Exhibit - Harrier Jump Jet 2002
Flying the aircraftMy experiences
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From the read me.txt
OPERATING THE AIRCRAFT
Flying the HarrierThe Flight Simulator models of these aircraft have been designed as accurately as possible within the limitations ofthe host simulation. If, as inthe real life aircraft, you do notfly itas accurately as possible, it will not fly correctly. The program is not designed as a general flying tutor and it is assumed that you have a general understanding of the operation of Flight Simulator, its controls and instruments. It is strongly advised that you read this manual completely before your first flight, Many tips for handling of the aircraft are contained in the Microsoft Flight Simulator program Help files. We encourage you to access these through the Help menu in the Simulation program by pressing the Fl key in Combat Flight Simulator (both versions) or through the 'Help' menu in Flight Simulator 2000 and 2002.
Please note - true vertical flight in Flight Simulator 2000, 2002 and Combat Flight Simulator (both versions) is not possible due to limitations of the host program. Harrier Jump Jet gets as near as possible to stationery flight under these circumstances.
Taking OffThe first thing to note is that moving the flaps also moves the nozzles. There are six nozzle positions. The nozzles should on no account be moved at speeds over 1 1 0 knots. To do so will result in a most unrealistic heave upwards!
You can take off in three different ways with the Harrier - conventional rolling take-off, short rolling take-off and very short rolling take-off.
The first is self-explanatory - simply keep the nozzles level and perform a take off as you would in a normal jet aircraft.
The second involves accelerating with nozzles level up to about 1 00 knots and then putting the nozzles down one position (press the F7 key). The aircraft will rise sharply and forward stick will be needed to prevent excessive pitch-up. Once a safe altitude is reached (about 500ft), the nozzles are put back to the default (rear-facing) position (press the F5 key) and gear is retracted. Immediately you will find that back stick is needed as the aircraft will start to sink and the nose will want to drop. This effect is only temporary, as speed builds to 200 knots plus, normal flying conditions take over.
The third method is as close to a vertical take-off as Microsoft Flight Simulator will allow (unless you want to fly a helicopter!). The nozzles are put in the fully-down position (press the FS key) and throttle is applied gradually. The aircraft will roll a short distance before lifting off quite sharply. Forward stick will be needed whilst ascending. To transition to normal flight, the height must be sufficient to allow for the sudden sink if the nozzles are swung fully back in one go. A smoother transition can be achieved by swinging the nozzles back a step at a time.
Practice makes perfect and your individual technique to achieve the best result may vary.
HoveringTo 'hover' from take-off, use the vertical' take-off method but throttle back gradually once airborne. Great care is required here (it s not supposed to be easy, after all!), as too much throttle can cause uncontrollable pitch-up and too little will cause unrecoverable sink.
A separate throttle unit or axis on a joystick makes this a lot easier. With practice, it is possible to hover, but a certain forward speed will have to be maintained (about 20-30knots). The aircraft will actually do this automatically if kept level.
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