Whistling Death – Flight Log Basic for Dummies.
Do not use counters and map. You only need a few copies of Flight Log and a few pink tables.
Important: You must fill in Flight Log. Lessons are not just for learning game system, but main purpose is to increase speed of game play. You need paper/pen practise – practise to build up a quick routine.
Lesson 1. Increase speed.
Use the F4F-4 Wildcat (ADC page 37). Start with a new clean Flight Log. Omit Start hex and Start Facing.
Enter your Altitude 32.0. (Flying Very High).
Enter Speed 4.
Angle of Bank = level.
Attitude = level.
No other changes (put in a – or 0 in boxes) down to Throttle. You will keep the speed so enter C (Cruise) in Throttle box. Put a 0 in Power Accel box. Guess or calculate your Total Accel. Should be a 0 (in appropriate box).
No Decel. Put in – or 0 in rest of the boxes.
Congratulation! You have just finished your first 4 seconds of flight. Who said W.D. is difficult?
Game turn 2.
You probably guessed that altitude and speed are the same – put in numbers 32.0 and 4 as previous turn. Put in – or 0 in rest of boxes –down to Accel.
Try to add some throttle. You must then enter M (Military power) ) in Throttle box. You are now allowed to put in a higher number in Power Accel box.
How much power?
Answer is in ADC page 37. Check the Power versus Speed Chart section. Your altitude 32 fits in the 31 – 36 HI line. Crosschecking with your speed 4 (1.0 -4.5 column) and you should end up with 3.0. This is your max power avail.
Be careful and add just some throttle. Enter 1 in Power Accel box. Adding all together and you end up with 1 point in Total Accel box.
Working down through Decel with – or 0 and you end up with a 1 in Accel –Decel= box near bottom of page.
Sorry –but this not enough for Speed Change. Enter 0 in Speed Change box.
This small power increase is not wasted. Carry forward 1 point to Accel Carry box next turn (3).
Total 8 seconds of flight. Engine roar increased slightly and airspeed needle starts to vibrate.
Game Turn 3
Yes – altitude and speed are the same, fill inn boxes as previous turn.
Now slam the throttle fully forward. You probably remember that max Accel Power is 3.0?
Enter 3 in Accel Power box
Adding Accel Power (3) + Accel Carry (1) - you end up with 4 points in Total Accel box.
Finally your no brainer calculation will be a Accel –Decel= 4 points
Still no Speed Change
Carry forward 4 to next game turn Accel Carry box .
12 seconds of flight. Engine roaring and airspeed needle is moving.
Game Turn 4.
Do the same all over again. Keep throttle at max with a 3 entry in Power Accel box.
Now adding Accel Power (3) and Accel Carry (4) and you end up with 7 in Total Accel box. And net total will of course be Accel –Decel= 7 points
Important Rule: For each 5 points - change the speed with .5
Enter now .5 in final box Net Speed Change. Remember to transfer new speed on top of Game Turn 5. Start Speed should now be 4.5.
And you still have 2 points left unused from the total 7 points. And you guessed right – Transfer those 2 points to Accel Carry.
(Side note: The aircraft will move 4 hexes next turn with a.5 FP carry to next turn. Adding 4.5 + .5 in Game Turn 6 and the aircraft must move 5 hexes… and so on. Read and forget, it is technically flight points that also may be used for other purposes)
After 16 seconds the aircraft is really moving!
Continue with the same procedure in Game Turn 5. With 2 points Accel Carry and continue to enter 3 in Power Accel box, you will gain another .5 speed increase in this turn.
But will the aircraft continue to accelerate to supersonic? Well - it is important to recheck ADC for each speed change. Please note that reaching speed 5 you must use next higher column (5.0 – 7.5) in the Power versus Speed Chart section. At this speed the propeller is less effective and max Accel Power is now 1.0. A gentle reminder may also be necessary for the Maximum Speed 5.5 in Aircraft Performance Chart –(ADC).
Next step: Use a new Flight Log with same aircraft. Start at 3000 feet altitude - Altitude 3.0. Speed 3. At lower speed and lower altitude (dense air) the engine and propeller are much more effective. Crosscheck Power versus Speed Chart. Available Accel Power is now 7.0 (!). Have a 20 second (5 turn) max throttle test flight and compare the acceleration to previous high speed/high altitude
Lesson 2. Another way to increase speed. Loose Altitude.
