SUPERCAR A Flight Shop Aircraft for Microsoft Flight Simulator Austin Tate (a.tate@ed.ac.uk), 22-Apr-99, Version 1.1d Release History: 17-Mar-96 Version 1.0 Original release 2-Jan-97 Version 1.1 FS for W95 ready to fly version added 16-Apr-97 1.1a Instructions for FS for W95 corrected 17-May-98 1.1b FS98 ready to fly version added 31-Mar-99 1.1c Added checklists and improved SUPERCA1.PCX 22-Apr-99 1.1d Added features for Combat Flight Simulator Current flight model is the same as version 1.1 of 2-Jan-97 Introduction Supercar is a multi-purpose vehicle from the Gerry Anderson TV show which was first broadcast in 1960. Supercar is a vertical take-off and landing vehicle which has extendible wings while in flight. As well as its ability to fly, Supercar can travel underwater, on land with a ground effect cushion from its vertical boosters, and even go into space. The Flight Shop aircraft is a test model of Supercar which provides limited capabilities. The avionics have been updated to modern 21st Century jet standards. The test programme is still continuing, adjustments are being made, and the operational envelope is still to be established. Join the test programme now... Fly your own Supercar! You need one of the following to use the Supercar Test Flight Model: 1. Microsoft Flight Simulator 5.1 (MS-DOS) and Flight Shop Aircraft Factory 5 (under Windows 3.1, Windows 95 or later) 2. Microsoft Flight Simulator for Windows 95 with the Flight Shop aircraft converter installed (under Windows 95 or later). The free converter may be found at http://www.microsoft.com/games/fsim/. It is needed to provide control panels used by the Supercar Test Flight Model. 3. Microsoft Flight Simulator 98 or later with the appropriate Flight Shop aircraft converter installed (under Windows 95 or later). The free converter may be found at http://www.microsoft.com/games/fsim/. It is needed to provide control panels used by the Supercar Test Flight model. 4. Microsoft Combat Flight Simulator with the default install which includes support for Flight Simulator 98 Craft. ______________________________________________________________________ System Requirements, Unpacking, Assembling and Preparing Supercar for Flight under Microsoft Flight Simulator 5.1 and BAO Flight Shop Use file SC_FSFS.ZIP (version 1.1d) available in the SUPERF98.ZIP distribution. Create a Supercar directory in BAO Flight Shop's AF5 directory. When you unzip the Supercar distribution ZIP file in that directory. The following files will be present: SC_FSFS.ZIP The distribution file itself, not needed after it is unzipped. SUPERCAR.LST The list of Supercar files used by Flight Shop. SUPERCAR.AFX A packing crate containing your Supercar. SUPERCA*.PCX PCX graphics files with the design for the paint job of Supercar. Can be used in Windows Paintbrush. SUPERCA*.R8 Flight Shop Photo Lab paint job files for Supercar. SUPERCAR.AIR Supercar pre-assembled flight model. SUPERCAR.*AF Textures used on the Supercar flight model. Move the SUPERCAR.AIR file to your FLTSIM5\PILOTS directory. Move all SUPERCAR.*AF files to your FLTSIM5\TEXTURE directory. In Flight Shop change the project directory to the Supercar directory. Unpack the packing crate, and in the Assembly Line produce the aircraft. This has the effect of also installing the aircraft and the texture files used on it into their correct places in your Microsoft Flight Simulator 5.1 directories. Note that this model can be converted to run under Flight Simulator for Windows 95 (FS6), Flight Simulator 98 or later by running the appropriate Flight Simulator Flight Shop aircraft converter on it. ______________________________________________________________________ System Requirements, Unpacking, Assembling and Preparing Supercar for Flight under Microsoft Flight Simulator for Windows 95 (Version 6.0) Use File SUPERW95.ZIP (not updated since version 1.1b). The Flight Shop model of Supercar has been converted to run under Flight Simulator Version 6.0 onwards using the converter provided by Microsoft at http://www.microsoft.com/games/fsim/converter.htm. However, some files added into Flight Simulator for Windows 95 when the converter is installed are required to use converted aircraft. Create a temporary Supercar directory and unzip the SUPERW95.ZIP distribution file in that directory. The following files will be present: SUPERW95.ZIP The distribution file itself, not needed after it Is unzipped. SUPERCAR.TXT This file. Please read. SUPERCAR.AIR Supercar aircraft. SUPERCAR.MDL Supercar flight model. SUPERCAR.STN A start-up situation for Supercar test flying. SUPERCAR.