upon
immediately;such as aircraft in trouble,planes ditching in the sea and
important enemy activity.When all is ready,the crews are interrogated;one
interrogating officer per crew.The officer asks a standard set of questions
encompassing all aspects of of the mission,such as enemy fighter numbers,
flak locations,weather over the target.fighter escort,lost aircraft and any
other observations.


Excerpt from a newspaper on 20th January 1943
---------------------------------------------

 FORTRESS DIVES 7,000 FEET AS PILOT FIGHTS FOR CONTROL

Controls gyrating so wildly that the pilot and co-pilot were hurled from
their seats,the Flying Fortress plunged toward the English Channel.
 
Struck simultaneously on both wings by cannon fire from Me 109's,the
ship,which had just completed its bombing run over Lorient in a recent raid
twisted out of control and went into a dive.
 
As the crew and anything movable were being thrown about the interior the
Flying Fortress fell from 10,000 feet followed by Me 109's pumping bullets
into the plane.

At 3,000 feet Capt.E,Wrightson fought with the controls and pulled the
bomber out of its death dive.

Intelligence officers heard the story when they interrogated the crew.The
plane was part of a formation attacking a U-boat harbour.

-----------------------------------------------------------------------------

				   [P.144]

*NOTE:This page shows a photograph of a Combat Report form,filled in on the
      13th of January 1944.

-----------------------------------------------------------------------------

				   [P.146]

 Continued from page 143. 

Claims by gunners for the number and type of aircraft shot down are then
reviewed and compared in order to avoid `doubling-up'.Navigators hand in
their flight logs and,with bombardiers,write up their own specific reports.
Lead bomber crews are interrogated further with more detailed questions.
The whole process takes upwards of one hour forty-five minutes.When the
crew are dismissed,trucks take them to the mess hall or back to their
barracks.Most will want to sleep,shattered by the fatigue of combat.They
know that they may be called upon to fly again in a few hours time.

Excerpt from a newspaper on 24th November 1944
----------------------------------------------

 FLYING FORT LANDS BY ITSELF

A B-17 with its inboard engines out of action and the propellers feathered
made an almost perfect landing in a corn field in Belgium - but without its
crew!

The aircraft came to a halt near an Allied air base.Help was quickly to
hand but no one was found in or near the bomber.Belgian farmers witnessed
the entire episode were adamant that there was no one on board.

It is believed that the bomber landed under the control of the automatic
pilot.

-----------------------------------------------------------------------------

TARGET ASSESSMENT
-----------------

Pictures taken from strike cameras are studied in Group Operations and
Intelligence rooms as soon as they have been processed.The Group strike
pattern on target is plotted and a detailed report sent to Wing and
Division.An assessment of the results of the bombing is analysed at
Division HQ and the loss to the enemy is calculated.If necessary,the target
is put back on a priority list for future attack.Meanwhile,the ground crew
is back at work on the planes.They have been sleeping for the duration of
the mission,now they are back at work patching up the aircraft and
maintaining each bomber;ready for another combat mission tomorrow morning.

-----------------------------------------------------------------------------
				STRATEGIC BOMBING
-----------------------------------------------------------------------------

				   [P.148]

THE CONCEPT OF WAR FROM THE AIR
-------------------------------

In 1991,in his book "Command of the Air",the Italian Colonel Giulio Dautet
prophesied that wars in the future would be waged using aircraft independent
of ground forces to strike at civilian and industrial centres.This basic
idea,later called strategic bombing,was adopted by many European military
leaders and was to have a strong influence on tactical thinking about air
power.Britian was committed to the concept of strategic bombing from the
end of the First World War with the premise that a direct attack on the
enemy's rear was the main role for an Air Force.In these early years,Sir
Hugh Trenchard,regarded as the father of the RAF,completed a study of air
power.

"There are two factors",he wrote,"moral and material effect.The object
being to obtain the maximum of each.The best means (of doing this) is to
attack industrial centres where you can do military and vital damage by
striking at the centres of war materials and achieve the maximum effect on
the morale of the population."

It was thought that strategic bombing extended the age-old principle of
siege warfare:traditionally anyone who stayed within a fortress under seige
would expect to suffer from the resultant hardships.After the experience of
the First World War,the British and French governments tried to increase
Air Force capabilities;the air force had to be given the means to mount an
air offensive against a future enemy.At the same time,they tried to reduce
the effects of enemy air raids.

"The bomber will always get through",stated Stanley Baldwin,the British
Prime Minister and thus with this philosophy,RAF leaders pushed for the
construction of a massive bomber force.

GERMAN AIRCRAFT PRODUCTION
--------------------------

German aircraft production had developed on a smaller scale than Britain
or the USA and was unsuitable for the production of large long-range
machines that were needed to carry out strategic bombing.In the campaign
that they waged against Britain in the early years of the war they had to
use medium-range bombers which were originally designed to support ground
troops.It was not until 1943 that the Luftwaffe tried to get a strategic
bomber force built but,by then,it was too late.

-----------------------------------------------------------------------------

				   [P.149]

The British and Americans had fine tuned their bombing tactics and could
deliver 1000 bomber raids,day and night,deep into German territory. The
Germans,with their diminishing resources,could never hope to catch up.

THE `BOMBING CODE'
------------------

Originally,both sides in the war believed that the bombing of targets such
as ports,airfields,railways and bridges was legitimate behaviour and did
not contravene the accepted conventions of war.There existed an unwritten
code in the minds of Air Force leaders that prohibited the indiscriminate
bombing of cities.when the battle of Britain became a far more difficult
struggle than was anticipated and Hitler ordered the bombing of London's
East End,he still tried to justify breaking the code claiming that the
British had bombed German cities first.When the RAF bombed Berlin soon
after in retaliation,Hitler announced that he "would raze the British
cities to the ground".

THE BRITISH BOMBING CAMPAIGN 1940-41
------------------------------------

Although still not strong enough to cripple Germany,RAF Bomber Command
began its campaign in the winter of 1940.The RAF bombed Munich,Germany in
November and in retaliation the Luftwaffe carried out a raid on Coventry;
destroying 60,000 buildings in the English industrial heartland.Bomber
Command's response was an attack on Manheim which was unsuccessful,but was
notable as the first recorded attempt at `area bombing' by the RAF.Area
Bombing was the destruction of a large industrial area without reference
to precision targets.The winter of 1940-41 saw the bombing of London and
other cities by the Luftwaffe.

-----------------------------------------------------------------------------

				   [P.150]

There was no equivalent damage inflicted by the RAF on the German cities.
In fact,in some raids,more British aircrew died than German civilians
mainly due to the poor design of the bombing aircraft.

THE BRITISH BOMBER PERFORMANCE 1940-41
--------------------------------------

The British heavy bombers lacked speed,range,altitude and were severely
under-powered.In most missions the RAF had to cross most of France,Belgium
or Holland,all well defended by German anti-aircraft artillery.Bomber
Command also lacked long-range fighter escort to protect the bombers in
daylight raids,so they had to restrict themselves to night time bombing.At 
the beginning of the war,navigational equipment was rudimentary and it was
difficult to locate targets;even when they were large cities.It was
therefore no surprise that some crews ended up bombing `wild' and `wide'.
In a report to Winston Churchill,the British war prime minister,it was
stated that on an average mission only 1 in 3 bomb drops would get within 5
miles of the target;in France the figures were 2 in 3,in most parts of
Germany 1 in 4 but over the heavily defended industrial Ruhr district the
figures dropped alarmingly to 1 in 10.In 1941,700 British aircraft failed
to return from bombing missions.

STRIKNG AT ENEMY MORALE
-----------------------

Bomber Command knew that the aircraft they had in operation were not
efficient enough to hit small targets with precision and,in an Air Staff
Directive of the 14th February 1942,confirmed that the bombing campaign
should be conducted against the morale of the enemy cililian population;
especially the industrial workers.It was thought that worker discontent
was the weak link in an industrial state and that the devastating effects
of bombing would tip the balance and ferment revolt.This line of thought
was coloured by the events of the Russian Revolution.It was to prove
mistaken.In reality,the effect on the population's productivity was minimal
and the workers' morale remained high,even after `dehousing'.

THE NEW BRITISH BOMBERS
-----------------------

At the beginning of the war the British bombers available to Bomber
Command were the Hampdens,Whitleys and Wellingtons;all suffered from an
inability to carry heavy loads.They were succeeded by Sterlings and
Manchesters which were too under-powered for deep penetration into enemy
territory.In 1942,the Halifax's and the Lancasters came into production.

-----------------------------------------------------------------------------

				   [P.151]

They had excellent performance,were built to withstand heavy attack and
could carry massive bomb loads.After the arrival of these planes,Air Chief
Marshal Harris pushed foward his plan for more `area bombing'.On 28/29th
March Lubeck was bombed and the strike force returned with only 5% losses,
the figure thought to be acceptable by the Bomber Command.This raid was
followed by an attack on Rostrek.The Luftwaffe retaliated with the
`Baedecker' raids on Norwich,York,Canterbury,Bath and Exeter;named after
the guide books the Luftwaffe supposedly used to find the targets.In May
1942,Bomber Command mounted their first 1000 bomber raid on Cologne
carrying a load that consisted of small incendiary and large high explosive
bombs.The effect was devastating.

NEW AIDS TO BOMBING
-------------------

Arthur `Bomber' Harris single-mindedly pursued the build up of large
numbers of heavy bombers and he was fortunate that,at the same time,there
were new developments in design,production and target finding methods.GEE,
a transmitter which allowed receiving aircraft to plot their position on a
gridded chart and release the bombs at a pre-set point,was superseded by
OBOE and H25,a radar set which gave the navigator a picture of the ground
features below the plane.

-----------------------------------------------------------------------------

				   [P.152]

Another major aid to target finding was the creation of Pathfinder
squadrons based on the new fast high-flying Mosquito light bombers. The
squadrons took on the responsibility for marking the targets with
incendiaries or flares and then the main group of the bombers bombed the
markers.The Pathfinders were very effective and much better than the non-
specialists in the bomber Groups.

THE USA ENTERS THE WAR IN EUROPE 1942
-------------------------------------

In the Spring of 1942,the Us 8th air Force arrived in Britain and the
strategic bombing campaign was henceforth conducted by two Air Forces.The
US bombers began their campaign in August with a daylight attack on Rouen,
France.The concept of daylight bombing was one that ranked very highly with
US Air Force commanders.They knew they had the right tools for the job;the
B-17,that could deliver good size bomb loads,and a bombsight,the Norden,that
was very accurate.The B-17 had a long operating range,could fly at high
altitude and had a heavy defensive capability.By January 1943 there were
500 B-17's available to fly missions deep into Germany.

THE CASABLANCA CONFERENCE
-------------------------

In January 1943,the Allies came to a formal agreement for a combined
bomber offensive.They listed a large number of targets in the following
order of importance:subrmarine construction yards,the aircraft industry,
transportation,oil installations and other war industry centres. The
conference also highlighted the differences between the Allies' concept of
bombing.General Ira C.Eaker,the Commander in Chief of the US 8th Air Force,
did not agree with British `area bombing'.Instead he believed in precision,
daylight raids on identifiable `bottlenecks' in the German war economy that
could be hit hard to produce the maximum effect.

----------------------------------------------------------------------------

				   [P.153]

THE SCHWEINFURT RAID
--------------------

The first such `bottleneck' was the ball-bearing plant at Schweinfurt in
central Germany.Ball-bearings were essential to anything that had gears;
from submarines to tanks.The US 8th Air Force bombed the plant on the 17th
August 1943 but the mission was a complete disaster.The bombers had to
cross northern France and half of Germany in daylight without fighter
escort and they were cut down by the German fighter planes.Of 229 B-17's,
36 were shot down;a loss rate of 16% three times the figure regarded as
acceptable by Bomber Command.Also 24 B-17's were shot down in a raid on a
secondary target at Regensburg with 100 of the returning planes severely
damaged.From that point the 8th Air Force chiefs decided to suspend long
range missions without fighter escort until fighters could be adapted to
accompany them most of the way to the target.

Excerpt from a newspaper on 23rd August 1942
--------------------------------------------

 B-17's BEGIN DAYLIGHT RAIDS ON FRANCE

Bomb laden Flying Fortresses hit hard at German occupied France in high
altitude daylight raids smashing a railway terminus at Rouen on Tuesday,
attacking a German fighter base at Abbeville Wednesday and bombing a railway
yard and other targets at Amiens,Thursday.

All planes returned to their bases and a radio operator with an injured
foot was the only casualty.The raids proved that efficiency of the secret
bomb sight is no myth.
 
Twenty-four Fortresses took part in the raid on Abbeville,but one of them
had mechanical difficulty with the bomb doors in the English Channel on the
return trip.

Accompanying the B-17's were 500 spitfires,the greatest number ever to
carry out a sweep.No enemy fighters were encountered.

Wing Commander Kinross who led the escorting formations said after the
Abbeville raid:

"The US bomber boys were great.They did not waste any bombs."Twelve
bombers participated in the first all-American raid on the continent.

-----------------------------------------------------------------------------

BRITAIN STRIKES AT THE GERMAN INDUSTRIAL HEARTLAND
--------------------------------------------------

Meanwhile,between March and July 1943,British Bomber Command carried out
major attacks on Germany's industrial heartland;800 aircraft went went on
18,000 sorties and dropped 58,000 tons of bombs.

-----------------------------------------------------------------------------

				   [P.154]

When attention was switched to Berlin,1.5 million people were made
homeless and 2,000 acres laid to waste.This campaign was only halted in
order to provide bomber support for the invasion of Europe in June 1944.