Pick a favourite single engine fighter aircraft from the ADC book. Set Speed 4 and altitude 5.8 in a new Flight Log. Still have level flight and bank as in Lesson 1.
Try to dive –but in level flight there is not much to do. Not really diving, but loosing some altitude There is no Mandatory change or VFP altitude change. Enter a – or 0 in boxes.
But there is some room for optional altitude change.
Check the Altitude Change Table (6.1.3) (Pink table page 3). Flight Attitude is still level as you stated in Flight Log. Use the Level line in the table. Here you can confirm that mandatory changes and VFP are not allowed.
Finally you see that you may alter altitude by a ¼ of speed. (The +sign means round up). With a speed of 4 – there is a no brainer to calculate altitude change of 1.
But learn to use the Table to left called Fractional Values (6.1.2). You will consult this one often. Be kind and confirm line 4.0 under ¼ column to be 1.0
OK. You are allowed to change altitude by 1 increment. In other words: 100 feet. Enter -1 in Optional altitude change and of course a calculated -1 in Net altitude change.
Remember at this moment to alter next turn Start Altitude. Was 5.8 and dropping 100 feet. Enter new Start Altitude 5.7
Next item is Acceleration. You may add some (not much!) throttle as learned in Lesson 1. You lost some altitude. Let us find the correct number to put in the Dive & Div. Att Accel box. You find it here:
Most used W.D. table: Dive accel & Climb decel Table. You find to the right of previous used Altitude Change Table.
Check your speed – higher than 3.5. Under Acc/Dec column crosscheck you find 1.5. Always multiply this with altitude increment. Easy this time with a “1”. Calculated Dive accel is 1.5 and enter it in Dive & Div. Att Accel box.
If you used throttle – then add your Power Accel to 1.5 (in Div. Att Accel box). Enter your points Total Accel in the box.
Rest is the same as learned. If your Accel points is more than 5 (probably not) you must increase speed accordingly. Do not forget to carry forward Accel points to next turn!
Continue with Game Turn 2. Your Start Altitude should be already filled in with 5.7. Speed may have increased – if you added too much throttle in previous turn.
Aircraft still level – and continue to drop max altitude. If you do not have Alzheimer you will remember that ¼ of speed can be changed as altitude increment. Check the Fractional Values Table. Bet the answer still will be 1. But do it anyway. And do not forget to drop next Game Turn altitude to 5.6
Next calculate your Dive Accel points. Remember the most used table? Dive accel & Climb decel Table. Crosscheck your speed and you still end up with 1.5. But do it!
Do not forget to multiply this with altitude increment 1. You end up with 1.5 in Div. Att Accel box . Please make a routine of this.
Add (if any) Power Accel and Accel Carry to find Total Accel points. Continue down Flight Log as usual. Remember to carry forward Accel point and increase speed.
Continue with several game turns. Always check the Fractional Values Table and Dive accel & Climb decel Table.
At some point (speed 5.5) you are allowed to drop altitude 2 increments – 200feet. Just check Fractional Values Table. Do it. At speed 5.0 you find a new value in Dive accel & Climb decel Table. Just do it. Should be 1.
Remember to multiply? 2 *1. Enter 2 points in Div. Att Accel box.
Lesson 3. Gain Altitude.
Pick a favourite single engine fighter aircraft from the ADC book. Set Speed 4 and altitude 5.4 in a new Flight Log. Still have level flight and bank as in Lesson 1.
Now everything is the same –but different.
Use the Altitude Change Table (6.1.3). In level flight there is no mandatory or VFP altitude change. Yes –it is exactly the same as previous lesson. But notice that you may increase (+ sign) altitude by ¼ of airspeed – Optional Change.
Now check the familiar Fractional Values Table. Line 4.0 crosscheck column 1/4 you end up with 1. You have done it several times before.
Enter +1 in Optional altitude change and of course a calculated +1 in Net altitude change.
Remember to adjust next game turn Start Altitude now. Increase to 5.5.
Working down the Flight Log and you end up in Throttle and Accel section. Please do not add power. Power Accel =0. Total Accel =0
Climbing and gaining altitude – you are fighting gravity = Deceleration. Now you must fill in Decel section. Put a – or 0 in all boxes except Climb & Cl. Att Decel box. Let us find the correct number to put in:
Cut and paste:
Most used W.D. table: Dive accel & Climb decel Table. You find to the right of previous used Altitude Change Table.
