Supercar for Microsoft Flight Simulator 2000/CFS2

Austin Tate , 5-Jul-2002, Version 3.3
Flight Dynamics by Shane Pickering
Black Rock scenery by Austin Tate and Iain Murray
http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html
_________________________________________________________________________

Quick Start

Flight Simulator 2002

1. Place Supercar and Supercar Turbo folders in FS2002\Aircraft folder.
2. Place Pilots\Supercar at Black Rock.* and
Pilots\Supercar-Challenge.pln in FS2002\Flights\Myflts folder.
3. If you want scenery for the startup situation see file
Scenery\S_readme.txt.
Note the required "flatten" entry for the FS2002 scenery.cfg file.
4. Select Supercar or Supercar Turbo as the aircraft and/or select a
Supercar startup situation.

Flight Simulator 2000
1. Place Supercar and Supercar Turbo folders in FS2000\Aircraft folder.
2. Place Pilots\Supercar at Black Rock.* and
Pilots\Supercar-Challenge.pln in FS2000\Pilots folder.
3. If you want scenery for the startup situation see file
Scenery\S_readme.txt.
Note the required "flatten" entry for the FS2000 scenery.cfg file.
4. Select Supercar or Supercar Turbo as the aircraft and/or select a
Supercar startup situation.
5. You may need to start fuel flow with ctrl+shift+F4. Then Ctrl/E starts
engines in FS2000.

NOTE: In some configurations of FS2000, the internal view dash
appears too high when it is first loaded. If this occurs, reselect
Supercar or Supercar Turbo in the FS20000 Aircraft section menu.

Combat Flight Simulator 2
1. Place Supercar folder in CFS2\Aircraft folder.
2. CFS2 does not provide all the gauges and sound files needed, so
either copy over all files required from a FS2000 setup, or replace
the Supercar\Sound\panel.cfg file and the Supercar\panel\panel.cfg
files with one from any installed CFS2 aircraft. If you do not do
this Supercar will not show up as an aircraft option.
3. Select Supercar as the aircraft.
4. E starts engines in CFS2.

Flight Simulator 98
1. Supercar version 2.2 is the last release prepared for FS98.
2. Get this via http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html

Combat Flight Simulator
1. Supercar version 2.2 is the last release prepared for CFS.
2. Get this via http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html

Flight Simulator 5.1 and Flight Simulator for Windows 95
1. Supercar version 2.0e is the last release prepared for these systems.
2. Get this via http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html

________________________________________________________________________
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 Simulator craft 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!

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Standard and Turbo Models

Test fly Supercar Turbo and break the Mach 3.2 Barrier! Cruise at FL 1000
(100,000 ft) at Mach 4.2, 100,000 fpm climb, transcontinental range and
stable VTOL with 15 kt hover. Easier to fly than a Bell 206 and faster
than Blackbird! Fly Supercar Turbo with NEW Flight Dynamics by Shane Pickering.

There are two versions of Supercar included - one with "standard" flight dynamics
and another with an experimental "turbo" flight dynamics. The turbo version has
improved vertical take off and other capabilities, but needs more care to fly
well. Read the flight checklists available within the aircraft and see the
complete flight notes included as a Portable Document Format (PDF) document which
can be read with the freely available Abode Acrobat Reader (http://www.adobe.com).

If you have Supercar on Turbo thrust at the time you reset the situation or even
load a fresh one, the engine levels and settings are "sticky" and stay in place
just after the situation loads - even if the throttle is cut before or just after
the reset or reload new situation. There can be a long time lag before the
engines revs fall to a low level. So if you reset the situation shortly after
being on turbo thrust in Supercar, then the engines will burst into high power
shortly after a situation reset. Supercar can rocket forward in this case in
some Flight Simulator setups. The rocket forward can only be avoided if the
engine revs are cut and you let the thrust percentage settle right back BEFORE
you alter the situation or reset it.

________________________________________________________________________
Unpacking Supercar

Create a temporary directory and unzip the Supercar
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. After expansion, the following files should be present:

Supercar.txt This file. Please read.
File_id.diz A descriptor file for distributions.
Supercar.gif A thumbnail 150x120 image of Supercar.
Supercar.jpg A larger image of Supercar.
Supercar-over-lab.jpg An image of Supercar over the Black Rock Lab scenery.
CFS2-supercar.txt Information for CFS2 users.
Supercar-panels.jpg Documentation of the Supercar instrument panels.