In raids over Germany casualties among among the Allied air crews had
risen to 10%;double the level that was deemed to be acceptable.Since crews
were expected to fly,on average,30 missions before being rested,the
probability of being shot down before the end of a tour was very high.In
practice,crews with over five missions under their belts survived longer
than rookie crews.The increased losses reflected the development of German
defensive measures.From 1942 onwards,German fighter control was improved
and night fighters were radar equipped so that they could be guided by the
ground radar Wurzburg stations.The RAF response was to equip their planes
with radar detection devices and drop `chaff' or `window' to interfere with
the radar signal.German fighters in turn used devices that homed-in on the
bomber radar emissions and used these signals as target finders.

THE EFFECT OF THE US LONG-RANGE FIGHTER ESCORT
----------------------------------------------

At the beginning of 1944,the US 8th Air Force had 1000 B-17's and B-24's in
operation.Under new commanders Spaatz and James Doolittle,and with the
assistance of P-47 Thunderbolts and P-38 Lightnings fitted with drop
tanks,they could now penetrate deep into Germany and bomb targets that were
well defended by the Luftwaffe.In March 1944 a new fighter,the P-51 Mustang,
appeared that could fly to Berlin with an operational radius of 600 miles
but with the performance of a fighter/interceptor.The Allied heavy bombers
could now inflict damage on most parts of the Third reich.The German
economy was to be put under severe pressure.


-----------------------------------------------------------------------------

			      	   [P.155]


THE GERMAN WAR ECONOMY
----------------------

The German economic strategy was very similar in concept to that of the
blitzkrieg:a speedy victory at the beginning of the war would release
German industry from the pressure of having to build vast numbers of war
materials.Once it was clear that the war would be a protracted affair,the
original economic strategy shifted.The push was for grabbing the raw
materials of the occupied enemy:coal,metal rod and,and most important of
all,oil.


Excerpt from a newspaper on 25th December 1944
----------------------------------------------

 HUGE BOMBER FORCE OF 5,500 PLANES ROCKS VON RUNDSTEDT

The largest force ever assembled for a single mission,in excess of 2,000
Forts and Liberators slammed communication and supply centres of the German
offensive against Von Rundstedt's forces.

Flying in columns of 400 miles long-so that as the first squadrons reached
Germany the last planes were taking off from England!

-----------------------------------------------------------------------------

				   [P.156]

In Germany,the economic emphasis was also forced to change.Up to 1942
Hitler had insisted that the military effort should not be reflected upon
civilian standards and that consumer goods should continue to be produced.
By January 1942,he was forced to agree to armaments minister Dr.Albert
Speer's plan that military production as a percentage of the Gross National
Product would have to increase.This did happen quite spectacularly.For
example,the production of arnaments as a proportion of GNP was 16% in 1941,
22% in 1942,31% in1943 and 40% in 1944.But there was no attempt to match
the Allies' production in terms of numbers.

Excerpt from a newspaper on 30th July 1944
------------------------------------------

 FORTS SMASH BIG NAZI FACTORIES

US 8th AAF punched holes in the Reich industrial machine yesterday.1,200
heavies attacked engine factories,fighter assembly plants,synthetic oil
plants in the Leipzig area.

Excerpt from a newspaper on 3rd June 1944
-----------------------------------------

 CALAIS HIT BY HEAVIEST ATTACK OF WAR

Massive fleets of U.S. bombers roared over the Pas de Calais Channel ports
to inflict the hardest single strike of the war. 1,700 USAAF bombers struck
at the `so-called` invasion coast.

 QUALITY VERSUS QUANTITY.
 ------------------------
German thinking was based on the idea that the armaments they produced
should be technically superior to the enemy`s. For example, German tanks
and small arms were always of the highest quality. The Schmeisser MP-40
sub-machine gun was the best in use in any army and also the easiest to
manufacture. the designers had reduced most of the components to parts that
could be stamped out by machines. The idea of quality carried through to
the concept of secret weapons such as the V.1 flying bomb and V.2 rocket.
However, the philosophy of quality was difficult to put into practice in
aircraft production. After 1942, German propeller-driven aircraft design
fell behind British and American models and from that point Germany could
never manage to produce an effective strategic bomber. The Luftwaffe single
seat fighter, which had been used so effectively from its initial design in
1934, had reached the end of its life by 1943. Newly designed heavy
fighters were all unsuccessful while the first jet-propelled fighter, the
ME262, was extremely effective but limited in numbers. If Hitler had
allowed mass production of these aircraft it could have made an enormous
impact upon the allied strategic bombing campaign.


------------------------------------------------------------------------------

                                   [157/8]

Excerpt from a newspaper, 11th October 1943
-------------------------------------------

 SUPER FORTS BLAST A PATH TO BERLIN

German radio reported stories of `Super Flying Fortresses` that carried no
bombs but were leading USAAF raids against Germany. Nazi commentators
called the planes `four-engined fighters` with 0.50 calibre guns placed in
extra positions than the basic B-17. The report continued that they were
trying to clear the sky of German fighters before the main formation
arrived.......USAAF sources refused to comment.


Excerpt from a newspaper, 7th June 1944 (D-Day plus 1)
------------------------------------------------------

 FLEETS OF ALLIED PLANES POUND NAZI TARGETS

Allied aircraft strafed and bombed hundreds of miles of French beaches,
giving the invasion force undisputed mastery of the air. Between 12
Midnight and 8am, 33,000 Allied airmen flew over French skies in 20,000
sorties. Despite the huge number of planes it was reported that only 1% of
the aircraft were lost.

Excerpt from a newspaper, 23rd March 1944
-----------------------------------------

 1,500 TONS DROPPED ON BERLIN. LUFTWAFFE REFUSES TO FIGHT

Unchallenged by the Luftwaffe, Flying Fortresses bombed the German capital
for the fifth time. It is believed there were 600 heavy bombers, escorted
by 800 fighters. Berlin was shrouded in cloud and US bombardiers used
scientific cloud bombing methods. Flak was the heaviest yet experienced
over Berlin said the fliers. Mustangs, Thunderbolts and Lightnings swept
back and forth unopposed over Germany for over six hours.


 THE EFFECTS OF ALLIED STRATEGIC BOMBING
 ---------------------------------------

By June 1944, the German standard of living began to fall drastically as
the effects of the strategic bombing campaign were being felt. The vast
number of imported workers soon became a drain on the war economy rather
than a benefit. In the autumn of 1944 war production slumped. Oil
production, most important for tanks and aircraft, suffered badly. By
September 1944, as a result of the Allied bombers` oil offensive production
fell from 316,000 tons to 17,000 tons. Production of aviation fuel also
fell to 5,000 tons and, by early 1945, most of the Luftwaffe reserves were
used up. In fact,Germany would have been unable to continue the war beyond
Christmas 1944 if there had not been a revival in production at the Politz
synthetic oil refinery.

It`s difficult to assess the true effectiveness of strategic bombing but it
was obvious that the morale of the German people was never broken by the
bombers. At the end of the war, it was estimated that 800,000 civilians had
been killed as a result of the bombing campaigns, the US 8th Air Force lost
2,400 bombers and British Bomber Command had lost 55,000 aircrew.


Excerpt from a newspaper, 24th November 1944
--------------------------------------------

 V2 ROCKET FACTORY PUMMELLED BY FORTS

A secret weapons V.2 factory and assembly plant near Weimar was smashed by
Fortresses of the 8th AF. Approximately 130 bombers dropped a concentrated
pattern of bombs. 8th AF aircraft were grounded yesterday by bad weather.

Excerpt from a newspaper, 27th August 1944
------------------------------------------

 GERMAN OIL OUTPUT HALVED IN 90 DAYS

A record task force of 1,900 British based heavy bombers battered seven
enemy oil production centres as part of a 90 day campaign that has slashed
Nazi oil and gasoline production by 50%

------------------------------------------------------------------------------

                                   [162]


------------------------------------------------------------------------------
                THE DEVELOPMENT OF THE BOMBER AIRCRAFT
------------------------------------------------------------------------------

In  1929 the Handley Page Hinaidi  was a typical  modern bomber. It had a
maximum speed of 115mph at 5,000 feet but at 15,000 feet this fell to 98mph
As the aircraft climbed, the pressure of the fuel-air mixture entering the
cylinders also fell aand therefore power from the engines was reduced. With
a bomb load of 1,500lbs, and operating at 5,000 feet, the Hinaidi could only
reach a speed of 75mph and an operational radius of 100 miles. By reducing
the bomb load to 500lbs the aircraft could extend this radius to 275 miles.
There was a four-man crew who sat in the open, had  three-hand operated
machine guns and used a simple vector type bombsight.


                         THE PRE-WAR DECADE
                         ------------------

Engine Power
-----------

This was one of the most important developments from which all other designs
flowed. In the decade before 1935 new engine technology produced a 50%
increase in power while at the same time reducing engine weight per h.p. and
fuel consumption per h.p. by 20%

Aerodynamic shape
-----------------

In the wake of this increase in engine power, attempts were made to reduce
drag (or wind resistance) created by the basic shape of the aircraft. One of
the most difficult problems facing designers was the fixed undercarriage and
this was solved by introducing retractable wheels. Similarly, the familiar
second wing and struts were eliminated giving a cleaner line at cruising
speed.

One side effect of the single wing design was that landing speeds were much
faster and wing loadings were very high. To cope with these problems there
were major developments in braked wheels, wing flaps and variable pitch
propellers. In effect, these design improvements meant that bomb loads could
be increased.

Flaps
-----

When wing flaps were introduced in aircraft design they increased the lift
obtained by the wings by 50% This meant that much smaller wings could be
used to achieve much higher wing loadings. Partially-lowered flaps enabled
bombers to lift heavier loads and, when fully lowered, could make the
aircraft fly at much slower speeds and so conserve fuel. Flaps also served
as good air brakes.

                                   [163]

The  Variable Pitch Propeller
----------------------------

This development converted engine power into thrust much more effectively
with the result that less power was wasted during take off or in cruising
and a saving on fuel that extended the range of the bomber. The variable
pitch propeller also enabled the pilot to feather the blades (turn them
end-on to direction of travel) until they gave a drag value of 0% if the
engine failed.

The Supercharger
----------------

The supercharger allowed a greater mass of air and fuel mix to be thrust
into the cylinders at heights where the air was thin Full power could be
achieved at very high altitudes with the added benefit of less wind
resistance. The aircraft could, therefore, fly faster, further and  higher
on on the same power and, at the same time, make itself  a more difficult
target for anti-aircraft artillery and fighter interceptors.

The Airframe
------------

The traditional fabric covered frame was replaced in this period by an all
metal stressed skin which made the aircraft body stiffer and stronger.

The B-10
--------

All the above developments, except supercharging, were incorporated in the
Boeing B-10 built in 1934 for the US Army Air Corps. The crew positions were
enclosed, the nose gunner was given a turret and the bombs were placed in a
proper bay. At the time, there did not seem to be a combat fighter that
could intercept the B-10. The B-10 was to be the model on which all the WW2
bombers, including the B-17 were based. It was no wonder that Brigadier
General Oscar Westerner declared that, `No known agency can frustrate the
accomplishments of a bombing mission.`


                                   [164]

                 DEVELOPMENTS DURING THE WAR IN EUROPE
                 -------------------------------------

In 1939, the B-17 Flying Fortress was the most State-of-the-Art bomber in
the air. The B-17A was bigger than any other current bomber with a take off
weight of 42,600 lbs. It had four 930hp Wright Cyclone R-1820-F65 9-cylinder
radial motors, a maximum speed of 265mph at 14,000 feet and, with a 2,000lb
bomb load, could operate in a radius of 900 miles. The B-17A had five
.30-calibre machine guns located in the nose, mid-upper, ventral, and two in
the waist. When the war broke out, the type B-17B was just rolling off the
production line in Seattle. It had new turbo superchargers fitted that could
push its operating ceiling from 14,000 feet to25,000 feet. The B-17 mwas to
change radically over the next six years.


 DEFENSIVE MACHINE GUNS
 ----------------------

Turrets and mountings
---------------------

Originally, most bombers` defensive armaments were single hand-operated
machine guns pivoting on a mounting attached to the structure of the plane.
The main disadvantages being that it was always difficult to turn the gun
into a 200mph slipstream and therefore the field of fire was severely
limited. The next development was to give the gunner a rotatable mounting so
that he could pivot towards the enemy. The slipstream problem was overcome
by installing powered gun turrets which traversed the turret and the gun
mounting ring, leaving the gunner free to control movement in azimuth and
elevation by hand. Powered turrets soon became very sophisticated. Guns
could be moved at 50 degrees per second and gunners could literally sign
their names on a card if a pencil were placed in the gun barrel. Guns on a
B-17 were electrically fired and electrically fed with ammunition. The
defensive capabilities of all early bombers against attack from underneath
were usually minimal and the only really successful manned turret was the US
Sperry ball type that was fitted to the B-17 and B-24. It was unique in that
it was electro-hydraulically powered and the gunner lay on his back to
operate it.

Gunsights
---------

At the beginning of the war, gunsights were the simple ring and bead type in
which a gunner had to maintain a constant eye base. Accuracy depended on the
gunners skill in calculating deflections (the swerving path of fire towards
the target0 but it was still extremely difficult to hit a moving object.
These were eventually succeeded by the reflector sight; essentially an
optical sight that left the gunner freedom to move his head to and from the
sight without creating an error in deflection. The gunner had only the
target to watch with the reticule in the optical viewer superimposed on it.
By the end of the  war  most bombers either had gyroscopically predicting
sights that gave  very accurate  deflection shooting, regardless of the
relative position of target and gun,  or compensating sights that took
account of the forward speed of the aircraft and related it to the trail and
motion of the enemy fighter.

                                   [165]

Ammunition
----------

B-17 guns used a mixture of armour piercing, incendiary and tracer bullets.
Tracer rounds were of dubious benefit as they made the gunner disregard
their sights and follow the tracer path. This created a serious optical
illusion which made them think they were on target when they were not.
Tracer rounds did however alert other gunners in the formation that the
enemy fighters were close and also had added deterrent effect on enemy
pilots.


