VIRGIN GAMES SHUTTLE SPACE FLIGHT SIMULATOR Landing and de-orbit tutorial. I've included a tutorial here using the corrected version of the game where the Spec 50 CRT screen now works better. There are four segments to interpret on the Spec 50 display. 1) Triangle. This is the shuttle's position in relation to the runway and always remains at the bottom center. 2) Large circle (Glide Down circle). Ideal position for beginning landing approach. The goal is for the shuttle triangle to stay inside this circle while turning and descending until final approach parameters are obtained. Also useful to identify which end of the runway to start your approach. 3) Small circle. Touch down point (roughly 1/3 in from start of runway.) Your approach should start near the large circle and touch down before or on the small circle. Mainly useful for early high altitude stage just after re-entry, to confirm your approach direction and orientation of the runway. Touch down beyond this point may not provide enough time to stop. 4) Thin line. TAEM alignment cylinder. This stretches between large and small circle. Final approach should start with point of shuttle triangle touching near end, close to 10,000 feet altitude, 340 knots speed. Touchdown should occur at or before far end of line. Objects 2,3,and 4 rotate around the screen. LANDING DIRECTIONS The directions provided to PC users of Shuttle from Virgin Games US is the simplest and will land you in a few minutes quick and easy. As soon as you get the message confirming re-entry complete, make a right turn to 70 degrees and zero pitch. The Spec 50 and the HSI can assist you to obtain this. Your decent rate will be very high and events will happen fairly quickly. Maintain level wings. A quick look at the external view will confirm you are heading in the general direction of the landing area to pass slightly south of it. If you are landing at Canaveral, approach may begin North of it when simulation start is set to landing practice. When you get near the landing area, the figures 2,3,and 4 mentioned above will slide down the left side ( or right ) of the Spec 50 from top to bottom. As soon as the complete display is on the screen and nearly even with the shuttle symbol, turn the shuttle left to aim for the Glide Down Circle (figure 2). If your approach is from the north, you may just enter a circle here if you are now near the alignment cylinder. Make note the glide circle's position in relation to the cylinder line. The circle may disappear as you get close. If this happens, just enter the area where it was and circle several times in a tight turn until your altitude is between 25 and 35 thousand feet. Pull out of the turn pointing straight at the runway with the center of the HUD aimed at the near end of the runway. The idea behind the glide-down circle being offset is that with proper timing, you are able to exit aligned to the runway from the opposite side you entered, and have to make very little course adjustment. With that in mind, I enter it from the south beginning my turn on the outside opposite the alignment cylinder and turn left 40 degrees, maintaining until altitude is correct. Speed is not important at high altitude. You can deploy data probes any time you like if you want to use them. I don't start breaking until I get below 70,000 feet. EAS knots indicator doesn't show true speed until altitude is below 65,000 feet. Adjust speedbreak ( + and - keys ) so you will not be over 340 knots when you reach the start of the cylinder line. Use HSI and yaw keys ( , . ) to correct your alignment. Keep in mind that the HSI will direct you slightly left of the runway when you are very close. Within 10,000 feet, it's best to do final adjustments visually. When arriving out of re-entry where the altitude will be over 200,000 rather than 140,000 you get during landing practice, fly toward runway with slight up pitch to provide lots of flight time (I use 10 degrees to start.) When the glide circle is even with the shuttle symbol on the spec 50 to the left, fly toward right or outside of the large circle. Now the idea is to loose lots of altitude and stay in a favorable position for final. I make a tight symmetrical turn inside the circle and adjust pitch to lose altitude at the rate I wish. Between 25 and 35,000 feet, leave the circle and head straight south with the runway ahead. A 10 degree down pitch is typical here. Keep speed close to 340 knots. The goal now is to position for a straight on approach. The HSI has more resolution and accuracy for this and it's easy to move between the HUD and Commander's panel by pressing F1 and F2. The shuttle is in the best position for final approach when there is a long yellow line directly through the aircraft symbol in the HSI, and intersects with a small yellow line drawn directly underneath the "S" (south) compass marker. If the long lellow line is to the right of the aircraft symbol, you are right of the runway. This works the same if you are flying in any other direction. The HSI will not tell you if you are North or South of the runway, only your present heading, whether you are East or West of the runway, have proper horizontal angle, and what direction you need to fly to intercept once you are North of it with margin to maneuver. Think of the small yellow underline as the direction to the runway under proper approach conditions, the long yellow line as the desired glidepath during approach, the rotating compass letters as your current