*AF Textures used on the Supercar flight model. Move the SUPERCAR.AIR file to your FLTSIM6\PILOTS directory. Move the SUPERCAR.MDL file to your FLTSIM6\PILOTS directory. Move the SUPERCAR.STN file to your FLTSIM6\PILOTS directory. Move all SUPERCAR.*AF files to your FLTSIM6\TEXTURE directory. Note that this model can be further converted to run under Flight Simulator 98 by running the Flight Simulator 98 Flight Shop aircraft converter on it. However, an improved version is available for Flight Simulator 98 and later. See below. ______________________________________________________________________ System Requirements, Unpacking, Assembling and Preparing Supercar for Flight under Microsoft Flight Simulator 98 Use file SUPERF98.ZIP (Version 1.1d). The Flight Shop model of Supercar has been converted to run under Flight Simulator 98 onwards using the converter provided by Microsoft at http://www.microsoft.com/games/fsim/ However, some files added into Flight Simulator 98 when the converter is installed are required to use converted aircraft. So the converter must be installed even if this ready to run aircraft is used. Create a temporary Supercar directory and unzip the SUPERF98.ZIP distribution file in that directory. Ensure that you unzip with an option that preserves the directory structure of the original archive. E.g. using WinZip or using the -D option on PKUNZIP (PKUNZIP -D SUPERF98.ZIP). After expansion, the following files should be present: SUPERF98.ZIP The distribution file itself, not needed after it is unzipped. SUPERCAR.TXT This file. Please read. FILE_ID.DIZ A descriptor file for distributions via http://www.flightsim.com. SUPERCAR.GIF A 150X100 image of Supercar. SUPERCAR.STN A start-up situation for Supercar test flying. SUPERCAR A folder containing a number of files and sub-folders: Aircraft.cfg Supercar.air Supercar.dp Sc_check.cfg Model Model.cfg Supercar.mdl Panel Panel.cfg *.bmp Sound Sound.cfg Texture Supercar.0af Supercar.1af BUILD A folder of files used in constructing the Supercar release. It contains: SC_FSFS.ZIP Flight Shop AF5 Zipped Directory. Supercar_damage.xls Combat Flight Simulator Excel Damage Editor File ALTPANEL A folder containing alternative panels: p_readme.txt JetPanel panel.cfg ExpPanel panel.cfg sc_*.bmp Move the SUPERCAR folder and all its contents to your Flight Simulator 98 Aircraft directory. The SUPERCAR ready-to-run folder contains an experimental Supercar specific panel but you can return to a default 2 engine Light Jet Engine Panel if you wish or if later versions of Flight Simulator do not support all the features used in the experimental panel. See the p_readme.txt file in the ALTPANEL directory for more details. Move the SUPERCAR.STN file to your Flight Simulator 98\Pilots directory. Note that you can use the SC_FSFS.ZIP file in this distribution to access the full sources and models used to create the original Flight Shop craft. Make a SUPERCAR directory in your Flight Shop directory and unzip SC_FSFS.ZIP in that. You can then select this directory and the unpack the SUPERCAR.AFX crate you will find in it. You will need to copy the SUPERCAR.AIR file in this directory to the FLTSIM5\PILOTS directory in order to be able to assign the correct flight dynamics in Flight Shop. The file Supercar-damage.xls is used to build the damage profile file supercar.dp for use with Combat Flight Simulator. It is used with the Microsoft CFS Damage Profile Editor running in Excel which is available for download from http://www.microsoft.com/games/combatfs ______________________________________________________________________ System Requirements, Unpacking, Assembling and Preparing Supercar for Flight under Microsoft Combat Flight Simulator Use the FS98 version described above. Simply copy the SUPERCAR ready-to-run folder into Combat Flight Simulator's Aircraft directory and select Supercar as your craft when you wish. Note that "E" starts the engines