 ELECTRONIC DEFENCES
 -------------------

Carpet
------

With developments in radio and radar, bombers had to be equipped with new
machines that could perform special tasks. To protect them from radar laid
flak they used a `Carpet` noise jammer which radiated over a narrow band of
frequencies. in an operating squadron, the ~Carpet~ was tuned to a slightly
different frequency. This meant that they could jam across the entire German
band used by the Warburg flak control radar.

                                   [166]

Window
------

A simpler method of jamming was to release lengths of aluminium foil cut to
roughly half the wavelength of the radar they were trying to counter.
Bundles were released from the bombers in order to create a large number of
fake targets. In vast quantities, the effect was quite startling; radar
could be blotted out completely. The RAF called this ~Window~, the US 8th AF
`Chaff` and the US Navy `Rope`. By the end of the war, the US 8th AF was
dropping 2,000 tons of foil per month on bombing missions.


 TARGET FINDING
 --------------

Pre-war Navigation
------------------

Air navigation has always been difficult over sea, above clouds or at night;
unless ground features were visible it was very easy to drift off target.
Pre-war radio navigation techniques, first used in the 1930`s, consisted of
single radio detection finders on which the aircraft homed in. The next
major step forward was the directional beacon which laid down beams as set
routes. One such type was the German Lorenz system. This was a short range
groud transmitter which radiated a double beam with Morse dots and dashes.
When the two beams overlapped, and the navigator could hear a continuous
tone, he knew the plane was flying along a narrow precision route.

German War Systems
------------------

The Luftwaffe`s `Knickebein` was based on the Lorenz system. It was further
refined into a larger 4 beam system called `X-Geraet`. This used an approach
beam and three intersecting cross beams which automatically released the
bomb at the correct bombing point. Unfortunately, X-Geraet proved to be
unwieldy, required special training for operators and heavy recievers had to
be carried aboard the aircraft.

                                   [167]

Gee
---

The RAF`s GEE worked along similar but less complicated lines than the
German systems. It allowed the aircraft to fix its position by timing the
pulses of radio emissions from 3 ground stations. These were displayed as
blips on grid lines across a radar scope. GEE co-ordinates could then be
transferred to data charts. Accuracy was reduced with distance but it was
possible for the navigator to get within five miles of the true position.
GEE operated at a maximum distance of 350 miles depending on weather
conditions. By the end of 1943, half the aircraft in US 8th AF were equipped
with GEE.

Oboe
----

OBOE was essentially an RAF `blind-bombing` system. It differed from GEE in
that position was determined by two ground stations that measured distance
by re-radiating signals aimed at the aircraft. Range was about 280 miles at
28,000 feet.

                                   [168]

H2S/H2X
-------

H2S and H2X were later developments of target finding systems. They worked
by scanning the ground features under the aircraft. Echoes from built up
areas bounced back with greater strength than those from open country and
echoes from water were minimal. Thus, a signal could be displayed on a
cathode ray tube, placed in the bomber, that was like a picture of the
ground below and could then be studied with reference to an accurate map.
These devices were quite heavy and cumbersome, but this was not a problem on
a heavy bomber. H2S and H2X had the advantage that there was no maximum
range limit. The disadvantage of H2S was that good target recognition
depended on the terrain. The Germans countered these devices by building a
machine called `NAXOS`, that could track H2S/H2X emissions and help their
nightfighters or flak units locate the bomber formations.


                        HORIZONTAL BOMBING
                        ------------------

This was the usual method of bombing on the B-17 and other heavy bombers
that had downward looking sights. Pattern bombing was the favoured system in
which all planes held formation and released simultaneously on a signal from
the lead bombardier. Ideally. this system produced a concentrated bomb
pattern aimed by the best bombardier. Once the German flak gunners caught
onto this procedure, they invariably concentrated their fire on the lead
plane in the formation, making it a very hazardous position to be in and
survive.

                            BOMBSIGHTS
                            ----------

In the majority of cases bombs were aimed visually, by aircraft flying
horizontally from a great height. Two basic types were used:

The Vector Sight
----------------

The bomb aimer had to set the aircraft speed and altitude, determine wind
speed, direction and the bomb load ballistic data. He would look at a
sighting cross made of thin pieces of wire, or lines of light on a screen,
which showed where the bombs would hit if dropped at that particular moment.
The Vector Sight needed a long horizontal approach and was not suited to a
monoplane which tended to shift sideways as it banked for turns. In 1942,
the RAF produced the Mark 4 which was gyro-stabilised and allowed the
aircraft to make banked turns on a bomb run. It worked by passing the data
to a complex analogue computer which corrected the sight to take account of
any course deviation.

                                   [169]

Tachometric Sight
-----------------

During a bomb run a bombardier looked through a sighting telescope at the
target. The sight was adjusted by a variable speed electric motor. The
bombardier input bomb load and altitude data, then set the telescope sight
over the target. The base of the sight was gyro-stabilised and, by keeping
the telescope on the target, aircraft movement information was fed into the
sighting computer. The computer produced course correction signals that were
channelled to the pilot`s panel. When the bomber was close to the target,
the sight telescope was almost vertical and the computer calculated when the
release angle had been reached. Then a series of electronic contacts were
closed and the bombs dropped automatically. The US version of the
Tachometric sight was called the Norden. Later models of the Norden
channelled data directly into the auto pilot and effectively, the bomb aimer
could `fly` the plane by fine adjustment of the sighting telescope. The main
disadvantage of this sight was that it needed at least 20 seconds of non-
deviational flight. It also lost accuracy if fire and smoke obscured the
target.

                                   [170]

                            MACHINE GUNS AND AMMO
                            ---------------------

The Zone Firing System
----------------------

The hand held weapons in the B-17 were not as effective as hoped. A high
number of planes were claimed to have been shot down by gunners in bomber
formations, mainly because several gunners would be shooting at the same
plane. For an average gunner, it was a matter of luck if an enemy aircraft
was hit. The fact that both the gun platform and the target were moving in
different directions and speeds made accurate aiming extremely difficult.
The US 8th AF decided to implement the Zone system of firing in air combat:
ponting the machine guns in the direction of the target and filling the sky
with bullets, so that a passing enemy fighter would have to fly through
several streams of bullets and, with any luck, incur damage.


                                   [171]

Browning M-2 .50 Calibre Machine Gun
------------------------------------

The Browning M-2 was the standard offensive/defensive weapon used by the US
8th AF. It weighed 64lbs and was 57 inches long, and fired 750 rounds per
minute. Its effective range was 3,500 feet. The gun was the same as that
fitted to bomber escort fighter planes such as the P-51B.

Bullets were 5.47 inches long, weighed 1.71 ounces and were available as
tracer (tipped with red paint), incendiary (tipped with blue), armour
piercing incendiary (tipped with silver) and plain armour piercing (tipped
with black paint).

Browning M-2 .30 Calibre Machine Gun
------------------------------------

Fitted in the early B-17 models as the nose armament but not used after the
Spring of 1943. The B-17E and B-17F both had four sockets in the plexiglass
nose to take 0.30 calibre`s and the bombardier was expected to move the gun
from one location to another during air combat. In practice this was not
done and the 0.30 calibre`s were usually left in one position. The 0.30
calibre`s could fire 1,200 rounds per minute but was ineffective due to its
lack of range or muzzle velocity.


                                   [174]


---------------------------------------------------------------------------
                          THE FIGHTING B-17`s
----------------------------------------------------------------------------

                               THE B-17E
                               ---------

The first of the `big-tail` B-17`s arrived in England to equip the US 8th AF
in July 1942. All the planes had been modified with enlarged gun windows and
0.50 calibre guns on either side of the nose. Further modifications were
made to them after they were operational incuding work on the radio, bomb-
rack, lighting, oxygen, extinguisher and survival systems. By the time the
B-17E had been shipped across the Atlantic, newer models were already coming
off the Boeing production line. In fact, the B-17E was only on full combat
status for just over two weeks before the appearance of the B-17F`s.

The B-17E was not used in great numbers for combat because the F model was
so different in performance that it made joint operations, using both planes
unlikely. The B17E took a backseat and was eventually used as a trainer, a
transport and a target-tower. With its armaments removed it could give
better handling and speed.

                               THE B-17F
                               ---------

The main difference between the E and the F was that wide bladre propellers
were fitted to the new type that gave better performance. The F was made in
greater numbers and had to be manufactured by three different companies:
each factory had slight detail modifications. The source factory was listed
by a suffix placed after the designation and block number: BO stood for
Boeing, VE for Lockheed Vega and DL for Douglas. Thus, a plane with the
designation B-17-109VE told you that it was made by Lockheed.

The B-17F`s arrived in England in August 1942 and were destined to fly
throughout 1943. However by the Summer of 1944 they were a rare sight on
operational bases. The planes were subsequently re-modified by the
individual bases to cope with the unique problems that came to light in air
combat. The aircraft, designed and tested in warmer climes, had to cope with
extremely low temperatures and high humidity of altitude flight. Problems
encountered in the first few missions: the brushes in the electrical
generators froze up, the ball turret would not rotate, guns jammed, there
was a blind spot in the forward zone of fire and the tail was very heavy.

                                   [175]

By November1942, the Luftwaffe fighter pilots had realised that they could
attack a B-17 head-on and be safe from return fire from the actual plane.
The fitted 0.30 calibre machine gun in the plexiglass nose was ineffective
so individual Bomber Groups decided to replace it with the more destuctive
0.50 calibre guns. A nose gun installation kit was provided by the 8th AF
Service Command and the importance of a forward mounted turret on a B-17 was
impressed upon the manufacturers. The work on converting the nose turret was
very slow and could only be carried out when the aircraft was free from
combat commitments. It was not until May 1943 that the B-17F`s with a
factory fitted nose gun mount landed in Britain.

The failure of the ball turret was of greater concern on the early models.
Apart from the problem with rotation, the oxygen line, throat microphone,
and flying suit heater cords all became tangled during normal combat
operation. The gunner also faced the risk of running out of oxygen. The
bottle contained insufficient oxygen for a normal mission and it was the job
of the waist gunner to re-charge the ball turret cylinder but the valve
often froze open and the supply quickly emptied.

                                   [176]

Other problems included a leaking hydraulic unit, and a turret door that was
prone to cracking. Getting out of the turret in an emergency was also a
painfully slow procedure. The gunner had to hand-crank the turret into the
correct position, then lift himself out of the hatch and put on a parachute.
Needless to say ball turret gunner was the least popular jobs among B-17
crews.

By May 1943, the US VIII Bomber Command had listed a dozen priorities for
standard modifications: nose gun fittings, upper turret charging handles,
armour plate protection for the pilot`s panel, more ammunition for the gun
in the radio room, an increase in the oxygen supply to all turrets, new
radio antennae, Mark III IFF sets, a remote indicating compass and a life
raft release. There was also a list of less important changes such as bullet
proof glass in windows, relocating waist gun sites for a better field of
fire, fitting of GEE and changes to the oxygen system.

The cold condition the aircraft operated in tended to freeze the bomb bay
doors and the bomb shackles. In early missions this problem was overcome by
one of the crew using a crow bar on the frozen mechanism. Experienced crews
would test the bomb bay door operation before they were on the bomb run.

Nothing could be done to stop the plane from being tail heavy but crews were
warned about storing equipment and ammunition near the rear.

                                   [177]

Another cause for concern was the ability of the waist gunners to
inadvertently fire into the wing and tail. In July 1943 an electrical cut
off system was fitted which automatically stopped the gun firing pins if the
gun was aimed at any part of the plane.

One of the most important changes in the development of the B-17F was the
addition of extra fuel tanks giving the plane another 1080 US gallons.
Effectively, this increased the B-17F`s range by 1000 miles and the
operational radius doubled to 650 miles. The extra fuel units were called
Tokyo tanks (supposedly adding enough range so that a B-17 could get to
Tokyo from a carrier in the Pacific) and were made up of nine rubber self-
sealing cells between the ribs of both wings. These long-range versions
first appeared at English bases in May 1943.

                                   [180]


                                 THE B-17G  
                                 ---------

The B-17G was the last production model of the Flying Fortress and was
manufactured in the greatest numbers. In effect, the B-17G was the B-17F
with the powered Bendix chin turret fitted under the nose section. Design
modifications included the Minneapolis-Honeywell electric turbo-supercharger
regulators allowing manifold pressure, or boost to be controlled by one
control knob for all four engines. The pilot no longer had to worry about
over-revving turbines or having to constantly tweak power controls to stop
oil in regulator lines becoming sluggish. Another major difference was that
the waist gunners were given an enclosure that protected them from the icy
conditions of high altitude with the position of the guns staggered to to
give them more room to manoevre. The tail gun position was also improved
allowing a wider field of fire, a reflector sight and hand held guns.

However, the new model B-17 also experienced its own operating difficulties.
When fired at maximum elevation, the chin gun turrets had a tendency to
crack the plexiglass nose: a problem solved by fitting blast barrels to each
gun. The oil cooler regulator often failed to operate and could result in
complete engine seizure. The ability to feather the propeller blades, in
event of engine failure, was lost in the B-17G because the standpipe that
held back sufficient oil to work the feather tank was sacrificed in the
quest for a lighter aircraft. This was a major design error and meant that,
by the Winter of 1943, the lack of feathering was a major reason for bomber
loss. Urgent requests were made by Groups for special modification kits but
it was only in September 1944 that B-17G`s arrived with these modifications
built in.

                                   [181]

Another serious problem on the B-17G was the lack of an engine fire
extinguisher system. Designers had believed that it was ineffective so had
left it out of the new model. In reality, the system had worked well and it
was requested by Bomber Groups that it be re-introduced as soon as possible.

