
                            P H A N T O M
                       Combat Flight Simulation

                   PILOT'S NOTES FOR PHANTOM COMBAT
This  leaflet  covers  BBC & Electron versions; make sure you have the
correct software for your machine.


                             INSTRUMENTS
Artificial Horizon
This is the central instrument showing  the  pitch  and  roll  of  the
aircraft  (green  symbol) against the horizon (white line). A blue sky
marker indicates the sky portion. This instrument is the central point
of your 'instrument scan'. Use it to make  adjustments  to  your  bank
angle  in  turns  and your climb and descent angles. It also helps you
sort out your position in the heat of combat. As in real aircraft  the
aircraft  symbol  is fixed, while the horizon moves and tilts with the
movement of the real horizon outside.

Altimeter (ALT)
This is the large dial on the right. The pointer  rotates  once  every
thousand feet. Hundred feet intervals are numbered round the dial. The
digital ALT display shows aircraft altitude in thousands of feet.

Airspeed Indicator (ASI)
This shows Indicated Airspeed (IAS) in knots (nautical miles per hour,
100 knots=115 mph). Readout is digital AND shown on pointer. At ground
level  IAS  is  the  same as True Air Speed (TAS). At altitude the air
steadily thins out, so actual TAS is higher  than  IAS.  However,  the
aircraft's wing 'feels' IAS so this is more useful to the pilot.

Mach Meter (MAC)
Under  the ASI, this shows speed in terms of the local speed of sound.
1.0 is around 670 knots at ground level and drops with temperature. At
40000 feet it's very much colder (-60 C), this combined with the  thin
air  gives  you around 300 knots IAS at Mach 1.0. Mach 2.3 at 40000 is
just under 700 knots IAS but this is a true speed of over 1500 MPH!

Compass (HDG)
Under the artificial horizon is the compass, showing the direction the
aircraft is pointing. This is known as the heading (HDG). All  compass
directions  are  measured  as 'degrees' clockwise from magnetic North,
360 altogether. North is 000, East 090, South 180, West 270.

RMI (Radio/Radar Magnetic Indicator)
This display under the digital compass is a white pointer pointing  at
the runway radio beacon, or pointing under radar control at the target
aircraft.  The digital compass bearing (BRG) to reach the objective is
also shown, as is the range in nautical miles. When target  is  active
target  altitude  is  shown  continuously  in  thousands of feet. When
pointing  at  the  runway  the  bearing   and   distance   information
corresponds to 'Tacan', a military Tactical Air Navigation aid.

Afterburner (BNR), Engine RPM, Airbrake and Wheelbrakes (BRK)
These  functions  are indicated in a combined vertical strip indicator
to the left of the ASI. With the BRK light on wheel/airbrakes  are  on
and engine thrust is at flight idle. As thrust is increased the brakes
are  released. Increasing to maximum thrust lights the afterburner BNR
(high thrust with increased fuel consumption).

Fuel, Flap, Ammunition, Gear, Score, Mode
These are all simple, self evident indicators. Combat CBAT  mode  will
stay indicated once acquired, even when returning to a field to refuel
and rearm.

Vertical Speed Indicator (VSI)
Vertical speed is to the right of the Artificial Horizon. It shows the
vertical speed component as a line.

ILS (Instrument Landing System)
This  consists of 2 indicators: The Glideslope (G/S) vertical strip to
the left of the Artificial horizon and the Localizer horizontal  strip
over  the  Artificial  horizon.  The  ILS  is used to locate the exact
centre of the radio beam down to the runway. Each runway  has  an  ILS
beam  in the main landing direction. This extends for many miles along
the extended centre line of the runway, sloping down at an angle of  3
degrees  (300  feet  per  nautical  mile),  over the 'strobe' approach
lights and down to the ideal touch down spot marked on the runway.
The horizontal localizer shows deviations left  and  right  of  centre
line.  The  vertical  glideslope  indicator shows deviations above and
below the ideal glideslope. Both work in the demand sense, eg  if  the
pointers  are showing right and down, FLY more right and down to reach
the centre of the beam. As the  pointer  goes  through  zero  make  an
adjustment to maintain the centre.


                           PHANTOM CONTROLS

All  can  be  easily  memorized  either  by letter, number, symbol, or
position in relation to the movement commanded. P/O and S/W  keys  are
available on the ground at zero speed.