as usual in Combat Flight Simulator. The checklists are not valid in all respects in CFS. Supercar is an experimental Search and Rescue craft which can penetrate deep behind enemy lines to locate and rescue downed aircrew and civilians at risk. It comes equipped with machine guns, high calibre cannons, rockets and can even carry a bomb. Flaps up (0 degrees) = Horizontal Flight = High speed Flaps down (say 20 degrees) = Partial Vertical Boost = High manoeuvrability _____________________________________________________________________ Features of the Test Flight Model * Extendible/retractable wing stubs * Front and rear lights at night * Main jet effects when engine revs. above 75% * Retro-fire visible * Supercar specific panels including working ClearVu * Checklists and useful reminders are available A "Supercar Challenge" is available (via a checklist) that will take you from Black Rock Desert in Nevada, to Reno, San Francisco, Big Sur, Las Vegas, and back to Black Rock. There are a number of visual imperfections in the test flight model. Advice from other Flight Shop users on ways to correct the remaining problems, or updated flight models, would be appreciated. ______________________________________________________________________ Panels As well as the main panel which is a standard 2 engine light jet model, there are a number of other sub-panels available. They can be toggled on and off using Shift and a number key. Shift+2 Throttle levers and retro-rocket controls Shift+3 Mini-compass Shift+4 Mini-controls Shift+5 Supercar status display for ClearVu Shift+6 ClearVu Position the ClearVu on the right hand side of the dash sitting just above the main dashboard. Note that you can see through the ClearVu screen. Position the Supercar status display on the ClearVu screen. You can also position the mini-compass and/or mini-controls to be in this area if you wish. You can also bring up a map display and size it so that it sits behind the ClearVu screen cut-out area. The default start-up situation in SUPERCAR.STN positions the panels In approximately the positions indicated above, and will be loaded like this if you have the option set to load views and panel positions with situations. ______________________________________________________________________ Flight Dynamics The standard test flight model flight dynamics are highly experimental. Instabilities are possible in various modes of flight. Version 1.x flight dynamics are based on those provided for the Star Wars X-Wing model created by Chris Evans (dochris@pcnet.com) and available through http://www.linknet.net/tomcat/page4.html. This should give the vehicle a top speed over Mach 2 and short take-off and landing capabilities with appropriate pilot control (see below). It is possible to use alternative flight dynamics settings with the visual model provided by Supercar. Recommendations are: * Helicopter Flight Dynamics - for a slower take-off, landing and low speed flight around scenic areas. Try using the flight dynamics from the Sikorsky HH3F by Angelo Moneta (monetang@intercity.shiny.it) available through various MS Flight Simulator on-line sites (e.g., http://intercity.shiny.it/moneta/heli.html or in ftp://wings.ark.com/wings/fs5/fsfs_air/). * Harrier Jump-jet Flight Dynamics - this might make a suitable basis for slower take-off, but with a lower top speed. Try using the AV-8B Harrier II model from Brett Sumpter (BSump39546@aol.com) available through various MS Flight Simulator on-line sites (e.g., http://www.perthpcug.org.au/~moby/hanger/fltsim.html). * The Standard Flight Simulator Flight Shop (FSFS) Jet Engine Flight Model. The Microsoft Flight Simulator/BAO Flight Shop flight dynamics settings for the Supercar Test Flight Model are provided in the table below. Information on the flight dynamics of the Flight Shop standard jet model, and space for information on any customisation you perform is also provided. Supercar v1.1 Custom CENTRE OF GRAVITY +0,+0 CONFIGURATION Main Wing Wingspan 800 Aspect Ratio 9.0 Dist. from CG +0 Dihedral +0 Winglets Yes Canard No Horizontal Stabilizer Dist. from CG +162 Surface Area 200 Span 180 Vertical Tail Dist. from CG +250 Surface Area 200 Landing Gear Retractable Weight/Balance Empty Weight+Payl. 15000 Main Fuel Capacity 