Supercar A folder containing a number of files and sub-folders:
Aircraft.cfg
Supercar.air
Supercar_check.txt
Supercar_notes.txt
Supercar_ref.txt
Model
Model.cfg
Supercar.mdl
Panel
Panel.cfg
Sc_*.bmp
Sound
Sound.cfg
Sc_*.wav
Texture
Supercar_*.bmp

Supercar Turbo A folder containing an alternative Turbocharged flight
dynamics version of Supercar - with contents similar to
the Supercar folder

Pilots Supercar at Black Rock.flt ) Start-up situation for
Supercar at Black Rock.wx ) FS2000
Supercar-Challenge.pln GPS Flight Plan for FS2000

Scenery Black Rock A folder of scenery for the start situation.
S_readme.txt See this file for further details.

Build A folder of files used in constructing the Supercar release.
Also includes panel with additional internal views and
alternative sounds setup.
B_readme.txt See this file for further details.

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Features of the Test Flight Model

* Extendible/retractable wing stubs
* Front and rear lights at night
* Rear fin strobes
* Main jet effects when engine revs. rise
* Supercar specific panels including working Clear-vu
* Checklists and useful reminders are available

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Panels

As well as the main panel, there are a number of other sub-panels
available. They can be toggled on and off using Shift and a number key.

Shift+2 GPS
Shift+3 Throttle levers and retro controls
Shift+4 Mini-compass
Shift+6 Status Display
Shift+6 Clear-vu

Position the Clear-vu on the right hand side of the dash sitting just
above the main dashboard. Note that you can see through the Clear-vu
screen. Position the Supercar status display on the Clear-vu screen.
You can position the mini-compass and/or mini-controls to be
in this area if you wish. You can bring up a map display and size
it so that it sits behind the Clear-vu screen cut-out area.

The default start-up situation 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.

_____________________________________________________________________
Supercar Start-up Situation

The FS2000 startup situation is at Black Rock Desert, Nevada
(approximately N41 00.00 W119 00.00, alt. 4050ft.).
The Tower is set to N41 00.00 W119 00.00 alt. 4250ft.

The date is 15-Oct-97, the day on which Thrust SSC achieved
the first Supersonic World Land Speed Record. See
http://www.aiai.ed.ac.uk/~bat/GA/thrust-msfs.html for a Flight Simulator
model of Thrust SSC and details of the related dynamic scenery.

_____________________________________________________________________
Supercar Challenge

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, though the Grand Canyon and back to Black Rock.
See http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html for more details.
There is a GPS flight plan in the Pilots folder of the distribution to
support this challenge.

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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), you can leave the
parking brake on if you wish, and then 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. Once airborne, remember to turn off the parking brake if
not done beforehand.

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. Remember to disengage the parking
brake if it was on for take-off.

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.
Move to full vertical boost (full flaps) just before landing.
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).

Strobes and Smoke - Try out the strobes (O on the keyboard) and smoke
system (I on the keyboard).

______________________________________________________________________
GPS Navigation: what does the Nav/GPS switch do?

Once you have selected and entered an airport in the GPS, turn the GPS
switch ON (down). Activate the autopilot, and turn on speed (spd),
altitude (alt) and "nav", NOT heading (HDG).

Supercar will now exactly track and follow the green joining line to
your destination. Once there, it will circle the airport until you run
out of gas!

It means you no longer have to manually adjust your heading to the GPS
heading which will curve over greater distances. The GPS button
will "lock" the course to that green line exactly, until you
deactivate it or change the destination airport.

By reselecting "HDG" on the autopilot, Supercar will turn back to what
ever you have set the heading to be.

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Summary of Controls:

Key Supercar Effect FS Interpretation

G Ground Effect Disable/Enable Gear Up/Down
F5 Horizontal Flight Flaps fully up
Wings Extended
F6 Horizontal Flight/Part Vertical Take-off Flaps up one notch
Wings Extended
F7 Vertical Take-off/Part Horizontal Flight Flaps down one notch
Wings Retracted
F8 Vertical Take-off Flaps full down
Wings Retracted
/ Retro-fire On/Off Spoiler Extended/Retracted
. Retro-brakes On/Off Brakes On/Off
L Lights On/Off Lights On/Off
Ctrl+L Landing Lights On/Off Landing Lights On/Off
O Strobes On/Off Strobes On/Off
I Smoke On/Off Smoke On/Off