Check your speed – higher than 3.5. Under Acc/Dec column crosscheck you find 1.5. Always multiply this with altitude increment. Easy this time with a “1”. Calculated Climb Decel is 1.5 and enter it in Climb & Cl. Att Decel box.
Calculate and of course Total Decel must be 1.5 point.
Finally fill in the Accel –Decel= 1.5 point (Decel). There is no Speed Change.
Carry the 1.5 point to next turn. Use the Decel Carry box.
Continue with Game turn 2. Still climbing. Use the Fractional Values Table and Dive accel & Climb decel Table.
Remember to increase next Start Altitude to 5.6. Do not add power. With the Decel Carry 1.5 and Climb & Cl. Att Decel 1.5 – you will end up with Total Decel 3.
Still not enough to drop airspeed. Continue a few game turns with the same procedure. When Decel points reach 5 or more – you remember the rule:
For each 5 points - change the speed with .5
Ok. Drop next turn speed to 3.5. And carry the rest of Decel points forward.
And now to make the Flight Log more complicated. Next turn add power!! Max power! You find max in the familiar Power versus Speed Chart section
Still climbing next turn. Now you will have both Total Accel box and Total Decel box filled in. Subtract Accel points – Decel points. Net points to be entered in appropriate box almost at bottom of Flight Log. Assuming your Accel is greater than Decel – Carry this forward to Accel Carry box. (Otherwise carry to Decel).
Continue with more game turns. Nothing new. Except a simple subtract calculation of Total Accel and Total Decel to be entered in box almost at bottom of Flight Log.
Lesson 4. Some serious Diving!
Pick a favourite single engine fighter aircraft from the ADC book. Set Speed 4 and altitude 9.8 in a new Flight Log.
Point the nose to the dirt. Fill in Start Fl.Att – S.D. - Shallow Dive.
Check Altitude Change Table (6.1.3). Use Line Shallow. You may nudge the stick slightly forward and loose even more altitude. Ref VFP Allowed column. But for now you keep the stick centred. Fill in HFP/VFP split 4/0. (You move your aircraft 4 hexes)
Since the nose is pointing down to the dirt you must loose some altitude. You find how much in the Mandatory Changes column. Crosscheck and you find 1/3 (round up) of speed.
Back to the old friend - Fractional Values Table. Crosschecking 4.0 and 1/3 – you find 1.5 round up to 2. You loose 2 increments –or 200 feet. Enter -2 in Mand Alt Change box.
If you want – you may even loose more altitude. Just check Optional Changes. Up to 1/3 of speed. But keep it as it is. Net Alt Change is - 2.
Remember to change next turn Start altitude now. Enter 9.6
Next in Flight Log is Accel. Your aircraft will go very fast! So keep Accel Power to 0.
Now you need to find how many points to put in Dive & Div. Att Accel box.
The answer is in Dive accel & Climb decel Table. Speed is above 3.5 – and you find 1.5. You have done this many times before!
Remember to multiply? 2 altitude increments 2*1.5 = 3. Almost there. Just one more thing. Gravity is helping you. Check your ADC. In the General Data Section you find Climb Decel/Dive Accel 3.0/1.0.
You must add Dive Accel 1.0.
Dive Accel is 4.
Do the rest of the Flight Log. Nothing new, or more calculation.
Next Game Turn. Keep Attitude S.D. Shallow dive. Check Mandatory Changes. Nothing new – loose 2 increments (200feet). Have fun and push stick forward. You are allowed for 1 VFP – (VFP Allowed column)
Split HFP (Horisontal Flight Points) and VFP (Vertical Flight Points) in Flight Log box 3/1. (You move aircraft 3 hexes. Final 1 moves the aircraft through the map and down into the table).
Important Note: Each VFP is 3 altitude increments. (300 feet) Enter: Flight Log VFP alt Change -3.
What about the Optional Change? Scream and add -1 increment!
Total Alt change will be: 2 (mandatory) + 3 (VFP) + 1 (optional) = - 6 increments (600feet). (Remember to reduce next turn Start Alt. to 9.0)
Now calculate Acceleration. No need for power. Keep it at 0.