P Practice (sets training mode, arms formation mode)
O Operations (sets circuit mode, arms combat mode)
S & W (over S) adjust Sound level
0 elevator (pitch), ailerons (roll), thrust; all on keys
1 single analogue joystick; only thrust is keyed
2 double analogue joystick; thrust on 2nd stick (crash  resets  system
  to 0)
D Desensitized key controls (autopilot, '.' in MAC window)
E Enhanced key controls (combat manoeuvring, ':' in MAC
C Centralize controls in Enhanced key mode
pitch up...SPACE bar...(pull back on main stick)
pitch down...H...(push forward main stick)
steer/roll left...V...(left on main stick)
steer/roll right...M...(right on main stick)
<...decrease thrust & brake...(back on stick 2)
>...increase thrust & afterburner...(forward on stick 2)
R...flaps Retract (over F)   T...gear up (over G)
F...Flaps extend             G...Gear down

Special Keys for Formation (FORM) or Combat (CBAT) modes:
A...Arm gun pods & bring up gunsight
Q...Disarm (Quell) gun pods & sight
Z or FIRE buttons on sticks...Fire guns
L...request Landing field assignment (see MODES)

Special Keys only in Formation mode, to control target:
Arrow Keys cluster...Target flight (climb/dive, L/R roll)
[...perform half loop & roll (on Electron...=key)
*...perform full loop...(on Electron...[]key)
RETURN...Return target to straight and level flight
Also, so that you can be sure of the reason for crashing, program will
not reset until RETURN is pressed.

Finally,  don't  forget  you  can eject, survive and save some of your
score by pressing ESCAPE.

                            PHANTOM MODES

P for Practice sets up TRNG (Training) mode and arms FORM  (Formation)
mode. In both these modes crash and score is inhibited. You can do all
sorts  of silly things like hitting the ground supersonic and bouncing
up again!

TRNG mode is for take off and landing practice in the vicinity of  the
airfield.  All  navigation  is  referenced  to  the particular landing
runway.

FORM is automatically entered and locked in once the  aircraft  climbs
above  12000 feet, but you can fly lower and stay in FORM. The pointer
is now radar  driven  and  locks  onto  the  target  aircraft.  Target
distance,  bearing and altitude are computed and shown, Gunpack can be
armed (A), fired  (Z  or  fire  buttons),  disarmed  (Q),  and  target
aircraft  shot down. Target control keys become available only in this
mode. When not used  target  will  continue/resume  flying  random  3D
patterns for target practice formation flying.
To re-enter TRNG mode you require Landing field assignment conditions:
1. Aircraft below 11000 feet
2. Active target over 2 miles away, and not ahead
3. Guns disarmed (Q)
press L, TRNG will be entered, pointer shows assigned field.

O  for  operations  sets up CIRC (circuit) mode and arms CBAT (combat)
mode. In both these modes crash routine and score  is  enabled.  These
are advanced modes.

CIRC mode is broadly similar to TRNG, however, landings are scored and
crashes are possible.

CBAT  mode  is  broadly similar to FORM. Kills are scored, crashes are
possible. Target control is NOT available. Enemy aircraft will attack.
Own aircraft can be destroyed  or  damaged  in  many  different  ways.
Several  rounds must hit the target centrally at close range (0.5 mile
or less) to kill. To refuel and rearm at the  nearest  base,  press  L
when  field assignment conditions are met. A combat base field will be
assigned, runway QDM (see below), wind direction and speed are  given,
and  all  navigation  is  again  referenced  to  the  runway.  After a
successful landing you will be refueled and rearmed.


                            FLYING BASICS

Takeoff
Ensure Flap out, desired mode and key/sticks selected. Increase thrust
to just short of afterburner. As the speed rises to 150 knots lift the
nose and climb away at a shallow angle. Raise the GEAR (T over G)  and
retract  the  flaps (R). Gear (wheels) create drag. Raise them as soon
as possible. Lower them by about 2000 feet on the approach to  improve
speed  control.  Flaps increase lift at the expense of drag, and lower
the stall speed. Flaps have a limiting speed at which you will receive
a warning tone. Gross exceedence of limits can cause a crash.

CLimb
Control the speed around 400 knots in the climb.  If  speed  is  high,
raise  the  nose more, is speed low, lower nose. If she's climbing too
fast for you, ease back on the power and  lower  the  nose  a  little.
Generally  flight  at  lower  power is more 'aircraft like' while high
power is more 'rocket like'.