1000 Aux Fuel Capacity 0 Pitch MOI 91600 Roll MOI 87462 Yaw MOI 138011 ENGINES Type Jet Number 2 Maximum Thrust 20050 Thrust Spec. Fuel Con 0.8 Scalars Turbine Temp. 1.0 Oil Temperature 1.0 Oil Pressure 1.0 Dist. from CG 1 +192/-60/+0 2 +192/+60/+0 3 N/A 4 N/A AERODYNAMICS Max. Oper. Mach 2.5 Zero Flap Stall 90 Full Flap Stall 55 Coefficients Zero Lift Drag 0.03 Ind Scalar Drag 1.1 Flap Drag 0.9 Spoiler Drag 0.1 Gear Drag 0.03 Flap Moment -0.2 Gear Moment +0.009 Scalars Dihedral 0.5 Elevator 3.0 Aileron 5.75 Rudder 3.0 Pitch Stability 6.0 Bank Stability 3.1 Yaw Stability 9.0 GEAR/SCRAPE Automatically Set from Footprint _____________________________________________________________________ Supercar Start-up Situation 1. The engines are running. 2. The wings are extended for horizontal flight (see below - Flaps are up). 3. Ground effect is enabled (see below - Gear is down). 4. The ClearVu is visible (SHIFT+6 to turn off) and a map display is showing behind it. ______________________________________________________________________ Advice on Flying Supercar Pre-flight Checks - If the engines are turned off, you should start them up following the cockpit drill described later (see the checklists for the procedure). Ground Effect - uses a low vertical boost level. It can be disabled and enabled by raising or lowering the Landing Gear (G on the keyboard). Wings - are extended by default in the start-up situation (to allow a conventional aircraft type rolling take-off if you wish and in case a pilot tries to take to the air without reading these notes:-). Vertical Take-Off - To take off (nearly) vertically, select full down flaps (the wings are retracted in this mode), engage throttle and pull the stick back. A conventional rolling take-off is also possible either with or without wings extended (flaps up or down). Once airborne you will need to push the stick forward to keep the nose from pitching up. Horizontal Flight - If they are not already extended, extend the wings (flaps up) as soon as you wish to pick up speed in horizontal flight. Otherwise, you may experience instability or tend to loop-the-loop. It is also suggested that you turn off the ground effect (Gear up) when in normal horizontal flight. Retro-fire - The retros can be fired for rapid in-flight braking by extending the spoiler control (/ on the keyboard). Remember to turn these off after use! Landing - Make a conventional approach to the landing spot, using the retro-brakes if required to reduce speed. Use partial vertical boost (partial flaps) to allow for a slower speed approach. Once on the ground you may reduce speed with the retro-brakes (brakes), retro-fire (spoiler) or reverse-thrust on the engines. Retro-brakes - The brakes are functional and work by using low power reverse thrust via the retros. Lights - The front, rear and interior panel lights can be turned on or off (L on the keyboard). ______________________________________________________________________ Summary of Controls: Key Supercar Effect FS Interpretation G Ground Effect Disable/Enable Gear Up/Down F5 Horizontal Flight Flaps Up (0 degrees) Wings Extended F6 Horizontal Flight/Part Vertical Take-off Flaps Down 8 degrees Wings Extended F7 Vertical Take-off/Part Horizontal Flight Flaps Down 20 degrees Wings Retracted F8 Vertical Take-off Flaps Down 40 degrees Wings Retracted / Retro-fire On/Off Spoiler Extended/Retracted . Retro-brakes On/Off Brakes On/Off L Lights On/Off Lights On/Off O No Special Effect Strobe On/Off ______________________________________________________________________ Supercar Cockpit Drill and Take-off Procedure The following instructions apply to Flight Simulator version 5.1 and may differ in later versions of Flight Simulator. 1. Check parking brakes are on. 2. Check all switches are in the "off" position. 3. Check all instruments and set all controls in the neutral position. 4. Check fuel gauges for the amount of fuel in all tanks. If okay, start fuel flow. 5. To start port engine (left engine number one), start fuel flow, switch to "charge" (C) and wait for the engine turbine speed (N2) revolution counter to reach 50% to 60% (approximately 15,000 r.p.m.). Call out "fire one". Repeat for starboard engine (right engine number two). It is possible to "charge and fire" both engines together but only in an emergency. 