heading (at the top,) and center aircraft symbol as your current position in relation to the glidepath. Like the Spec 50 shuttle symbol, the HSI Shuttle symbol will remain frozen in the center. Again, when everything is correct, the compass "S" will be at the top and slightly to the left, with a small green underline beneath it, and a long green line drawn through the center aircraft symbol directly between the S and N. The HSI does not indicate descent rate. I've often wished there was a descent rate indicator somewhere in the simulator. The lack of one makes for very seat-of-the-pants flying. Proper altitude at any point has to be judged visually and will take some practice. There ARE two in the simulation. One on the HSI which isn't functional, and one on the HUD that moves with no meaning. Too bad. Another glance at the "Spec 50" CRT will confirm your heading is something near 171 degrees. As the point of the shuttle triangle touches the near end of the cylinder line, speed should be near 340 knots and 10 to 12,000 feet altitude. Ideal position for first pre-flair is at 2,000 feet, and point of shuttle triangle is near end of cylinder line on the CRT. If over 340 knots in speed, use this flair with speedbreak to reduce to 330 knots. Looking out the HUD, center of the display should line up perfectly with the end of the runway. This close, the HSI will show you slightly to one side. Pitch up until the small arrows at the bottom of the HUD are even with the horizon, continue to correct alignment with the field, and hold until the speed drops close to 330 knots. Arm landing gear. Proper keypress (not explained correctly in the manual) is hold Control and hold "G". When menu prompt appears, continue holding Control and press "A". If you let go and press "A", the gear WILL arm, but you'll have to press the "F" key to inform the program you are still using FORWARD flight controls (ALT-A is interpreted by the keyboard parser as Arm Landing Gear and Aft Controls although the Forward controls remain in effect.) Should you start another mission without dumping the program, the shuttle WILL BE IN AFT CONTROL MODE although you don't remember doing that. Point the nose down at the runway and adjust break to keep speed over 300 knots and under 350. Typically, I remove break at this point. At 1,000 feet, perform final flare same as above and lower landing gear Stall is around 190 knots. Use yaw buttons for fine alignment adjustments. The AVVI "Alt Rate" should show 10 ft/second or less during last 200 feet. Too much pitch at any speed here will produce a stall crash. Adjust break and pitch if necessary. On touchdown, apply full break. Yaw can still be used to keep centered on the runway. The "W" key for applying wheelbreaks is mentioned in the Mission Guide page 10 and nowhere else. I get the impression breaking happens faster while held down, but have not been able to confirm that. RE-ENTRY DIRECTIONS Re-entry begins when you get the message that the de-orbit burn is complete and the shuttle has automatically turned 180 degrees to place the nose in the direction of travel. I pause the program here and adjust the external view behind and above the shuttle looking in the direction of travel and rotate so the curvature of the earth and the shuttle is as close to parallel with the bottom of the screen as possible. I use this as a reference if I get confused or I need reassurance during erroneous instrument displays. I also press the ATT REF on the commander's console to log my present orientation for future reference. The re-entry error margin has been increased so that proper pitch will not result in burn-up. Correct the pitch using the ADI in LVLH mode (ADI Attitude switch.) Use pitch controls to obtain a display where the bottom of the small dip in the white center line fixed across the center of the display, is above the black horizon ( earth ) half way between the first and second row of horizontal dots in the white area. Each row of dots represents 22.5 degrees pitch. This will provide a pitch around 30 - 32 degrees. Required range is between 28 and 38. Proper pitch is checked at two places during this sequence. At 425,000 feet (70 on the AVVI altitude indicator) where you will get the message that you have entered re-entry interface, and at 207,000 feet (207 on the AVVI) where you will get the message that re-entry is complete and you start the landing approach to the runway. You can have a lot of error at most times as long as you are able to correct close to the crucial times. Do not use the Spec 50 display during this phase as it will temporarily disable rotational controls. Severe roll error will make the display hard to interpret. I find it very useful to set all the Orbital DAP *ROTATION* controls to *PULSE* and RCS JETS to VERN. This will provide fine control where it would take 4 to 8 key presses to start motion from a still orientation rather than 1 or 2 as would happen in NORM mode. I can counter a number of key presses with equal numbers of opposite presses to maintain accurate control. Math errors will cause the ADI to jump suddenly at times although the shuttle hasn't changed much. Don't react to these, just give the ADI time to settle into the proper indication (about 10 to 30 seconds.) Use the time before heat interface (occurs at 425,000 feet, 70 on the AVVI) to perfect attitude. You have lots of time, but avoid time skips of more than a minute because large errors can occur and leave you with too little time