The B-117G was still tail heavy with the same centre of gravity problems as
the earlier models. However, by May of 1944, when long-range fighter escort
was effective defensive protection, gunners were not as busy as before and
it was decided that one waist gunner be dispensed with. The radio room gun,
the least used in action, was also got rid of and the quantity of ammunition
carried reduced. All these measures brought the centre of gravity nearer to
a more acceptable position. In the last months of the war, when there was
little enemy fighter activity, some Combat Wings flew without waist guns,
ball turrets or chin turrets. Operational reports revealed an estimated
25mph increase in airspeed with the improved streamlining. In this period of
the war flak batteries were a greater hazard than fighters and unneccessary
gunner armour plate was removed to be replaced with laminated steel and
canvas plates called flak curtains.

In total, the 8th AF received 6,500 B-17G`s. In March it could send 2,370 of
them into combat operations. <At the end of the war a total 1,301 B-17G`s
had been shot down or reported Missing in Action.

                                   [184]


---------------------------------------------------------------------------
                              MISSING IN ACTION                              
---------------------------------------------------------------------------

In the Autumn of 1943, B-17`s formed up over East Anglia to attack the
German Fw 190 fighter factory at Marienburg. `Fightin Momma` was chosen to
go with 120 B-17`s for a diversionary attack at the aircraft component
factory, Anklam. This was the crews fifth mission and the B-17`s 19th. The
Group passed over Cromer at 1000 feet trying to fly under German radar.
Unfortunately, they were spotted by the Bremmen defence area and fighters
were vectored along the Danish coast on an interception course. The
formation reached 11,000 feet, found the target and released their bombs. At
12.00 hours, the group were intercepted over Kiel by a force of Fw 190`s.
Fightin Momma`s engines were hit badly. The B-17 spiralled downwards out of
formation and dropped. Pilot and Co-pilot stuggled with the spinning
aircraft and managed to straighten her up. The radio operator had been hit
by a cannon shell but still sent out a disress signal, then clamped the
transmitter key down and returned to his gun. The pilot warned the crew to
take up crash positions and wait for the impact. He managed to fly her
straight and level, putting the B-17 down on a small island north of Kiel
without further injuries to the crew. Unhappily, the radio operator had died
from his wounds before the crash. He was recommended by the captain for a
Silver Star and buried with full military honours at Kiel.


August 1944, it was a mission to destroy valuable German fuel supplies, oil
depots and refineries. The B-17G in natural, shiny metal finish,flying in
formation, had already passed the first turning point. They were on a direct
path towards the target. There was a thick undercast between 5,000 and
20,000 feet affording good cover from enemy flak guns. The Luftwaffe
defended their oil supplies tenaciously and it was not long before the
formation was spotted. The bomber escort peeled away and engaged the German
fighters but some of the bandits got through and swept across the formation.
The B-17G, the third plane of the the first element in the first wave was
hit. Thick, white smoke poured out of number two engine. The captain turned
away from the target, unable to maintain height. He scanned the countryside
as the plane broke out of the cloud, and breathed a sigh or relief when he
saw open flat countryside. He performed a perfect crash landing. All the
crew were arrested, the four officers sent to Stalag Luft III and the six
NCO`s to Stalag Luft IV.


February 1944, `Miss Juanita`, a B-17F had had an uneventful flight to
Hanover, its targrt for that day. When the formation had settled into its
bomb run the gunners noticed shiny flecks of metal high above then; the sure
sign of imminent enemy fighter attack. Four German Fw 190`s peeled away in
an attacking dive. They were spotted by the top turret gunner who screamed
out, ~Fighters at 5 o`clock!~ and began to fire his Browning machine guns.
One of the Fw 190`s fell away from the attack, its engine spewing out oil
and smoke.

~More fighters at 2 o`clock!~ the co-pilot called out to alert all gunners,
just before the whole length of the plane was raked with gunfire. Tail and
waist guns were firing back wildly but the top turret remained ominously
quiet. The operator had been hit in the first strike. The Fw 190`s continued
to pound the B-17. The co-pilot, radio operator and left waist gunner were
hit and the aircraft was crippled still 20 miles south of Hanover. It was
obvious to the pilot that he couldn`t maintain bombing formation at 25,0000
feet. He ordered the wounded members of the crew to bail out at 23,000 feet
knowing that they would receive prompt medical attention and turned the
plane for home. But he couldn`t maintain height, Miss Juanita belly landed
just short of the Dutch border. The crew survivors immediately tried to
destroy the aircraft but they were arrested by the German Home Guard. The
crew were eventually sent to a POW camp.


                               [188-194]

---------------------------------------------------------------------------
                           FLYING IN FORMATION
---------------------------------------------------------------------------

Heavy bombers flew in formation because that was the most effective tactic
against the enemy flak and fighter defences. In a survey in 1943, it was
discovered that just over half the bombers shot down by the Germans during
attacks  on targets in  Europe, were  those that  had to  leave the main
formation. Getting into formation took up a lot of time and effort, used up
a good percentage of valuable fuel and increased the possibility of pilot
fatigue. The procedure for getting a Group into correct formation also took
up an hour`s flying time but mission planners at US 8th AF knew that the
procedure was essential. Between 1942 and 1945 a number of ideal formations
were worked out and modified.

The B-17  usually  formed up above the cloud  layer (or undercast) using a
radio beacon system  called Buncher or Splasher. The three plane Vee shape
was the  basic element of all formation flying but the number of Vees in a
Sqadron/Flight and the number of Squadrons in a Group varied as tactics
changed over time.

In August 1942, when the US 8th AF began its campaign it flew in squadrons
made up of 6 aircraft with each plane about 100 feet away from the next. The
aim was to strike a balance between tight defensive firepower and
thedifficulty for pilots flying in formation. Distances were calculated so
that a single flak burst between two planes could not damage both aircraft
severely. However, it was soon realised that 6 spread out bombers would not
be strong enough to repel German fighters. By September 1942 a new tactic
was devised: two nine plane squadrons flying in 18 plane Groups. The second
squadron flew 500 feet above and behind the first. This was a much tighter
formation but very difficult to control in turns when the outside aircraft
were prone to lose contact with the leader.

December 1942 saw the advent of three 6 plane squadrons making up the 18
aircraft Group with bombers stacked towards the sun and the lead squadron at
the centre between a high and low squadron. This formation made good use of
the defensive armaments of the B-17 bomber Group.

As the US 8th AF bomber fleet grew in size it adopted a 4 Bomber Group
formation called the `Javelin`, with each Group (18 planes) following the
other at one and a half mile intervals stacked towards the sun. This made it
difficult for enemy fighters to attack the rear most aircraft of the Group
but it also meant that the squadrons at the back had great difficulty
keeping in formation.

February 1943 saw the introduction of the `Wedge` formation: the centre
Group led with the top and bottom Groups ranged in echelon in opposite
directions. This 54 aircraft Combat Wing was 1.3 miles wide and 0.3 miles
from front to back. Although it allowed better supporting firepower between
aircraft, squadrons and Groups, it was still difficult to maintain position
in a turn.

In April 1943, the Combat Wing formations were made tighter with three
aircraft Vees stacked in one direction and squadrons stacked in opposite
directions. This `Tucked-in` Wing formation, as it was called, gave more
concentrated firepower between squadrons and planes.

By the end of 1943, with the development of long-range fighter escort and
radar aids, the formation system was used much less for defensive firepower.
12 aircraft squadrons flew in 3 squadron Groups with each Group spread out
at 4 mile intervals. This formation was used successfully until the end of
the war.

                                   [198]

---------------------------------------------------------------------------
                                   BOMBS
---------------------------------------------------------------------------

 GENERAL PURPOSE / HIGH EXPLOSIVE BOMBS
 --------------------------------------

The standard bombs used by the 8th Bomber Command from September 1942 were
the five General Purpose types: the M30 100lb, M43 500lb, M44 1,000lb and
the M34 2,000lb. Generally, 500lb, 1,000lb and 2,000lb bombs were carried
for industrial targets and the others for airfields. The 8th AF used 1,000lb
and 2,000lb bombs for attacks on submarine pens but these had little effect
on the vast concrete fortifications that sheltered the U-boats, most of the
damage was done to the surrounding port area.

General Purpose (GP) bombs used in the early missions were fitted with
quarter second delay tail fuses with an extra tenth of a second fuse in the
nose. In a report, in December 1942, after the raid on Lille, it was
calculated that 30% of the bombs dropped failed to explode because the
arming mechanisms had frozen up after being exposed to damp conditions on
the airfields overnight. Standard Operating Procedure was soon changed so
that fuses were installed just before take off. Eventually, to avoid
accidents in handling, fuses were to be inserted omly when the bombs were
securely fixed into the aircraft.

In 1943, a new set of GP bombs were produced: the M57 250lb, M64 500lb, M65
1,000 lb and M66 2,000lb. These accounted for most of the bombs dropped in
the final of the war. In January 1945, experts recommended 250lb GP bombs to
be used against synthetic oil plants, ammunition dumps and oil storage
facilities. The 100lb bomb was recommended for attacking railway yards and
runways.

                                   [199]

 INCENDIARY BOMBS
 ----------------

Originally, the only incendiary bombs available were the British 250lb and
500lb models filled with a rubber and gasoline mixture, but in November 1942
the American M50A1 4lb magnesium bomb was added to the arsenal. It was
packed in 100lb clusters which had a tendency to open prematurely, disperse
too widely and cause damage to the other planes in the formation. In January
1944, the US 8th AF used the 500lb M17 cluster which had better ballistics
and a primecord release that could be set to give correct disbursement. This
became the most favoured and effective incendiary bomb among the bomber
Groups.

High explosive and incendiary bombs fell through the air in varying
trajectories and thus an accurate attack with a mixed load was very
difficult to aim. For this reason, timing tables were used to indicate the
release interval times of the different types of bomb. Eventually, factors
such as wind speed and altitude were also taken into account.

 NAPALM BOMBS
 ------------

In the latter half of 1944 a refined petroleum jelly called Napalm became
available. Known as class - C Fire Bombs and with a capacity of 108 US
gallons, these bombs were only used in a few missions. A B-17 carried four
such bombs with tiny igniter units fitted to each tank.

 FRAGMENTATION BOMBS
 -------------------

Used as anti-personnel bombs during ground force support attacks, these 20lb
M41`s were fitted in 120lb and 500lb clusters. They were very light bombs
and the B-17 Norden bombsight had to be used with a special computation
table to provide the maximum trail angle (distance between plane and point
of impact).

                                   [200]

 POISON GAS BOMBS
 ----------------

Poison gas bombs were kept in stock as a deterrent throughout the war by the
8th AF. They consisted of two types, both made in Britain; the 400lb `Flying
Cow` mustard gas bomb and the 500lb phosgene bomb.

 VB-1 AZON BOMB
 --------------

A basic 1,000lb bomb but with a special tail attachment which allowed it to
be steered over a distance of 200 feet to either side of the point of impact
from a height of 20,000 feet. They were controlled by the dropping aircraft
using an AN/ARW-9 transmitter. The bomb could only be attached to a B-24 on
a 2,000lb bomb shackle.

 GB-1 GLIDE BOMB
 ---------------

This was made from a M34 2,000lb bomb fixed to a 12 foot span glider unit
and attached to a B-17 underwing shackle. Two glide bombs could be carried
per plane. Essentially free fall, the bomb had a stabilising device that
allowed control of direction. The bomb proved to be unreliable on the only
occasion it was used on Cologne in April 1944.

 GB-4
 ----

A radio controlled bomb which had a TV camera fitted in the nose section
that transmitted a TV signal over a range of 15 miles. It was only ever used
on one plane, a B-17, on a single combat sortie.

 DISNEY ROCKET BOMB
 ------------------

This 4,500lb bomb was designed for penetrating the thick concrete U-boat
shelters. It was free-fall until a rocket motor fired at 5,000 feet, pushing
the missile to speeds of 2,400 feet per second upon impact. It could
penetrate 20 feet in solid concrete before explosion and was first used by
92nd Group on 14th March 1945.


                                   [204]

---------------------------------------------------------------------------
                           THE FIGHTER ESCORT
---------------------------------------------------------------------------

The job of the fighter escort squadrons was to give the heavy bombers
maximum protection to and from their target. This meant that the escort
planes had to be with the bombing force for as long as possible. Each
fighter had three or four flights stepped down behind the lead flight; so
that all could keep an eye on the leader. Flights were kept 150 feet apart
with individual aircraft from each  flight keeping within 40 feet of each
other.

As soon as they achieved formation, P-38 Lightnings and P-47 Thunderbolts
immediately turned on their long-distance drop tanks, while the P-51
Mustang had to use up about 30 gallons from its main tanks, to maintain
balance, before turning to drop wing tanks.

Spurious fighter activity on the way to the target had to be avoided
because, in the event of combat, long distance drop tanks had to be
jettisoned and the bomber fleet subsequently abandoned. On rendezvous with
the bombers, one fighter group, made up of three squadrons, was allocated to
each Combat Wing box. One squadron divided and positioned itself ahead and
above the bombers, another squadron also split and took up position above
and about a mile away on either side of the formation. The last squadron
climbed 4,000 feet directly above the force and ten miles into the sun in
anticipation of the normal enemy fighter strategy of diving out of the sun`s
glare.

                                 
                                   [205]

The escort fighters weaved or orbited so that they could stay in touch with
the slower bombers with pilots constantly scanning the skies for `Bandits`.
Although mirrors were fitted to cockpits, good fighter pilots were nicknamed
`swivel heads` because they had to keep looking all around them at all
times. The fighter pilots could communicate with the bombers and warn each
other of attacks or respond to calls for fighter help. Up until 1944 the
prime objective of the fighter force was to stay with the bombers, but after
January 1944, with the lessening power of the Luftwaffe, they were allowed
to pursue the enemy further afield.