Next –the old familiar Dive & Div. Att Accel box. Same speed in the good old Dive accel & Climb decel Table.
1.5 multiply with 6 (alt increments) and you end up with 9 points. Do not forget to add 1.0 from ADC Dive Accel 1.0. Enter 10 points in Dive & Div. Att Accel box.
With 4 points carry –you end up with 14 accel points total
Continue down Flight Log. Net Speed Change should be 1.0 and carry forward rest 4 accel points.
Next Game turn you will have a new Start Speed 5. Continue with Shallow Dive.
Things to remember with the new 5 speed:
Mandatory alt Change is different. Just check the Fractional Values Table.
If you want to use the 1 VFP allowed – the split will be 4/1 (Moving aircraft 4 hexes.) Remember each VFP is always 3. You must enter -3 in VFP box.
New value in Dive accel & Climb decel Table.
Do not forget to add 1.0 from ADC Dive Accel 1.0
Continue at least 5 turns. You need it to remember all details and make a routine.
Off scope –but you may check Max Dive Speed in ADC Flight Performance Chart.
Lesson 5. Climb!
Pick a favourite single engine fighter aircraft from the ADC book. Set Speed 4 and altitude 5.1 in a new Flight Log. New attitude – Shallow climb
Enter S.C. in Attitude box.
Once more – Everything is the same, but different.
Check Altitude Change Table (6.1.3). Use Line Shallow. You may pull the stick slightly and gain even more altitude. Ref VFP Allowed column. But for now you keep the stick centred. Fill in HFP/VFP split 4/0. (You move your aircraft 4 hexes).
You probably get the point now. You may gain more altitude with optional…etc…etc.. Finish Altitude Flight Log section.
Add some power. Your aircraft should be able to have Accel Power of 3.0. Enter 3 in the box.
Climb means of course deceleration. Calculate what number to put in Climb & Cl. Att Decel box. Same old story – Multiply number in Dive accel & Climb decel Table with Total altitude increments.
Remember you added 1 to your Accel when diving? Check your ADC. In the General Data Section you find Climb Decel/Dive Accel 3.0/1.0.Now you are really fighting gravity.
You must add 3 to your calculation in Climb & Cl. Att Decel box.
Finish the Flight Log. At bottom subtract Accel points – Decel points. You should end up with a slightly higher Decel. Forward it to next turn Decel Carry.
Continue at least 5 turn of shallow climb attitude.
You must add 3 to your calculation in Climb & Cl. Att Decel box.
Calculate net difference Accel points – Decel points at bottom of Flight Log.
Lesson 6. Change your Attitude!
In this lesson – you will go from a Shallow Dive to a Shallow Climb
Select an aircraft – Select a start altitude and speed.
Start Attitude is Shallow Dive –enter S.D. in Start Att.
Next turn will be a Shallow Climb enter S.C. in next turn Start Att.
Now read notes 3 -4-5 in Altitude Change Table (6.1.3).
Note 4. Mandatory Changes are based on start attitude – Shallow Dive.
Do the Mandatory Change now.
If you want to do some optional change? This is based on ending attitude (Note 5). In this case you may do some climb. (Remember to use + sign to make calc correct)
But what about Vertical Flight Points (VFP)? Do not use the Altitude Change Table (6.1.3)!
First have a quick glance at FATT code entry Guide (6.1.1) You find it just below Altitude Change Table.
Now turn page over to the (in)famous FATT # 1
You are in a Shallow Dive. Check Aircraft marked with SHD. Now count symbols to Shallow Climb – SHC. It is 2 transitions.
Read text under SHD. With a pull of 2 transitions you have 2 options: Either a Hard Turn (HT) or Break Turn (BT).
We pick the easy one – HT. In bold you see that all are (H) horizontal. You can NOT choose a VFP. And at least important – there is no mandatory VFP.
Fill in Flight Log. HFP/VFP Split with a VFP /0. VFP alt Change box 0
Finish Flight Log Alt Change Section. You counted 2 transitions. Enter 2 in Trans. Rate -Steps box.
Rest is well known stuff. Except for one item. Pulling the stick back to make the transition means a lot of drag.
You must fill in the Transition Decel box.
You did a Hard Turn HT transition. Check the ADC Aircraft Performance Chart. You find the x points at top row HT (x).
You did 2 step transitions. Multiply by 2 and enter this number in Transition Decel box.