Level Flight
Ease the nose down to a level altitude on the  horizon,  at  the  same
time  reducing  power  to keep a constant speed. Control altitude with
small adjustments of pitch (elevator). Control speed with power.

Turning
The more you bank (roll), the more your turn. At  steeper  angles  the
nose  will  tend  to drop. Use up elevator (pitch) to counteract this,
and notice that this tightens the turn. In steep combat turns most  of
the  turning  is  done  on the elevator. This is known in the trade as
'Yug' due to the heavy 'G' effect. Ailerons on the wings control  bank
angle.

Descent
Reduce  power and lower the nose to maintain a stable speed, adjusting
as in the climb.

Approach
Turn towards the field shown on the pointer. Until  you  are  able  to
'orientate'  (mentally  position  yourself  with respect to the runway
'QDM') it is best to wait until you can  see  the  direction  to  land
indicated  by  the moving 'strobe' light on the ground. QDM is the old
'Q' code for the compass direction in which the runway is pointing.
Fly to a position about 4 miles from the  runway  where  you  will  be
exactly  'lined  up' with its centreline. Over this point aim to be at
1200 feet, speed 180 knots, gear and flap down, descending at 300 feet
per mile towards the runway.

Landing
Close to the runway, reduce power slightly and raise the nose a little
to reduce descent rate. Have a last look to ensure the Gear  is  down!
When  touched  down  close power to apply brakes, and keep straight on
the runway. If anything goes wrong it may be wise to 'Go around' again
by applying power and raising the nose.

Instrument Scan
Keep your eyes scanning the instruments regularly as well  as  looking
outside.  Try  and  anticipate the aircraft's response. This will help
you fly more smoothly.

Stalling
This is simply flying too slowly for the wings  to  keep  you  up.  To
recover increase power and lower nose.

Crosswinds
If  a  significant  crosswind  is  blowing  across  the  runway as you
approach to land, you will have to point the  aircraft  slightly  into
the  wind  in  order  to  keep exactly lined up with the centre of the
runway. The difference between the  aircraft  heading  (HDG)  and  the
runway  direction (QDM), when tracking directly towards the runway, is
known as drift. Land with drift on an straighten up after touchdown.

Combat
Arm the gunpods and activate the gunsight with 'A'. Try and get on the
tail of your opponent. If possible diving down onto him or climbing up
for a belly shot. Don't waste ammunition, this is likely  to  run  low
well  before  the  fuel. The worst mistake is to overtake your target,
you are then a sitting duck! Smooth  flying  gets  the  best  results,
although coarse power adjustments may be required.

Autopilot
Even  when  your  using  joysticks it's possible to select 0 and D for
desensitized key control. This works exactly like a  simple  autopilot
with  pitch  and  roll 'hold', and gives a welcome 'breather' from the
concentration of manual flight.

Circuit
To practice a series of take offs and landings, reduce power and level
off at 1500 feet after take off. Now start a left turn  to  a  heading
180  degrees  from  the  runway QDM. If you are at combat base AA this
will be a heading of 180. Fly past and parallel to  the  runway  until
you  are at least 7 miles from the field. Now select/confirm flaps out
and gear down, and start a  further  turn  left  towards  the  runway.
Provided the speed (around 200) and bank angle are reasonably constant
the runway should appear straight ahead when you level out back on the
runway  QDM  heading. Make small corrections using the ILS to maintain
the centreline and the glideslope when this 'comes  down'.  Allow  the
speed to decay slowly until you cross the runway at around 160.


                         EMERGENCY CHECKLIST

In  all cases, unless damage slight, attempt to break off combat, land
at assigned combat base for repairs.

Instrument Damage . . . Use outside visual cues to remain in  control.
If disorientated at low level: Eject.

Control  Damage  .  .  .  Test  feasibility of landing with a practice
approach. If not feasible: Eject.

Fuel Leak...Land soonest. Try a glide (Steep) approach if engine cuts.
Delay gear and flap. Eject if runway can't be reached.

Engine Malfunction...Leave gear and Flap retracted as long as possible
to minimize drag. Make a steeper approach than normal.  Attempt  a  go
around if necessary. Eject if not possible.

Flaps Damaged...Land around 200 knots.

Gear  Up Landing...Possible if final rate of descent is very low. Make
a shallow approach, go around again if unstable.