The main combat tactics used by fighters of both sides were, using the sun`s
glare to achieve surprise in diving attacks, turning into an enemy,
tightening a turn to get behind him, rolling away and diving to escape a
dangerous situation. But, as in all things, the tactics depended on the
aircraft`s performance capabilities.

The P-47 Thunderbolt was a heavyweight compared to the two most common
German fighters: the Me 109 and the Fw 190. At low altitude the German
fighters could overtake, outclimb, and out-turn it: but above 15,000 feet,
in the realms of the B-17, the P-47 had better acceleration and diving
performance. The P-47 had to keep its IAS above 200mph and ideally attack in
a dive giving it momentum for a break off climb, preferably into the sun.
The eight 0.50 calibre guns it carried could do serious damage to an enemy
aircraft. At the beginning of 1944, the P-47 was modified to perform equally
well at low altitude.

                                   [206]

The P-38 Lightnings experienced difficulties at high altitude, including 
many engine failures. Thus, in the early part of the bomber war they were
restricted to a ceiling of 20,000 feet. It was not until the Summer of 1944
that developments  helped overcome that  limitation. The P-38 was a large,
twin-engined and very manoevrable aircraft that could make fast turns by
varying the speed of each engine. In general, escort tactics were to stay
high above the bombers and intercept enemy fighters with darting, shallow
dives.

The P-51 Mustang powered by the powerful Merlin engine, was superior to most
of the other fighter models in performance. although possessing light
armaments, the P-51 was more flexible than the other two escort fighters and
gave pilots greater confidence in engaging the enemy. At high altitude, the
aircraft had a good top speed and superior diving speed, allowing quick
attack and escape. Successful fighter escort pilots avoided dog-fighting at
all costs and concentrated on hit and run techniques for which the P-51 was
well suited. This method of attack is thought to have accounted for 75% of
fighter aircraft successes throughout the war.



                                   [207-211]


 THE REPUBLIC P-47 THUNDERBOLT
 -----------------------------

Models:          P-47B, C, D, M, N

Built by:        Republic Aviation Corporation

Aircraft type:   Fighter/Fighter-bomber, Single seater 

Engine:          Pratt & Whitney R-2800 Double-Wasp 18 cylinder two-row
                 radial

Dimensions:      Span 12.4m; Length 11.03m
          
Performance:     Speed> B-412mph: C-433mph: D-428mph: M-470mph: N-467mph
                     
                 Service ceiling> 38,000 feet (B) to 43,000 feet (C,D,M,N)        
            
                 Operational range> 575 miles (B); 1,000 miles (C);                           
                 1,900 miles (D with droptanks); 2,300 miles (N)


Designed by Republic`s chief designer Alexander Kartveli after studying the
air combat that was taking place in Europe at the time. The P-47B went into
production in early 1942 and joined the 8th AF in Britain for escort duties
for B-17 and B-24 raids. Once the aircraft was fitted with extra fuel drop
tanks, it could fly all the way to the target. Vast numbers of P-47D`s were
built (12,602) the largest of any sub-type of fighter in history.


 NORTH AMERICAN NA-73 P51/A-36 MUSTANG
 -------------------------------------

Models:          P-51 to P-51L

Built by:        North American Aviation, Dallas and Inglewood

Aircraft type:   Fighter/Single seater

Engine:          (B,C,D,K)- Packard V1650 (Licence built R-R Merlin 61-
                 series)

Dimensions:      Span 11.29m; Length 9.81m

Performance:     Speed> 437mph (P-51D)
                  
                 Service ceiling> 41,900 feet

                 Operational range> 1,300 miles (with drop tanks)

Originally a commission by the RAF to North American Aviation for the design
and development of a completely new fighter, the P-51 was designed, built
and flown within 117 days. The RAF got 620 Mustangs and in 1942 the superior
airframe was matched by the excellent Merlin engine producing the P-51B, the
Mustang III (C), and the teardrop canopy D model with six 0.50 calibre guns.
In all, 15,586 Mustangs were built; their main task being to fly from
England with the 8th AF deep into Germany escorting heavy formations of
daylight raiders.


 P-38 LIGHTNONG
 --------------

Models:          XP38 to P-38M

Built by:        Lockheed Aircraft Corporation

Aircraft type:   Long range fighter/bomber/Single seater

Engine:          Two Allison V-1710 vee-12 liquid cooled

Dimensions:      Span 15.86m; Length 11.53m

Performance:     Speed> 391-414mph

                 Service ceiling> 38,000-40,000 feet

                 Operational range> 360-460 miles

Built by Lockheed, a company not known for its military aircraft at the
time, using a new concept in design, it brought in startling figures for
performance in 1939. After the US entered the war, the P-38 was always found
deep in combat in Europe, North Africa and the Pacific. The F model was the
first to have the capability to carry 1000lb bombs, torpedoes, drop tanks
and other stores using inner wing pylons.


 DE HAVILLAND MOSQUITO
 ---------------------

Models:          DH98 1 to 43

Built by:        The de Havilland Aircraft Company

Aircraft type:   High speed bomber/many variants

Engine:          Two Rolls Royce Merlins

Dimensions:      Span 16.5m; Length 12.34m

Performance:     Speed> 300-425mph

                 Service ceiling> 30,000 to 44,000 feet

                 Operational range> 1,860 miles

Made of wood, in order to save much needed metal, the Mosquito was
originally designed as a fast, unarmed day bomber. Grudgingly approved by
the British Air Ministry, its role was seen as a basic reconnaissance craft.
Eventually nearly 8,000 were built performing a wide variety of tasks
including nightfighter, trainer, bomber, fighter-bomber and high altitude
fighter.

                          
                                 [211-214] 

---------------------------------------------------------------------------
                             GERMAN FIGHTERS
---------------------------------------------------------------------------

 ME-109
 ------

Models:          Bf 109G-6; Bf 109G-10

Built by:        Messerschmitt

Aircraft type:   Single Seater Fighter

Engine:          Daimler Benz DB-605A 12 cylinder liquid cooled (G-6):
                 
Dimensions:      Span 32.5 feet; Length 29.5 feet

Performance:     Speed> 340-386mph (G-6) 342-426mph (G-10)

                 Service ceiling> 37,890 feet

                 Operational range> 620 miles (with drop tanks)

An exceptional fighter at the beginning of the war but kept in service too
long and eventually easily overtaken by the Spitfire and the Fw 190 in
performance. 35,000 Me 109`s were built including later models fitted with
a supercharger  to ensure a higher service ceiling. The 109 was an adaptable
fighter that could be fitted with different guns, bomb racks and fuel tanks.
The G-6 was usually fitted with an MG 151 cannon, which was very useful
against Allied bombers but made the plane heavy when manoevering against
Mustangs and Thunderbolts. The new model G-10 appeared in 1944, was very
fast and had a much bigger supercharger.
 

 ME163
 -----

Models:          Me 163B-1a Komet

Built by:        Messerschmitt

Aircraft type:   Single Seater Fighter

Engine:          Walther HWK 509A-1/ A-2 bi-fuel Rocket

Dimensions:      Span 30.5 feet; Length 18.5 feet

Performance:     Speed> 515-596mph (Sea level 20,000 feet)

                 Service ceiling> 39,500 feet

                 Operational range> 50 miles

The rocket powered Komet was the most startling addition to German aircraft
design. It had a short fuselage and discarded its landing gear once
airborne, Capable of phenomenal climbing ability it could only function for
just over 9 minutes and, although it could get among the Us bomber
formations very easily, it effectively only gave the Komet pilots 3 or 4
seconds to aim and fire the two MK 108 cannons. After all of its fuel was
used up, the Me 163 had to glide back to base but would then be at its most
vulnerable against the bomber fighter escorts. Another major disadvantage
was the explosive nature of its two rocket fuel elements, called `T-Stoff~
and `C-Stoff`. These exploded violently, if they came into contact with each
other. Sometimes the Komet would explode if its glide landing was rough and
there were trace of the volatile fuel left in the tanks.

 ME 262
 ------

Models:          262A-1a, 262A-2a

Built by:        Messerschmitt

Aircraft type:   Single Seater Fighter

Engine:          Two Junkers Jumo 004B-1/ B-4 Turbojets

Dimensions:      Span 12.5m; Length 10.6m

Performance:     Speed> 515mph (sea level) 540mph (20,000 feet)

                 Service ceiling> 39,360 feet

                 Operational range> 652 miles


The first combat jet aircraft to be actively used in WW2, the Me 262 was 
faster than anything the allies could put into the sky in 1944. It could rip
through bomber formations and turn well at high speed, out-performing any
pursuing escort plane. However, its development and widespread use was
stifled by the lack of competent pilots, the scarcity of fuel and German
failure to recognise its full combat potential at an early stage. When it
did appear, in October 1944 it was a stunning success. Heavy bomber gunners
did not have time to aim, let alone fire, and even the fastest fighter was
left behind. Even the Me 262 pilots were unused to combat at such high
speeds and often chose to slow down for the actual attack and it was then
that they were most vulnerable to conventional bomber defences.

 FW 190
 ------

Models:          190A, 190D

Built by:        Focke-Wulf Flugzeugbau

Aircraft type:   Single Seater Fighter

Engine:          BMW 801 (A); Jumo 213 (D)

Dimensions:      Span 10.5m; Length 8.84m

Performance:     Speed> 355mph (sea level) to 408mph (20,600 feet)-(A)
                        355mph (sea level) to 453mph (20,600 feet)-(D)

                 Service ceiling> 34,500 to 37,500 feet

                 Operational range> 500 miles

A matchless design and the most effective German piston-engined fighter. The
Luftwaffe pilots  preferred the Fw 190 to the Me 109 because it was smaller
lighter, more manoeuvrable and extremely adaptable. It could perform equally
well as a dive bomber or a night fighter.


                                [223-228]

---------------------------------------------------------------------------
                                 GLOSSARY
---------------------------------------------------------------------------

AILERON          Lateral control flaps at rear of airplane main wing tips.
                 Raised and lowered by the control column will make the
                 plane turn left or right. 

                   

APHRODITE        Obsolete B-17F/G`S stripped of war equipment fitted with
PROJECT          radio sets, linked to the autopilot and loaded with ten
                 tons of explosive. Guided by a `mother` aircraft to the
                 target.


AREA BOMBING     The bombing of `general` targets and destruction of square
                 acres of industrial towns as opposed to specific strategic
                 targets. Advocated by Air Marshal `Bomber` Harris Chief of
                 RAF Bomber Command and still a matter of controversy today.


AUTOPILOT        An electro-mechanical robot which controls the plane auto-
                 matically in straight and level flight, or manoeuvres the
                 craft in response to the fingertip controls of the pilot or
                 bombardier.


BOMB BALLISTICS  The air resistance of the bomb calculated by its shape, 
                 size and weight.


BUNCHER SIGNAL   (Also SPLASHER) A signal emitted by a radio beacon in Morse
                 code, around which a B-17 Group would get into formation
                 above the cloud layer.


CCRC             Combat Crew Replacement Centres


CG               Centre of Gravity. The centre of gravity was a major factor
                 when loading the B-17 because it had such a heavy tail
                 section. There were restrictions as to how many ammunition
                 boxes could be stowed in the rear of the plane.


CARPET           A barrage radio jammer that transmitted a continuous signal
                 on a wide range of pre-set frequencies.


CARPETBAGGER     Patriot Support Operations named after opportunist
OPERATIONS       visiting salesmen. Aimed primarily at resistance fighters
                 in central and south-east France 


CHAFF            (Also WINDOW and ROPE) Lengths of aluminium foil released
                 in large numbers by bombers in order to create fake targets
                 on German radar.


DEAD RECKONING   The basis of all other types of navigation. The position of
                 the plane was worked out by keeping record of track and
                 distance flown over the earth`s surface from the last
                 defined point.


DEFLECTION       The swerving path of a stream of bullets fired towards a
                 target when affected by speed and gravity.


DRAG             The wind resistance encountered by a fast moving object.


DRIFT            A bombing term. The distance the bomb will travel downwind
                 from the point of release to the point of impact.


DROP TANKS       Extra fuel tanks developed to fit various B-17 escort
                 fighters and usually carried on the wings. Fighters would
                 switch to drop tanks soon after take off, use up the extra
                 fuel on the way to the target and then discard the empty
                 tanks. In the event of air combat the drop tanks would have
                 to be discarded to make the fighter battleworthy.


ELEVATORS        The horizontal portions of the tail. When pushed down will
                 make the plane dive or pitch down, when pushed up will make
                 the plane climb.


ETO              The European Theatre of Operations. The US term for the war
                 in Europe.   


FEATHERING       To turn the propeller blades end-on to the direction of
                 travel thus giving a zero drag value in the event of engine
                 failure. A free spinning propeller made the bomber very
                 difficult to control.      


FLAK             German anti-aircraft fire. The main danger from an
                 exploding shell were the high velocity splinters from the
                 burst casing. If a heavy calibre shell exploded close to an
                 aircraft it would cause devastating damage.


FLAK VEST/SUIT   Lightweight body armour originally made by the Wilkinson
                 Sword Company. It was discovered that two-thirds of men hit
                 by flak shrapnel in bomber combat escaped serious injury
                 because they were wearing flak vests.


FLAPS            The large sections on the trailing edge of the wings that
                 enable the aircraft to get extra lift at takeoff and slow
                 down for a landing.


FRANK SUIT       The British pressurised suit worn to prevent `blackout`
                 when affected by G-forces. Worn by some fighter pilots from
                 April 1944 onwards.


G-SUIT           The American version of the Frank suit (see above).


GROUNDSPEED      The speed of the aircraft relative to the earth`s surface.
                 A navigation term.


IAS              Indicated Airspeed on the pilot`s control panel.


IFF              Identification friend or foe signal beamed out by bombers
                 passing over home defences.