Finish Flight Log.
Continue the flight with a couple of more turns in a steady Shallow Climb. (Lesson 5).
Lesson 7. Turning
Use the F4F-4 page 37 ADC.
Set Start alt 15.0 and speed 4.0. Level flight and bank.
You want to turn left. Enter LB (left bank) in next turn Angle of Bank.
Check bottom of Power versus Speed Chart section. Banking FP at this speed is 2. You must fly straight forward 2 hexes in the banking process. Leaving you with 2 points left to turn.
Check A/C Turn Rate Chart (5.2) (page 3). With speed 4.0 You have a lot of options. You may even start a EZ turn or TT turn. It takes 4 and 3 hexes move – you must then transfer your 2 avail to next turn (Turn Carry box).
But to make it easy and do some turning this game turn –you have HT with 2 hexes move or tighter turn (BT and ET). Let us go for the HT turn.
But is your aircraft capable to do this? Check ADC Aircraft Performance Chart. Crosscheck Altitude with HT. Minimum speed for performing this turn is 4.0. OK – barely within limit.
Nothing new in finishing the Flight Log. (Do not add power).
Except for Turn Rate Decel.
Hard Turn Decel for this aircraft is 3. See Aircraft Performance Chart - HT (3). Multiply with number of turns 1. Enter 3 in Turn Rate Decel box.
Carry forward 3 Decel as usual.
Game turn 2.
You are in a left bank – you may use all FP for turning left. Check A/C Turn Rate Chart (5.2) With speed 4. 0 – (4 FP avail) you may even do the HT twice. (Moving A/C counter 2 hexes and turn left. Continue with another 2 hexes forward and turn left)
With no Power accel this really hurts. Do the Flight Log. Calculate Turn Rate Decel. Hard Turn Decel for this aircraft is still 3. Remember you have performed this 2 times this game turn. Multiply and enter 6 in Turn Rate Decel box.
With the Decel Carry you end up with a total of 9 Decel points this turn. Drop speed to 3.5 and carry 4 points to next turn.
What turn is allowed at this speed? Again check Aircraft Performance Chart. Minimum speed for HT is 4.0. Not allowed. Turn must be TT (min speed 3.0) or less.
Check turn options in A/C Turn Rate Chart (5.2). With a speed of 3.5 it is slightly different. A TT turn with 2 moves is possible. (Move counter 2 hexes and turn left. A final 1 hex move to spend last Flight Point)
TT (Aircraft Performance Chart) Decel is 2. TT(2). Performed once and Turn Rate Decel is 2. Finish the Flight Log.
Next turn. Speed is dropping fast. You may check minimum speed at this altitude. Aircraft Performance Chart. It is 2.
Continue with a TT turn. Check if it is allowed at your speed. Add some throttle (Power Accel). Remember how to find max avail at this speed and altitude?
Check if you can drop altitude in addition to gain even more Accel points. Altitude Change Table (6.1.3).
Hope you have enjoyed the flight! Hope you have picked up a lot of speed working with the Flight Log.
I have learned W.D. without help. Hope there is no major faults. Certainly there must be some minor. A few slight wording bending rules was necessary to keep it simple. But again – goal was to speed up Flight Log work by doing the same thing over and over again.
But please do not hesitate to correct me. I am not a W.D. expert.
- Last edited Sun Jan 1, 2006 11:23 pm (Total Number of Edits: 1)
- Posted Sun Jan 1, 2006 7:48 pm
Thanks a million for posting this great article. This was exactly what I was looking for and couldn't have come at a more opportune time.
gt8595b and embark
Thanks for the geekgold -both of you! Really appreciate it
Summer grasses / All that remains / Of soldiers' dreams. - Basho.
I've been teaching myself this game (on and off, mostly off) since seeing it briefly described at a gaming get-together last year.
This flight log is great. I've been running through it slowly to try to get everything right. It's easy to miss details unless you get into the routine. I might try to write up something along the same lines at some point. Thanks for the tutorial and the inspiration!
I just ran through this tonight, great stuff
I just ran through it again with my Brother and father, I think my dads brain exploded, but my brother thought it was kick a$$
WD here I come!
I know this is an old post - but wanted to say mahalo - it's coming together nicely - slowly, but nicely - e.g., accel is finally overcoming decel in the learning process