                          SPEEDS (KNOTS IAS)

     Take off...............150     Initial approach.......200
     Climb..................400     Final approach.......160
     Stall (clean)..........160     Stall (flaps out)....110
     Flaps limit............250     Flaps break up.......300
     Max (in dive)..........740
     (Equiv. to 1700 mph
     around 40000 ft.)

                       PHANTOM CONTROL SUMMARY

P . . . Practice (sets TRNG arms FORM) on ground, 0 knots
O . . . Operations (sets CIRC arms CBAT) on ground, 0 knots
S & W . . .  Sound level adjustment,S+, W- on ground, 0 knots
0,1,2...select key or joysticks for primary controls
D...Desensitize key control
E...Enhance key control
C...Centralize controls (with E selected)
SPACE...pitch UP.......................(main stick back)
H...pitch DOWN......................(main stick forward)
V...roll, turn left....................(main stick left)
M...roll, turn right..................(main stick right)
<...decrease thrust then brake..........(2nd stick back)
>...increase thrust then afterburner (2nd stick forward)
F...Flaps extend
R...Retract flaps (R over F)
G...Gear down
T...Gear up (T over G)
A...Arm gun pods and gunsight on
Q...Disarm gun pods and gunsight (Q over A)
Z...Fire guns (also any stick fire button)
L...request Landing field assignment
ARROWS...target climb/dive, left/right (FORM mode)
[ (Electron :=) target half loop and roll off top (FORM mode)
* (Electron :[]) target full loop (FORM mode)
RETURN...target to straight and level (FORM mode)
ESCAPE...Ejection seat
RETURN...resets system after crash lock up

NOTE: If joysticks are used, these should be  ANALOGUE,  not  digital.
This  gives proportional control. On the Electron a 'plus 1' interface
(or compatible unit( is required for  joystick  use.  Key  control  is
always available.


                 DOCTOR SOFT SPACE/FLIGHT SIMULATIONS
                      GENERAL DESIGN PHILOSOPHY

All our flight simulators are designed more as true flight simulations
than games. (If you want music, buy a record!)

All  have  been  produced  with at least one professional pilot in the
design team to ensure flight authenticity.

As much interesting  technical  realism  as  possible  is  introduced,
avoiding pseudo-technical 'gimmicks'.

Outside views always bank and pitch, and show details in their correct
3D  perspective.  To  achieve  this  all  items MUST be computer drawn
rather than shown as arcade sprites.

Navigation is always handled  correctly,  the  aircraft  moving  in  a
'real'  3D  volume,  with  ALL  the  bearing  and distance information
presented as in actual flight.

'Arcade wraparound' effects are NEVER used to simplify navigation,  so
watch where you are going!

When  using  key control alone a stable, semi-autopilot mode is always
offered to compensate for the lack of real  analogue  input  controls;
this saves a long period learning the 'false skill' of hammering keys!

You  are  never  without  help,  if you are having problems, send us a
letter plus S.A.E. Our in-house pilot will help.


                           F4 PHANTOM DATA

Span: 11.77m 38.6ft      This simulation equals or
Length: 19.2m 63ft       exceeds these figures, which
Height: 5m 16.5ft        are approximate due to the
Wing area: 49sq m        wide variety of types of
 540sq m                 this superb tactical craft.
Weight: max 28 tonnes    The 'Phantom' is probably
Thrust: 36000lbs         The West's most famous and
Speed: 1500mph           combat proven jet fighter.
 (Mach 2.2+)
Service ceiling:
 55000ft+


                           DOUBLE PHANTOM!


                             NOW READ THE
                          'PHANTOM' LEAFLET
                         PLUS THE FOLLOWING:

Effectively while you are in TRNG or CIRC mode, each  'PHANTOM'  flies
as  in the 'PHANTOM' leaflet. In FORM or CBAT mode the target aircraft
IS your colleague flying his own machine with you in shared  airspace,
therefore  the  'target  control  keys'  are  take  over by his normal
controls.

In FORM mode although crash detection is inhibited, it is possible  to
damage  or  shoot  down  each  other (but you will just bounce off the
ground!). CBAT mode enables all crash detection. NOTE: it is  possible
for  one  craft  to  be  in the P - Practice mode sequence (TRNG FORM)
while the other is in O - Operational sequence (CIRC  CBAT).  This  is
normal  and  legitimate when pilots of different experience are flying
together. Scoring is inhibited in the 'P' sequence.

Landing field assignment conditions (see FRM in leaflet) are  slightly
more restrictive to prevent disengagement when in sight of each other.
A useful addition is the ability to change the colours on each display
using keys 6 to 8.