IP/INITIAL       The point where the bombing Group turn towards the target
POINT            in preparation for making the bombing run.


JAVELIN          A bomber formatinn used by the 8th AF; each Group following
                 the other at one and a half mile intervals stacked towards
                 the sun.


MAC              Mean Aerodynamic Chord. A formula for calculating the
                 centre of gravity for an aircraft.


MAE WEST         An inflatable life preserver. An RAF originated term
                 comparing the wearer to the well-endowed film actress.


MPI              Mean Point of Impact. The ideal pattern for bombs hitting a
                 target as specified in the mission Field Order.


MTU              Mobile Training Units.


NAXOS            A German nightfighter radar aid that homed in on H2S bomber
                 target finding emissions and helped them locate the bomber
                 formations.


NICKELS          Code name for leaflets dropped from B-17`s in night time
                 missions.


NORDEN           A bombsight that worked on the tachometric system. A bomb
                 aimer could `fly` the aircraft by fine adjustment of the
                 sighting telescope.


PDI              Pilots Directional Indicator. A pilot`s control panel dial
                 that linked him with the autopilot and allowed him to
                 respond to directionaL changes required by the bombardier.


PFF              The Pathfinder Force. Established to mark the targets with
                 flares or smoke before the main attack force arrived.


PURPLE HEART     The lowest, rearmost and most exposed flight in a heavy 
CORNER           bomber formation, often selected for head-on attack by
                 enemy fighters.


RALLY POINT      The re-assembly point after a bombing run. Ideally, in a
                 position with no flak defences so that the Groups could get
                 back into formation for the return to base.
 

ROPE             See Chaff


RUHR             The Industrial heartland of Germany and the most heavily
                 defended in Germany. Many bombing missions had targets
                 within this area.


SOP              Standard Operational Procedure.


SPLASHER         See Buncher.


SQUADRON         (Or Flight) Originally six aircraft in two Vees made up a
                 squadron but, when there were more bombers available for
                 operations, this was changed to three Vees in a nine
                 aircraft squadron.


STALAG LUFT      German prisoner of war camp for Allied airmen.


SWIVEL-HEADS     A popular name for fighter escort pilots who had to keep
                 turning their heads to check on enemy fighters appearing
                 out of the sun`s glare.


TOKYO TANKS      Extra fuel tanks built into the wings of the B-17F and G
                 models increasing the range of the bombers; supposedly
                 allowing them to bomb Tokyo from a carrier. They were made
                 of rubber self-sealing cells. 


TRACER           Bullets fired from the Browning machine guns that radiated
                 heat and light and allowed gunners to see where their
                 bullets were striking. In 1944, a brighter form of tracer
                 was introduced called `headlight`. Tracer rounds were
                 usually interspersed with other types of bullet at a ratio    
                 of one to four. 



TRAIL (BOMBING)  The Horizontal distance between the bomber and the point of
                 impact of the bomb on the ground.


TRAIL            Flying in line, one after the other.
(FORMATION)


TRIMMING         Good trim was essential for a heavy bomber. Poor trim cuts
                 down airspeed and increases fuel consumption. Formation
                 flying was extremely difficult without proper trimming.


TURBO-           Each engine on a B-17 had a turbo-supercharger that 
SUPERCHARGER     boosted manifold pressure for take off and allowed sea-
                 level air pressure at high altitude.


UNITED NATIONS   A term used early in the war for the Allies.


VEES/VICS        The basic three plane formation that was the building block
                 of all other formations for heavy bombing.


WEDGE            A US 8th AF bomber formation: the centre Group led and the
                 top and bottom Groups were ranged in echelon in opposite
                 directions.


WINDOW           See Chaff


X-GERAET         German target finding system in which four beams, an
                 approach beam and three intersecting beams automatically
                 released the bombs at the correct bombing point. 


YB-40            An extra fortified Flying Fortress with sixteen 0.50
                 calibre guns, carrying 15,000 rounds of ammo but no bombs.
                 Its task was to take on the enemy fighters before the main
                 formation arrived. The YB-40 experiment failed as these
                 models proved to be very slow and more of a liability than
                 a help.


ZONE SYSTEM      A machine gun firing system adopted by the US 8th AF.
                 Gunners filled a zone with bullets and waited for the
                 attacking aircraft to fly through it.



                                   [229]

---------------------------------------------------------------------------
                              DESIGNER`S NOTES
---------------------------------------------------------------------------

 THE GAME
 --------

FLYING FORTRESS grew out of a fairly casual conversation with Paul Hibbard,
the head of Microprose`s UK development team. What was wanted, he explained,
was a `different` flight simulator. At the time , I don`t think either of us
appreciated exactly how different.....

There are -- and always will be -- plenty of `standard` flight simulators
available. These are the games that put you squarely in the pilot`s seat --
which is the only seat in the aeroplane. In most simulators it`s largely a
game of you versus the `Rest of the World`.There are even a few games around
that allow you to fly multi-crew aircraft, but in most cases, there`s nobody
else on board -- gun positions can be set to automatic fire, but that`s
about all.

But in FLYING FORTRESS, you`re not on your own! There are ten men on board,
all doing important jobs at the same time. The earliest decisions about the
game design were all to do with how the crew would be represented (as mini-
personalities) and how they would behave. As work on the design progressed,
we came to realise that you`ll need to move people around inside the bomber,
to carry out repairs, man the guns and help with the wounded. Perhaps `Crew
Simulator` is a better term than `Flight Simulator`.... Certainly, once you
are in formation and heading for the target you need not -- if you really
want to run the risk -- touch the flight controls again!

At the same time, we also wanted you to have the chance to jump in and take
over from any of the crew, otherwise you could end up feeling like a
spectator, rather than a player. All the computer controlled crewmen can do
their jobs, but you`ll find that to do well in the game, you`ll have to
master the skills of the pilot, bombardier and gunner. Although I don`t
generally like talking about `hidden` parts of the game design, the scoring
system allocates more points to the player who gets `stuck-in` rather than
letting the computer do the hard work.

The 3D technology in FLYING FORTRESS also deserves a special mention here.
The system does more than just give you attractive looking models of the
aircraft in the game. All the aircraft are `articulated` models: as well as
propeller movement, you can see gun turrets tracking round and under-
carriages unfolding properly. The 3D models are among the best looking and
most attractive yet seen in a flight simulator.

                         
                                   [230]

You may find it surprising that you don`t get to plan the bombing campaign
and choose your targets. I have reasons for not including this kind of
decision making in the game. Most importantly, I felt that it was a
diffusion of the emphasis in the game. FLYING FORTRESS is about the aircraft
and the men who flew them, not about generals who organised the campaign.

As an aside, there is evidence to suggest that the Bomber Generals didn`t do
a very good job, even though the pilots and crews of the B-17`s did
everything -- and more -- that was asked of them. Tank and U-baot
production, to take two examples, reached their highest levels, during the
early months of 1945, at precisely the times that the Generals were
proclaiming their successes. For some historians, the real victory of the
bomber offensive was the total destruction of the Luftwaffe, as a viable
force in the West. This enabled the D-Day landings to take place with
complete Allied air superiority. The other victory of the campaign was in
tying down men and resources in a `Second Front` above Germany before the
invasion.

---------------------------------------------------------------------------
                                THE PEOPLE
---------------------------------------------------------------------------

B-17 FLYING FORTRESS is my first computer game design and naturally, there
is an even longer than usual list of people who deserve thanks for their
ideas, help and encouragement.

At Microprose in Tetbury, Gloucestershire, thanks go to Paaul Hibbard, for
the idea of a `proper` bomber simulation in the first place. Pete Moreland,
the fount of all knowledge, for his useful comments; Alkis Alkivides, for
all the work he put in on the manual; and last but by no means least, Tim
Roberts for his support and managerial expertise. In the Leeds, Yorkshire,
office, Andy Craven, Mark Griffiths and Dominic Robinson all had a say in
the design and must share credit (but none of the blame for my mistakes!)
Dean Betten and Derek Austin and Mark Griffiths (again) deserve credit for
the superb art and 3D game world.

                              Mike Brunton

                               Microprose

                               April 1992
================================================================================
            _____
           /__  /\  ________      T.H.E  ____________
          //   /_/__\_____  \/\ _______  \_______    \_________
   ___ __/    /    /\\    \   .\_____  \/\  /.  /   /\     ___/_ ____ ___
      Y  \______  / / \    \   \\ _  \    \//  /    \ \___   _ _\    Y
      .   \_____\/ / \ \________/\\   \    \__/__  / \/\        \\   .
                 \/   \/_______/\ \________/__\__\/ / \ \  ______/[Sk!n]
                                 \/_______/       \/   \ \/_____/           

       %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%
       %    		    THE LoOnS PROUDLY PRESENT		       %
       %			    				       %
       %   		       B-17 FLYING FORTRESS    		       %
       %			    				       %
       %    		 TECHNiCAL AND FLiGHT SUPPLEMENT       	       %
       %+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+% 

		     TYPED BY: B/\GGY   SUPPLIED BY: PYTHON

		          RELEASE DATE: 1st APRIL 1993
		  
		      "CLuNk CLiCk DoNT iT MAkE YoU SiCk!"            


------------------------------------PAGE:1-----------------------------------

TECHNICAL AND FLIGHT SUPPLEMENT 
 FOR COMMODORE AMIGA COMPUTERS


			    TECHNICAL SUPPLEMENT
			    --------------------

CONTENTS
--------

 Your B-17 Flying Fortress game should contain a manual,this Technical and
Flight Supplement(including a pull-out key guide), poster,a set of 3.5"
disks and a registration card.

REQUIRED EQUIPMENT
------------------

COMPUTER: This simulation requires a Commodore Amiga with at least 1MB of
RAM.

CONTROLS: This simulation can be run entirely from the keyboard and mouse.
Most sections also support joystick control.Analogue joysticks are not
supported.

DISPLAY: This simulation requires a colour display.

DISK DRIVES: B-17 Flying Fortress can be installed onto 3.5" floppy disks.
However,it works best if installed onto a hard disk drive.

 Important: B-17 Flying Fortress should not be played from the disks
enclosed.You must either copy the original disks onto backup floppy disks
(see Making Backup Game Disks),or use the Install program to make a
subdirectory on your hard disk.If you attempt to play from the disks
enclosed they may become permanently altered.

------------------------------------PAGE:2-----------------------------------

AMIGA KEYBOARDS
---------------

 The simulation has alternative keys for players who own Amigas without the
numeric keypads.The following alternative keys should be used:

Numeric Key Pad		Alternative			Function
---------------		-----------			--------
KEY PG UP 9		CTRL/CURSOR KEY UP		PITCH VIEW UP
KEY PG DOWN 3		CTRL/CURSOR KEY DOWN		PITCH VIEW DOWN
INS KEY 0		CTRL/CURSOR KEY LEFT		ROTATE VIEW LEFT
DEL KEY .		CTRL/CURSOR KEY RIGHT		ROTATE VIEW RIGHT
KEYPAD 5		BACKSPACE			CENTRE 3D VIEW
KEYPAD PLUS +		CLOSE SQUARE BRACKETS ]		ZOOM VIEW IN
KEYPAD MINUS -		OPEN SQUARE BRACKETS [		ZOOM VIEW OUT


COPY PROTECTION
---------------

 Flying Fortress has no disk copy protection.This means you can install the
simulation files from the original disks to a hard disk.However,the program
asks you a simulation related question.Use the manual to answer the question.
Microprose regrets that  continuing casual  and organized software piracy
requires that we retain this minimal form of copy protection.

INSTALLATION
------------
INSTALLATION CONCEPTS
---------------------

 B-17 Flying Fortress has no disk copy protection.This means you can copy
the game files from the original disks to other floppy disks,or to a hard
disk.However,always keep the original disks handy.

 B-17 Flying Fotress has been left uprotected for your convenience in
making back-up copies and when playing from a hard drive.However,making
additional copies to give away or sell is a Copyright Violation.See the
Copyright Notice in the game manual.

MAKING BACKUP GAME DISKS
------------------------

 To create the backup game disks for B-17 Flying Fortress load up the
Workbench disk and insert the first disk yo wish to copy.A disk icon and
the name of the disk will appear.

------------------------------------PAGE:3-----------------------------------

 Click once on the disk icon and the name of the disk will appear.Hold down
the right mouse button and you will see three menus.Choose the Workbench
menu and select the Duplicate option.Follow all on-screen prompts and the
disk will be duplicated onto your blank disk.

 When a disk has finished copying you will need to rename it so that it has
the same name as the original disk from which it was copied.To do this
insert your copied disk,click on its icon once with the left button and
then hold down the right button.Select the Rename icon from the Workbench
menu.Finally,delete the "Copy Of" prefix in front of the disk name and
press the [Return] key.

 Repeat the above procedure for each of the original B-17 Flying Fortress
game disks.

INSTALLING ON HARD DISK
-----------------------

 Boot up your hard disk as normal and insert B-17 Flying Fortress Disk A.
Open this disk and double-click on the "INSTALL_HD_B17" icon.Please follow
any on-screen prompts.A drawer will be created on your hard disk,containing
all necessary files.

RUNNING B-17 FLYING FORTRESS
----------------------------

 FROM THE FLOPPY DISKS

 If your computer has Kickstart in ROM,turn off your computer and insert
your backup Disk A.Power up the computer,and insert the program will auto
load.

 If your computer does not have Kickstart in ROM,load Kickstart as normal,
insert your backup Disk A at the Workbench prompt and the program will auto
load.
  
 Follow any on-screen prompts requesting disk changes.

 FROM THE HARD DISK

 Boot up your hard disk as normal.Open the drawer and double-click on the
"game" icon.

 SAVED GAMES

 Individual Bomber Campaigns may be saved to disk but only when missions
have finished.Campaigns may be saved onto your hard drive or onto a
previously formatted floppy disk.It is recommended that you do not save
campaigns onto your game disks or backup game disks.Saved game files are
normal Amiga DOS files that can be moved and copied using standard DOS
commands.