______________________________________________________________________
Supercar Cockpit Drill and Take-off Procedure

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), turn on magnetos,
start fuel flow, switch to "charge" (C) to start engines 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, 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
E 1 Select Engine 1
E 2 Select Engine 2
E 1 2 Select Both Engines
ctrl+shift+F4 Start Fuel Flow for Selected Engine(s)
M + Turn on Selected Engine(s) Magnetos
J + Cycle Selected Engine(s) Starter(s)
(Fire/Off, Gen, Charge/Start)
ctrl+shift+F1 Shut Down Selected Engine(s)

ctrl+E FS2000 rapid engine start

______________________________________________________________________
Supercar Pilot's Licence

Join Supercar Club 2000 to get your pilot's licence and badge. It's Free.
See http://www.supercarclub.org

______________________________________________________________________
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
.

______________________________________________________________________
Version Control

Version 1.0 17-Mar-1996. First Release.

Version 1.1 2-Jan-1997. 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-1997. Amendment to Second Release.
W95 installation instructions in supercar.txt amended.

Version 1.1b 17-May-1998. Ready to fly package for Flight Simulator
98 added.

Version 1.1c 31-Mar-1999. For FS98.
Altered copyright for Supercar from Polygram to Carlton.
Improved SUPERCA1.PCX main body texture. Added checklists.
Added ClearVu and experimental Panels.

Version 1.1d 22-Apr-1999. For FS98 and CFS.
Added features for Combat Flight Simulator. Improved panels.
Added internal view dash.

Version 1.1e 4-May-1999. Improved Combat Flight Simulator Damage Profile.

Version 1.1f 18-May-1999. Single file release.

Version 2.0a 6-Jun-1999. Aircraft Factory 99 Model.

Version 2.0b 23-Jun-1999. Aircraft Animator - Added landing Lights.

Version 2.0c 14-Nov-1999. Improved 3D visual model. GPS Panel for FS2000.

Version 2.0d 16-Nov-1999. Improved 3D visual model for FS2000.

Version 2.0e 23-Nov-1999. Last release suitable for FS for W95, FS 5.1 and
FS Flight Shop Aircraft Factory 5.

Version 2.1a 14-Dec-1999. Improved visual model for FS2000.

Version 2.1b 30-Jan-2000. Improved flight dynamics. Improved visual model.
New sound configuration.

Version 2.2 30-May-2000. Improved flight dynamics.
Fixed error in version 2.1b FS2000 startup situation tower position.
Black Rock Laboratory scenery and Thrust SSC dynamic scenery.
Improved bitmap for panels by Shane Pickering.
Last release suitable for FS98 and Aircraft Factory 99.

Version 3.0 31-May-2000. FS Design Studio new visual model for FS2000 only.
Black Rock scenery by Iain Murray, with Black Rock Supercar Laboratory
built in FS Design Studio by Austin Tate.

Version 3.1 5-Sep-2000. Improved visual model. Included CFS damage and
weapons profile for CFS2 usage. Removed alternative sound and
interior views configurations from Build directory (available in
version 3.0 if required).

Version 3.2 28-Apr-2001. Improved visual model. Cockpit and pilot details
improved. Turbo flight dynamics option. CFS2 instructions.

Version 3.3 11-Jul-2001. Amended FS2002 instructions.
Amended CFS2 usage instructions and panel documentation.
Main Fuselage bitmap altered to have two fuel filler caps.

______________________________________________________________________
(c) 1996-2002, Austin Tate . All rights reserved.

Material on Supercar is copyright by Carlton International Media Ltd.
No infringement 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.

Thanks to Mick Imrie and Shane Pickering for assistance with panels and
internal views. Thanks to Shane Pickering for assistance with the flight
dynamics. Thanks to Iain Murray for the Black Rock dynamic scenery based
on my Thrust SSC Flight Simulator vehicle (see
http://www.aiai.ed.ac.uk/~bat/GA/thrust-ssc.html for a more detailed
drivable Thrust SSC for Microsoft Flight Simulator).

Web site for updates and information:
http://www.aiai.ed.ac.uk/~bat/GA/supercar-msfs.html

The latest distribution may also be available via:
http://www.SurClaro
http://www.SurClaro.com/library (filenames should be in lower case)

Microsoft Flight Simulator and Combat Flight Simulator are trademarks of Microsoft.
http://www.microsoft.com/games/fsim
http://www.microsoft.com/games/combatfs

Flight Simulator Design Studio and Aircraft Animator are trademarks of Abacus.
http://www.abacuspub.com