to make the delicate corrections. At 207,000 feet, interface will end and landing begin. The sky will have brightened and the AVVI Altitude indicator having slowly decreased toward a reading of 40 will suddenly jump to 243 (now reading accurately) and quickly down to 207 and below. If you have been struggling to get level wings and proper pitch, you have less than a minute left. Further fine tuning can be achieved for pilots demanding perfection by placing the commander's ADI Attitude switch to REF. The error needles on the top, side, and bottom of the ADI will now move to display directional motion since the ATT REF button was pressed. Press this button as many times as needed to keep the indicators within the error rate you have selected with the ADI RATE switches. You can now see motion that would not show up on the ADI until there was cumulative error. Zero motion is impossible, but you can reach a point where very little correction is necessary. Switch ADI Attitude back to LVLH and make a couple key presses when large error shows up. Avoid over-compensation. Press a rotational fire control a few times and wait until you see a motion update on the display to judge the effect of your control. This may take 10 seconds to a minute. Keep track of the number of times you have pressed the control so you can compensate with the proper number to correct. Never correct more than one rotation axis at a time. When the axis you are working on has stabilized so substantial errors stop occuring for up to 30 seconds or more, switch to another axis and perfect that before moving on. You will find that corrections of yaw are rarely needed or will need only one small correction the whole flight just to stop an initial drift. Never activate the TRANSLATION controls during this time. Use the CURSOR keys for pitch and roll NOT the joystick. Thrust or speedbreak controls are not needed. This should help budding pilots with re-entry and landings. Make sure you save your position to disk just after closing the doors in preparation for de-orbit. A few more general tips: During game set-up, set the time advance to 10 minutes and 1 minute display rate. Most events are nearly 10 minutes or less apart. 1 minute updates on the screen will let you see relatively frequent scene changes without slowing the program too much. Just press "T" to activate. If you are paused, press pause to begin advance. At any time, you can interrupt advance by holding down "T" again. This "feature" is not documented. Time Skip may be hard to understand because it changes based on the mission timer. Set the "Advance to" number to where you want the simulation to stop based on the mission clock. On the launch pad at T -5 hours, you might want to set it to 4 minutes with the minus circle selected. All mission events will be performed automatically, and if you selected "P" for pause at end of skip, mission time will be paused there ready for you to resume and complete manually. I go eat lunch, watch a TV show or something come back at any time and it's ready to go. The mission timer restarts at several times during a mission. 1) Launch - Resets to zero and counts up as plus time instead of minus. 2) Mission comms - Reset to zero and counts up or down as plus time depending on mission. 3) Landing comms - Reset to zero and counts up as plus time until re-entry is complete. 4) Landing phase - Interface has ended and shuttle is near runway at high altitude preparing for final approach. Counts up as plus time. All orbit preparations end by + 56 minutes. These are important to remember as you try to set the timer. Use Mission guide to help you find times near where you want to be actively involved. You can also interrupt Skip by holding down the "T" key. Again, not documented. Problem checklist: No Radar Altimeter - You will find the switches to turn them on to the right of the TACAN 1,2,3 switches on the overhead [08]. Will not work above 10,000 feet. Takes too long for de-orbit burn. To get an idea when it's coming up, select the external view and rotate so you are looking straight down at the Earth. Use the zoom out "-" key and hold it down until you can see nearly the whole earth and the zoom stops. If you can recognize the land forms, watch for the shuttle to pass across the Suez canal, tip of India, and across Indian ocean. You will pass across the bottom of Australia. Close to the middle, de-orbit burn will begin. From there, you will swing north across Solomons and Hawaii, to pass over the US west coast as the sky brightens. This is a fun way to time skip and sight see. Because the shuttle is always slowly rotating during orbit, you'll have to hold down the keypad "0" or "." keys to rotate the view to a useful setting. Although the manual states that help levels cannot be decreased to a lower level once play has begun, I've found this not true. You can set them up and down at will. I like to use the Veteran or Full Manual settings when I don't want the screens to to jump around. There is a feature in the Control-P menu to change the distance the screen jumps when scrolling through connected screens. Change this only once. Changing back again will crash the program. To scroll through all the CRT screens on the rear CRT #4, use the keypad + and - keys. If you need an update, contact Virgin Games at the address on the manual, or call the number below: Virgin Games Ltd. London England 1-011-44-081-960-2255 ---------------------------------------------------------------