 LOADING A SAVED GAME

 To load a saved game,choose the "Load Save" button on the Roster Screen,
then follow the on-screen prompts.

------------------------------------PAGE:4-----------------------------------

SIMULATION ENHANCEMENTS & LAST MINUTE INFORMATION
-------------------------------------------------

THE COMPARTMENT SCREENS
-----------------------

 The original PC version of Flying Fortress contained six Compartment
Screens each showing the position of the crew for that part of the plane.
You will find many references in the manual to the different Compartment
Screens (particularly parges 50-51).For ease of use and to speed up the
gameplay,the Amiga version has all six Compartment Screen details on ONE
top down view.This is still accessed by KEY C and the icons and portraits
still appear.However,you will NOT be able to click-on a 2D picture of the
individual crew member but will have to selct the portraits.

 This screen will also show damage.

QUICK START
-----------

 A Quick Start Option is available in the Difficulty Menu of the
Configuration Screen.Select this option to bypass the taxi-out sequence and
eliminate navigation errors (see navigation below).

 Yow will begin the game as the last of a flight of three B-17's,queued,
ready for take-off,near the start of the runway.You will be in manual
control of the pilot,with your engines running and throttles set in the
idle position.Increase power to the engines to begin taxiing fowards,then
follow the other B-17s in your flight out onto the runway for take-off.

MANUAL/COMPUTER CONTROL
-----------------------

 The simulation will show a Hand Icon in a corner of the screen when you
are in Manual control of any B-17 position.If you choose to revert to
Computer xontrol (KEY M),a Computer Icon will appear in the same position.

------------------------------------PAGE:5-----------------------------------

NAVIAGATION
-----------

 Your Navigator will always make minor errors in estimating your position
depending on his particular skill level.Your B-17 flight (3 planes) will
drift off course unless you manage to correct his estimates.The more you
correct him successfully,the better will become his skill level.

BOMBING
-------

 If you do not wish to aim and drop the bombs manually,or if there are no
uninjured crew members qualified to operate the Norden Bombsight you can,
provided you are in formation,position a crew member at the Bombardier's
station and have the computer contolled crew members release the bombs when
he sees the raid leader's signal.

 If you do wish to bomb manually,you should position a qualified crew
member at the bombardier's station and,using the Radio Operator,send the 
`Bomb on my command' Radio message to take control of the bomb run so that
the computer controlled crew will wait for your commands.

GUNNERY
-------

 The Turrets Menu on the configuration Screen allows you to set the speed
at which the turrets and the hand held guns will traverse in response to
the keyboard and the joystick controls.In addition,fine tracking may now be
enabled by holding down either the Shift or CTRL Keys while operating the
other controls.The CTRL Key is recommended as it may give better results
with some keyboards.

LANDING
-------

 The landing procedure differs depending on whether you are in formation or
not when you reach Alconbury (Home Base).

In Formation
------------

 The formation will circle Alconbury descending to an altitude of about
2,000ft.At this point,the Alconbury control tower will radio `Permission to
Land'.When this happens,the computer controlled pilot will break away from
the formation to begin his landing approach and will land the aircraft
unless you take manual control (by selecting the Pilot and Key M).

------------------------------------PAGE:6-----------------------------------

If you wish to land immediately,before landing permission is granted,you
must send a radio message requesting permission to land,then wait for the
reply from the Tower to start the landing sequence.

OUT OF FORMATION
----------------

 The Control Tower will ask whether you want permission to land.You should
reply with a radio message requesting permission,then proceed as above.

BREAKING FORMATION
------------------

 If you break away from your 3 plane formation at any point in the missions,
you must send a radio message to the rest of the flight via your Radio
Operator.

FIGHTING ENGINE FIRES
---------------------

 B-17 now has a more detailed engine fire-fighting procedure.

 If engine fires are not extinguished within 1 minute,the engines will
suffer damage and stop functioning.If the fire persists (depending on the
B-17 reliability level you have chosen) your B-17 is liable to explode
between 2 and 12 minutes after the fire has started.

 If your fire extinguishers are ineffective,or have been used up in a
previous fire,you can try to extinguish the fire by diving your V-17 at a
speed in excess of 350mph.Avoid speeds over 400mph as this will result in
structural damage.

CREW NAMES
----------

 Crew members' names may be changed by selecting the Name button on the
Crew File Screen when this is accessed from the Crew Photo Screen between
missions.

MUSIC
-----

 Music may be switched on/off by pressing Keys ALT/S.

THE PILOT'S CONTROL COLUMN ICON
-------------------------------

 The Pliot's Control Column Icon is the lower of the two icons in the
Compartment Screen and not the top icon,as stated in the manual (Page 28).
The top Control Column Icon will light up when you select the Co-Pilot. You
will begin every mission in the Pilot's seat (left-hand looking out of the
cockpit window).

------------------------------------PAGE:7-----------------------------------

THE MISSION BRIEFING MAP
------------------------

 The Yellow Line shows the Waypoints to the initial point.
 The Red Line shows the initial point to the Primary Target,and the Black
Line to the Secondary Target.
 The White Line shows the Waypoints to home base.

VIEWING CREW POSITIONS KEYS F1-F10
----------------------------------

 There is no need to assign the ten crew positions when you first enter the
B-17 as stated in the Flying Fortress Manual.All crew are in their correct
position and can be viewed immediately by pressing Function Keys F1 to F10.

SKIP TIME ALT/T
---------------

 By pressing ALT/T you will jump to the next Waypoint,or to a point where
something is happening.(eg.an air attack by enemy fighters.)

NAVIGATOR'S VIEWS
-----------------

 If you access the Navigator's external view Key E (Flying Fortress Manual
page 80) you may return to Map View by pressing Key I.

READ ME FILE
------------

 The latest notes regarding this program,additions,revisions ect can be
found on Disk A in an ASCII file named "READ.ME".You can read the file
using standard Amiga DOS commands,eg Type","More".These utilities can be
found on the Workbench disk.

OPERATING DIFFICULTIES AND LOADING PROBLEMS
-------------------------------------------

 In the vast majority of cases a loading problem is not because of faulty
software,but either incorrect loading procedure or hardware fault.

 Please ensure that the loading instructions have been correctly executed.
The most common hardware failures are due to a misalignment of the heads in
the disk drive.Such faults may be detected by loading the game on another
computer.

------------------------------------PAGE:8----------------------------------

 Alternatively, a virus may have transferred into your hardware from
another piece of software.Pirated copies of games are an incredibly common
source of virus problems.It always pays to own original software.In the
unlikely event of a software fault please return the complete package,with
your receipt,to the place of purchase.Microprose regret that goods cannot
be replaced unless bought from the company directly.

 If you have any difficulty while loading B-17 Flying Fortress or need help
while running the simulation,Micrprose will be happy to assit you on the
Helpline.Please ring UK 0666 504399,Monday to Friday 0900 to 1700 hours.
Have a pen and paper handy when you call.

			    FLIGHT SUPPLEMENT
			    -----------------

THE TRAINING BASE
-----------------

 By selecting `Crew Training' from the Main Bomber Screen,you will be taken
to a Mission Briefing and assigned a Training Mission on practise targets
`somewhere in England'.

THE FLIGHT SIMULATOR
--------------------

 To access all flight controls you must choose the Pilot F3 or Co-Pilot F4.
If you have just begun a mission you will automatically be in the Pilot's
seat looking out of the cockpit window.

 By pressing KEY [ (open square brackets) you can move the view left and by
pressing KEY ] (close square brackets) you can move the view right.You may
also access more selective views from within the cockpit by pressing the
Pad Keys PGUP PGDN INS and DELETE.

 To view the B-17 Pilot's Instrument Panel press KEY I.

------------------------------------PAGE:9----------------------------------

 The B-17 has numerous dials and switches which you should become familiar
with.Study the Pilot's Instrument Panel Diagram.

 Press KEY [ (open square brackets) to move your view left and KEY ] (close
square brackets)to move your view right,while viewing the instrument panel.

 You can easily raise your view away from the Instrument Panel by selecting
KEY W.

 Press KEY I.

THE PILOT'S INSTRUMENT PANEL
----------------------------

THE RADIO COMPASS
-----------------

This dial will show you your heading.A Heading of 0 degrees is North,90
degrees is East,180 degrees is South and 270 degrees is West.

THE DIRECTIONAL GYRO
--------------------

This dial will aslo show you your heading.A Heading of 0 degrees is North,90
degrees is East,180 degrees is South and 270 degrees is West.


THE FLIGHT INDICATOR
--------------------

A gyro stabilized artificial horizon indicating degree of turn from 0
degrees to 90 degrees.

THE TACHOMETERS
---------------

Two dials with two indicators on each dial to show the rpm of each engine.
Do not run the engines at the maximum of 2500rpm for long periods or they
will overheat.Throttle back to 2300rpm to cruise.

THE MANIFOLD PRESSURE GAUGES
----------------------------

Two dials with two indicators on each dial to show the manifold pressure on
air intakes to engines.

THE FUEL PRESSURE GAUGES
------------------------

If fuel pressure falls due to damage,power will fail to the engine.Reducing
revs may help.

THE OIL PRESSURE
----------------

If oil pressure drops,the engine will overheat and may seize up.Throttle
back immediately!

THE FUEL QUANTITY GAUGE
-----------------------
Yout Flying Fortress carries enough fuel for all missions,unless the fuel
tanks begin to leak as a result of damage.Reducing power to the engines
will conserve fuel.

----------------------------------PAGE:10/11---------------------------------

*NOTE: These two pages contain a picture of the Pilot's Instrument Panel.So
       I'm afraid I'll have to skip this section.

------------------------------------PAGE:12----------------------------------

THE OXYGEN FLOW INDICATORS
--------------------------

If the values fall on the flow indiactors,you must drop to below 10,000
feet,where there is sufficient oxygen for the crew to survive without
oxygen masks.

THE ALTIMETER
-------------

Thsi dial shows height above sea level.The long dial shows hundreds of feet
and the shorter dial thousands of feet.The inset window shows ten of
thousands of feet infigures.Always be aware of your flying height.

THE AIRSPEED INDICATOR
----------------------

The dial shows the speed of the aircraft through the air in Miles Per Hour
from 0 to 500.

THE TURN AND BANK INDICATOR LOCK
--------------------------------

The banking rate of the plane is indicated by the central dot moving away
to the right or left.

THE LANDING GEAR INDICATOR
--------------------------

A visual indicator that the main Landing Gear has been raised or lowered.In
event of damage you may have tooperate the gear manually.

THE RATE OF CLIMB INDICATOR
---------------------------

A visual indication of climb/dive angle shown as hundreds of feet per
minute.Pointer on 0 means level flight.

THE BRAKE LIGHT
---------------

Illuminated when the wheel brake is engaged.

THE TAIL WHEEL LOCK
-------------------

A visual indicator that the Tail Landing Gear has been raised or lowered.

THE FLAP POSITION INDICATOR
---------------------------

Flaps are the trailing edge of the wings that when lowered,enable the
aircraft to get extra lift at take off and slow down for landing.

THE CYLINDER HEAD AND OIL TEMPRETURE GAUGES
-------------------------------------------

They will run a little hot if the engines is run at maximum RPMs of losing
oil for any period of time.If they do,throttle back.

------------------------------------PAGE:13----------------------------------

SHIFT/1,2,3,4	-	Maximum power on engines 1-4
5,6,7,8		-	Decrease power on individual engines 1-4
SHIFT/5,6,7,8	-	Minimum power on engines 1-4
+		-	Increase power on all engines
SHIFT/+		-	Maximum power on all engines
-		-	Decrease power on all engines
SHIFT/-		-	Minimum power on all engines
CTRL/1,2,3,4	-	Start/Stop (feather) engines 1-4
ALT/1,2,3,4	-	Fire extinguisher on engines 1-4

G	-	Landing Gear Up/Down (starts motors)
F	-	Flaps Up/Down Toggle
B	-	Brakes On/Off
D	-	Bomb Bay Doors Open/Closed (starts motors)

THE BOMBARDIER
--------------

C	-	Compartment/Crew Position View
I	-	The Bombsight View
W	-	Window View - controlled by PGUP/PGDOWN
			      INS/DEL
E	-	External View
M	-	Manual/computer control toggle
D	-	Bomb Bay Doors (open/closed)
O	-	Bombsight On/Off
CURSOR KEYS/JOYSTICK	-	Adjust bombsight tracking motor speeds
				left/right and up/down.Plus SHIFT - fine
				control.
SPACE BAR/RETURN OR
SELECTOR	-	Release bombs.

BOMB BAY
--------

VIEWS	(only accessible if the crew man taken to compartment)

C	-	A crew man's view of the bombs
E	-	External view
W	-	Return to bomb bay view

THE NAVIGATOR
-------------

C	-	Compartment/Crew Position View
E	-	External View
I	-	Map View
B	-	Mission Breifing Details
MOUSE	-	Point and click to set estimated position.

THE RADIO OPERATOR AND INTERCOM SYSTEMS
---------------------------------------

C	-	Compartment/Crew Position View
MOUSE	-	Point and click on various Icons/Messages.

THE CREW
--------

Viewing the Ten Crew Positions.

F1	-	Bombardier
F2	-	Navigator
F3	-	Pilot
F4	-	Co-Pilot
F5	-	Engineer/Top Turret Gunner
F6	-	Radio Operator
F7	-	Ball Turret Gunner
F8	-	Left Waist Gunner
F9	-	Right Waist Gunner
F10		Tail Gunner

THE GUNNERS:DEFENDING THE B-17
------------------------------

CURSOR KEYS/JOYSTICK	-	Move turret/gun
SHIFT/CTRL		-	Fine tracking on target
JOYSTICK BUTTON
SPACE BAR/RETURN	-	Fire
U			-	Unjam gun (manual control)

----------------------------------PAGE:14/15----------------------------------

*NOTE: These two pages contain a Key Guide for the Amiga.