6. Make sure that everything is clear of Supercar before take-off. 7. Select vertical take-off, release the parking brakes and open the throttles (full boost on take-off is only necessary for a short period when fully loaded). 8. When clear of any obstructions, gently change to horizontal flight. Key Effect ctrl+. Parking Brakes On/Off ctrl+shift+F4 Restart Fuel Flow E 1 Select Engine 1 E 2 Select Engine 1 and 2 E 1 2 Select Both Engines J + Cycle Selected Engine Starter (Fire/Off, Gen, Charge/Start) ctrl+shift+F1 Shut Down Engines ______________________________________________________________________ Supercar Pilot's Licence The holder is hereby authorised to pilot the test flight model of Supercar. I undertake to fly Supercar responsibly and to return it intact(;-) Signed ............................(pilot's name) Date .............. ______________________________________________________________________ Flight Reports and Photos Following your test flights, you may wish to submit a flight test report and any interesting flight photos of your adventure. You can do so by sending your report to the chief test pilot, Mike Mercury (Mike.Mercury@ed.ac.uk). ______________________________________________________________________ Version Control Version 1.0 17-Mar-96 First Release. Version 1.1 2-Jan-97 Second Release. Minor visual improvements. Separate ready-to-fly release package for Flight Simulator for Windows 95 (version 6.0). Version 1.1a 16-Apr-97. Amendment to Second Release. W95 installation instructions in supercar.txt amended. Version 1.1b 17-May-98. Ready to fly package for Flight Simulator 98 added. Startup situation is at Black Rock Desert, Nevada (N41 W119, alt. 3857, heading 270) at dawn on 15-Oct-97, the day on which Thrust SSC achieved the first Supersonic World Land Speed Record. The Tower is set to Reno/Tahoe International, Nevada (N39*29.91, W119*46.08, alt. 4412, ATIS 135.800 - note ATIS has limited range). Version 1.1c 31-Mar-99. For FS98. Altered copyright for Supercar from PolyGram to Carlton Communications Ltd. Improved SUPERCA1.PCX main body texture. Added checklists. Added ClearVu and experimental Panels. Version 1.1d 22-Apr-99. For FS98 and CFS. Added features for Combat Flight Simulator. Improved Panels. Added internal View Dash. ______________________________________________________________________ Technical Notes Distribution Zip files created from within D:\FS\AF5\SUPERCAR directory. SC_FSFS.ZIP file created with command: C:\UTILITY\PKZIP SC_FSFS @SUPERCAR.LST Note that this will overwrite normal distribution files if unpacked in same directory. Paint/Texture application SUPERCA1 auto boundary calculation SUPERCA2 auto boundary calculation, then alter up/down from 0.2/-).2 to 0.6/-0.6 ______________________________________________________________________ Web Site Availability The main web site for the Supercar Flight Simulator Model is http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html The latest distribution may also be available via: http://www.flightsim.com http://wings.ark.com ftp://ftp.iup.edu/flight-sim/uploads ______________________________________________________________________ (c) 1996-9, Austin Tate (a.tate@ed.ac.uk). All rights reserved. Material on Supercar is copyright by Carlton Communications PLC and no infringment of any commercial rights is intended. The author wishes to promote a favourite TV show via this offering. This Supercar test flight model may be freely distributed so long as this text file remains attached, but copyright remains with the creator. The author shall not be held liable for any loss of data, down time, loss of revenue or any other direct or indirect damage or claims caused by this model. No commercial use of any kind is allowed. Web site for updates and information: http://www.aiai.ed.ac.uk/~bat/GA/supercar.html Microsoft Flight Simulator and Combat Flight Simulator are trademarks of Microsoft. http://www.microsoft.com/games/fsim http://www.microsoft.com/games/combatfs Flight Shop is a trademark of the Apollo Software Publishers (and previously the Bruce Artwick Organization Ltd.). http://www.apollosoftware.com/ FS Aircraft Factory is a trademark of Abacus. http://www.abacuspub.com