                            HAPPY FLYING1


YES, THIS IS THE PROGRAM DEMONSTRATED ON 'MICRO LIVE'! IT REQUIRES ANY
2 BBCs to run (WITH HARDWARE LINK INCLUDED).
THE  SINGLE computer version (called 'PHANTOM COMBAT') is in a smaller
GREEN package, it's cassette version is for  BBC  AND  ELECTRON,  Disc
`12.95 Cassette `9.95.
                          DISC COMPATABILITY
Some  disc  interfaces  may not be compatible with PHANTOM, if so, try
the other computers disc system (if fitted). If you  still  experience
problems  send the disc only to Doctor Soft, SPECIFY THE EXACT D.F.S.,
and we will supply a compatible disc free of charge.
                            PACK CONTENTS
Apart from this sheet the package should contain 1 disc marked 'DOUBLE
PHANTOM', 1 hardware link ribbon, 1 'Phantom Combat flight simulation'
pilots notes leaflet.
                         USING HARDWARE LINK
WARNING Do  not  attempt  to  manufacture  or  modify  hardware  link,
computer  damage  could  result.  The link supplied has been carefully
tested but if any sign of damage is found or suspected the  link  must
not  be  used, but returned. Use of the link is at the users own risk.
The manufacturer is not liable for any damage, howsoever caused,  sale
and use of this product being conditional upon this principle.
Connect  the hardware link to each user port with all POWER OFF. After
normal disc loading in one of the joined BBCs a menu will be displayed
to guide you through the start up procedure.


Alternative Start Methods:

Press shift and break
*RUN BOOTO     (this is the same as pressing shift & break)
*RUN W1S BOOT  (this bypasses the ROM disabler)
*RUN W1S MENU  (this bypasses the face logo)

  If none of these work the fault could  lie  with  any  non  standard
feature of your computer, eg fancy roms;  add-on hardware or a problem
with  your  drive, automatic 40/80 sensing drives can sometime cause a
problem, switchable drives are best in either 40 or 80 track mode.

  Another possible answer is to create your own Boot  File  using  the
above commands.

  Should  you  still  have difficulties please give us a ring as there
are a number of diagnostic tests available to try.

Solidisc users should also try:
*ENABLE80
*MASKOFF
*RUN BOOT0

                    MICRO'S SHAKING HANDS (CABEL)


Handshaking  is  simply  a  means  by  which a computer and peripheral
device can inform one another of their readiness to  send  or  receive
data.  In  this  case,  both  the  sending  and  receiving devices are
computers (we'll call them the 'transmitter' and 'receiver').
Figure 1 shows interconnections for linking the two  machines  (it  is
assumed  that  both micros are fitted with a VIA). Data is transmitted
in parallel, a whole byte at a time, giving  extremely  fast  transfer
rates.  While  most pins link to their counterparts on the other micro
(eg, PB0 to PB0, PB7 to PB7), the handshake  control  ports,  CB1  and
CB2,  are 'cross-coupled' - they connect CB1 on the first micro to CB2
on the second, and CB2 on the first to CB1 on the second. You must get
this right if the communications program is to work.
  Figure 2 gives the pin numbers for the port  functions  on  the  BBC
connections.



______________________________________________________________________

     TRANSMITTING                                     RECEIVING

     COMPUTER'S                                       COMPUTER'S

     6522 PORT B.                                     6522 PORT B.
     _____________                                    ____________



          CB1 <---- "data received" handshake line <---- CB2


          PB0 -----------------------------------------> PB0

           to ------>  data I/O but (8 lines)  ------>   to

          PB7 -----------------------------------------> PB7


     GND (0V) ------------------------------------------ GND (0V)


          CB2 ------> "data ready" handshake line -----> CB1


  Figure 1. Interconnections for linking two machines

______________________________________________________________________

_____________________________________________________________________

          BBC pin Nos
          (20-way 'user                Function
         port' connector)
        _________________              ________

                2                         CB1
                4                         CB2
                6                         PB0
                8                         PB1
               10                         PB2
               12                         PB3
               14                         PB4
               16                         PB5
               18                         PB6
               20                         PB7
         (Any odd No                  GND (0 Volts)
         from 5 to 19)

    Figure 2. Pin configurations for 6522 VIA Port B lines
______________________________________________________________________
Yoy  cann  save the p.menu on tape, and CH."" it to the SLAVE computer
before you run the main.        