------------------------------------PAGE:16-----------------------------------
 
THE CONTROLLER
--------------

The simulation can be controlled using a keyboard and a mouse and,to a
limited extent,a joystick.

THE SELECTOR
------------

The Left Mouse Button.

AIRCRAFT SELECTION
------------------

X	-	Next Aircraft
Z	-	Previous Aircraft

GENERAL AIRCRAFT VIEWS
----------------------

3D views from current aircraft:

SHIFT/F1	-	Foward View
SHIFT/F2	-	Rear View
SHIFT/F3	-	Left View
SHIFT/F4	-	Right View
SHIFT/F5	-	Up View
SHIFT/F6	-	Down View

External views that depend on context.(From the aircraft,its targets,bombs,
airbase control tower ect.)

SHIFT/F7	-	Tactical View
SHIFT/F8	-	Reverse Tactical View

External views from notional chase plane:

SHIFT/F8	-	Chase View

External views from remote camera:

SHIFT/F10	-	External View

Moving the remote camera and Window View Pilot/Co-Pilot and Bombardiers:

PGUP		-	Pitch Up
PGDN		-	Pitch Down
INS		-	Rotate Left
DEL		-	Rotate Right
PAD KEY 5	-	Centres/Resets 3D Views
+		-	Zoom In
-		-	Zoom Out

GENERAL CONTROLS
----------------

A	-	Aircraft Status/Damage View
C	-	Compartment View/Action View Toggle
I	-	Instrument Panel View (Bombardier,Navigator
		and Co-Pilot only)
W	-	Window View (3D view through aircraft window)
E	-	External View (3D view from remote camera)
M	-	Toggle Manual/Computer control
P	-	Pause Game/Resume Game
ALT/C	-	Configuration Screen
ALT/A	-	Accelerate Time
ALT/T	-	Skip Time
ALT/D	-	Adjust Detail Level (cycle through)
ALT/M	-	Film Director Toggle
CRTL/Q	-	Quit Game
ALT/S	-	Sound Levels
ALT/B	-	Hide Game

PILOT/CO-PILOT
--------------

W	-	Pilot/Co-Pilot Window View - must be controlled using
		PGUP,OGDOWN,INS or DEL

JOYSTICK,CUROSR KEYS	-	Control Column (elevator,ailerons)

< >	-	Rudder left/right
[	-	View to the left (Cockpit View/Pilot's Instrument Panel)
]	-	View to the right (Cockpit View/Pilot's Instrument Panel)

1,2,3,4		-	Increase power on individual engines 1-4

------------------------------------PAGE:17----------------------------------
	
FLIGHT CHARACTERISTICS
----------------------           DIVE 

JOYSTICK CONTROL COLUMN           /\ 
-----------------------
				|--*--|
			 LEFT < |__|__| > RIGHT  
	   			   |

			   	  \/
					
				 CLIMB

CURSOR KEYS CONTROL COLUMN
--------------------------         
                                 DIVE 
				   _
                                  /|\ 
				   |
	 	    TURN LEFT /___   ___\ TURN RIGHT	 
			      \	   |    / 
				  \|/ 				  
				   ¯
				 CLIMB


RUDDER KEYS
-----------	               NOSE OF PLANE

	                   LEFT  /    \ RIGHT
  			         \    /

------------------------------------PAGE:18----------------------------------

THE PILOT'S CONTROL COULUMN
---------------------------

 A Joystick CONTROLLER is recommended for flying the B-17 but you may also
fly it using a Keyboard CONTROLLER.

 Ailerons are lateral control flaps at the rear of the airplane main wing
tips.When raised or lowered by moving the Control Column left/right they
will make the plane turn to the left of right.

 Elevators are the horizontal portions of the tail.When pushed up/down by
pushing the Control Column up/down they will make the plane dive or climb.

RUDDER LEFT/RIGHT < >

 Rudder controls left/right will swing the nose of the plane left/right by
moving the trailing edge vertical segment of the tail left/right.

THE FOUR ENGINES
----------------

 The Flying Fortress is a large four-engined bomber and this simulation
provides seperate controls for each of the four engines.Engine number 1 is
the left outboard engine from the Pilo's view followed by 2,3,4 in
sequence.

 All numeric keys are on the top row of the main computer keyboard.
 
1,2,3,4		-	Increase power on individual engines 1-4
SHIFT/1,2,3,4	-	Maximum power on engines 1-4
5,6,7,8		-	Decrease power on individual engines 1-4
SHIFT/5,6,7,8	-	Minimum power on engines 1-4
+		-	Increase power on all engines
SHIFT/+		-	Maximum power on all engines
-		-	Decrease power on all engines
SHIFT/-		-	Minimum power on all engines
CTRL/1,2,3,4	-	Start/Stop (feather) engines 1-4
ALT/1,2,3,4	-	Extinguish Fire on engines 1-4

------------------------------------PAGE:19----------------------------------

OTHER PILOT CONTROLS
--------------------

G	-	Landing Gear Up/Down (starts motors0
F	-	Flaps Up/Down Toggle
B	-	Brakes On/Off
D	-	Bomb Bay Doors Open/Closed (starts motors)

NB Any control that starts a motor will take time to function.

THE TAKE OFF
------------

 You will begin every mission in the pilot's seat under plater control.Your
Flying Fortress will be at its starting point on the airfield.Ahead of you,
the two other B-17's in your `V' will be preparing to take-off.

 You must take-off and join the other two planes.

 On your first mission,you may find it easier to watch while the computer
takes control.To activate computer control,press the "M" key.Repress the
"M" key to regain control.If you set the plane under computer control,you
can jump around any of the views or screens to watch the take-off.

 The following pages describe how to take-off manually.

STARTING ENGINES
----------------

 Start all four engines in the sequence CTRL/1,2,3,4

 Increase the Engine Throttle Controls 1,2,3,4
 
 Release the Brake (B)

 The B-17 will now begin to move.

 Check that you can easily flip from the Pilot's Instrument Panel (I) to
Window View (W) to see flight formation.

------------------------------------PAGE:20----------------------------------

TAXIING AND STEERING
--------------------

 Select an appropiate External View  ( (E),then PGUP/PGDOWN/INS/DEL) and
steer the B-17 by using your Controller.Gentle left/right will produce a
slow turn in the chosen direction.

 Stay on the correct path.Do not stray onto the grass.

 Steer the bomber carefully to the edge of the take off runway.Try to line
up the B-17 along the white dotted line.

FLAPS
-----

 Check that the Flaps are Down (F).

TAKING OFF
----------

 Returnto the Pilot's View (W).Apply maximum power to all four engines
SHIFT/+. Do not try to pull the plane into the air.Normally,when you reach
an Airspeed of 100-115 mph a gentle `pulling back' on the controller will
allow the plane to lift itself off the ground.The B-17 controls may feel
sluggish compared to other flight simulators,but remember that this is a
big,heavy airplane.

 After the airplane has left the ground,and you are sure you have
sufficient flying speed,raise the Landing Gear (G).Check that this has
happened with any appropiate Outside view,then change flaps to up (F).

 After reaching an airspeed of 130-150 mph,adopt a normal climb attitude
with the Rate of Climb Indicator pointer at 200 feet per minute and watch
the Altimeter rise gently.

CLIMBING AND CRUISING
---------------------

 Make your climb at 130-150 mph.Steady smooth flying is important.This will
cut fuel consumption,increase rate of climb and reduce engine wear.Always
check your instruments.They are there to tell you how your plane is
performing.

 You will find the first two planes with which you must join up circling
the airfield at about 1000 feet.

 Form a group of 3 in a `V' formation.

------------------------------------PAGE:21----------------------------------

IF YOU EXPERIENCE DIFFICULTY IN FINDING THE OTHER PLANES.SWITCH TO COMPUTER
CONTROL OR USE ALT/T SKIP TIME.

 Once you have joined the other planes of your squadron in formation,the
flight will strike out towards the first Waypoint.

LANDINGS
--------

 When you are near the English base,you will receive a signal over the
intercom system giving you a heading to land on.The other planes in the
formation,and yours if under computer control,will begin to move into their
final traffic pattern (a flight path in which they circle the airfield in a
rectangular pattern at approximately 1000 feet).

 The landing procedure differs depending on whether you are in formation or
not when you reach Alconbury (Home Base).

 In Formation The Formation will circle Alconbury descending to an altitude
of about 2,000ft.At this point,the Alconbury control tower will radio
`Permission to Land'.When this happens,the computer controlled pilot will
break away from the formation to begin his landing approach and will land
the aircraft unless you take manual control (by selecting the Pilot and Key
M).If you wish to land immediately,before landing permission is granted,you
must send a radio message requesting permission to land,then wait for the
reply from the Tower to start the landing sequence.

 Out of Formation The Control Tower will ask whether you want permission to
land.You should reply with a radio message requesting permission,then
performing a normal landing:Lower your Flaps (F) and drop your Landing Gear
(G).Keep the engine rpm's to 2000 at about 130 mph.

FINAL APPROACH
--------------

 The approach is basically a controlled glide,with flaps down,and in which
power is used to maintain an accurate landing position.

 Reduce power gradually (-) until the desired airspeed (about 100-120 mph)
and the rate of descent have been established.Touch down gently trying to
land all wheels on the runway at the same time.Drop to minimum throttle.

LANDING ROLL
------------

 When you have landed make sure you use the entire runway for the landing
roll.Do not apply brakes too early.Apply the brakes (B) when you feel the
plane slowing down from its roll.The B-17 should then slow down and stop.

------------------------------------PAGE:22----------------------------------

ICON SUMMARY
------------

*NOTE: At this point in the guide you will need to look at the .iff
       picture included with this file. It will show all the different
       icons/instrument panels ect. in the game. Simply cross reference
       the letter next to the icon with the list below to find out what
       it means.

 The Flying Fortress simulation conatins four sets of Instrument Panels/
Controls that you must become familiar with.Once you have selected the job
Icon,KEY C will always take you back into the appropiate position.In the
case of the Bombardier,Pilot and Co-Pilot KEY I will take you to their
Instrument Panels.
 
ICON A: Pilot/Co-pilot Instrument Panel

ICON B: Bombardier Instrument Panel

ICON C: Radio Room Instrument Panel

ICON D: Navigator Instrument Panel

ICON E: By selecting this symbol and pressing KEY C you enter the nearest           
gun position and man the machine guns.For example,in the Waist Guns/Ball
Turret cut away there are 3 such icons to choose from;one for each manned
machine gun.For more details see The Gunners:Defending the B-17.

ICON F: Select this symbol to go to a turret/gun position and repair a
turret that may be damaged by enemy action (the exception being the Ball
Turret which cannot be repaired by the Gunner and has to be repaired by
another crew member from within the fuselage).See section on Damage.

ICON G: Select this symbol if a crew member in this section is injured. See
        section on Damage.

ICON H: The player can order all of the crew to bail out of the Flying
        Fortress by selecting this button.

ICON I: View a crew member's file.Select a current crew member and access
this Icon to view his details.FUNCTION KEYS F1 to F10 will take you through
other crew files.

ICON J: Fight Fire in the appropriate compartment.

ICON K: Go to turret/gun position and unjam guns.

ICON L: Move selected crew member to the next foward compartment.

ICON M: Move the selected crew member to the next rearward compartment.

ICON N: Manually lower landing gear.

ICON O: Manually raise landing gear.

ICON P: Manually open bomb bay.

ICON Q: Manually close bomb bay.

ICON R: Manually release bombs.

------------------------------------PAGE:23----------------------------------

-----------------------------------------------------------------------------
|BOMBARDIER	      |MOUSE	   |JOYSTICK	       |KEYBOARD	    |	
-----------------------------------------------------------------------------
|Release Bombs        | 	   |Fire Button       |Space Bar/Return Key |
|                     |            |                  |                     |
|Bombsight Tracking   |		   |Left/Right/Up/Down|Cursor Keys	    |
-----------------------------------------------------------------------------
|PILOT/CO-PILOT	      						            |
-----------------------------------------------------------------------------
|Control Column	Sim.  |		   |Left/Right/Up/Down| Cursor Keys	    |
-----------------------------------------------------------------------------
|GUNNERS						                    |
-----------------------------------------------------------------------------
|Move Turret/Gun      |		   |Left/Right/Up/Down|Cursor Keys          |
|                     |            |                  |                     |
|Fire Guns            |            |Fire Button       |Space Bar/Return Key |
-----------------------------------------------------------------------------
|NAVIGATOR	    						            |
-----------------------------------------------------------------------------
|Move Navigaton       |Move Mouse  |		      |			    |
|Marker		      |Pointer     |		      |		            |
|		      |            |		      |			    |
|Fix Estimated Postion|Left Mouse  |		      |			    |
|                     |Button      |		      |                     |
-----------------------------------------------------------------------------
|RADIO OPERATOR       						            |
-----------------------------------------------------------------------------
|Choose Icon/Message  |Move Mouse  |		      |			    |
|		      |Pointer     |		      |		            |
|		      |		   |		      |			    |
|Select Icon/	      |Left-Hand   |  		      |			    |
|Transmit Message     |Button      |		      |			    |
-----------------------------------------------------------------------------


--------------------------------PAGE:24/25/26--------------------------------

TARGET APPENDIX
---------------

*NOTE:Pages 24,25 and 26 show photographs are various targets in the game.


------------------------------------PAGE:27----------------------------------

Additional Credits for the Amiga version of B-17 Flying Fortress.

ANDREW WALROND	-  Software

SUZY LOCKYER    -  Artwork

STEVE RAMSDEN   -  Amiga Version Project Manager