Space Shuttle  (1983 - Microdeal)
Original title: Lift off with Space Shuttle
Alternative title: Shuttle Simulator , Microdeal Shuttle
Platform: Commodore 64
Gametype: Undefined
_________________________

This game is an early simulation of NASA's space shuttle, on a mission to retrieve a failed satellite. Most of the controls are handled using the joystick. The mission is comprised of five different stages: 

Launch: After an automatic lift-off out of Earth's gravity, you guide the shuttle to a rendezvous point. 

Park: With the satellite in sight, approach it until you are right next to it. 

Arm: Use the robot arm to catch the floating satellite and bring it into the cargo space of the shuttle. 

Entry: Just like the launch stage, but without throttle control, you guide the shuttle to a target box indicated in the plotter instrument. 

Final approach: From an outside view of the shuttle, try to decelerate at the same time as dropping to an altitude of zero. 

 The main view is from the cockpit, with a small stripe in the centre dedicated to the outside view, and the rest comprised of instruments and indicators. All of these instruments, indicating the stages of the mission, the attitude of the craft and its course, as well as altitude and speed, are functional. Certain parts of the mission are moved to an outside view for pædagogical reasons. To make the game more beginner-friendly, the mission is not aborted if a certain stage is not fulfilled, but points are awarded for how well each stage is completed.

COMMODORE 64 SPACE SHUTTLE Flight Manual
(C) 1983 MICRODEAL

You are about to fly the world's most,
sophisticated flight vehicle.........
THE SPACE SHUTTLE! However, like most
worthwhile things, it is not easy.
There is much that you need to learn
before you make your first completely
successful flight (launch to landing).

1 INTRODUCTION
--------------

A. WELCOME!

This flight manual was written to help
YOU learn about the many requirements of
a successful mission so you can earn
your "WINGS" as soon as possible!

B. MISSION PLAN

Your PLAN is as follows. LAUNCH yourself
successfully into orbit.  FETCH a
malfunctioning satellite by first
PARKING next to it and then retrieving
the device with your remote control ARM.
After the satellite is safely stored,
close the bay doors, fire retros and
begin RE-ENTRY. Fly into a
final-approach window and perform a mock
landing-flare. Then start your FINAL
approach to the runway resulting in a
safe LANDING, DEBRIEF your mission
afterwards to find your successful
phases of flight, and your mission score
compared to the high score.

C. MISSION PHASES

The CAPITALIZED words in the above
paragraph were used to emphasize the
various parts of the simulation, which
is divided into three distinct phases
(LAUNCH, FETCH, LAND). The phrase FETCH
and LAND each have two sub-phases
namely, PARK and ARM and ENTRY and FINAL
respectively. So then, there are
actually five phases and sub-phases.

When you see these KEY WORDS on your
instrument panel and in this flight
manual, they will refer to one of these
five portions of the simulation. The
LAUNCH phase gets you into orbit. The
FETCH phase is your chase and retrieval
of the satellite (sub-phases PARK and
ARM). After closing the bay doors and
firing your retros you move into the
ENTRY sub-phase of LAND which is your
descent from orbit to a final approach
window. Here you perform a mock-landing
flare in preparation for your final
approach. In the FINAL sub-sub-phase of
LAND you will control the shuttle's
altitude, range to runway, drift,
velocity, and pitch and roll attitudes.
Hopefully all this control freedom will
result in a safe landing and a complete
mission.

D. ABORTS

All phases and sub-phases have success
criteria (to be discussed later) and
ABORT criteria or time limits. If an
ABORT occurs, a falling tone and a
flashing screen will tell you which
phase you just muffed and will
automatically "auto-pilot" you into the
next phase. You will receive no score,
however.

E. CONTROL TIPS

Control inputs are ALWAYS acknowledged,
either by sound or instrument panel
display. You may control the shuttle
either from the keyboard or by use of a
joystick. If using the keyboard, the
following keys are used for direction:

W = Up  Z = Down A = Left S = Right

Where this manual refers to use of
joysticks keyboard users should use the
W, Z, A & S keys as a joystick
simulator.

If using a joystick it should be
connected to port number 1.  Joystick
forward = Nose Down, Joystick Back =
Nose Up.

The joystick has a substantial
"dead-band" centre so that the stick's
position is not critical. The control is
that of RATE. That is to say that when
the stick is moved past the dead-band
limit the flight condition is changed at
the update rate of the simulator. This
changing will not stop until the stick
is re-centred.  If your joystick has no
self-centering springs, you will have to
remember to centre it yourself. If in
doubt or confused ..... CENTRE THE
STICK! Then try again.

2 DISPLAYS
----------

A. LANDING SITE WEATHER

This display is your landing site
weather. The most important data shown
are the WIND speed and direction, and
the cloud CEILING. These three will
essentially determine how difficult it
will be for you to land the shuttle. If
you forget this information, don't
worry, you will get a chance to see a
weather summary just before firing your
retros for re-ENTRY. You will find that
the winds will blow you from side to
side which you will have to correct for
by "banking into" the wind. The CEILING
is the altitude at which you start your
final approach. The lower the ceiling
the more difficult it will be to land
with adequate velocity. A 5 KFT CEILING
is a real challenge, however, perfect
landings (see section IV) are possible
at all CEILINGS. If you have a joystick
then pressing 'Y' will take you into
the flight, otherwise press 'N'.

B. INSTRUMENT PANEL

Ah, the instrument panel! Looks busy!
Well, ever seen the REAL thing? .....
That's BUSY! Please let me explain! The
top quarter of the screen is the mission
status panel. Here you will find the
mission PLAN, the STATUS label, the
mission CLOCK, and the mission SCORE,
The second quarter is the view out the
shuttle window. The last half is the
actual instrument display. Everything on
your TV screen has been put into one of
four categories. LABELS, DIGITAL
READOUTS, INSTRUMENTS and the VIEW OUT
THE WINDOW.  These are explained in the
following four subheadings:

1. Labels - The term LABEL refers to
display elements which convey
information by way of abbreviations or
short descriptive words. Labels are
NEVER numbers and may or may not change
during flight. The labels which do not
change are called STATIC LABELS. Labels
which change during flight are called
DYNAMIC LABELS.

a). STATIC LABELS - are defined below:

PLAN - Shows the three phases of the
simulation.

RANGE and ALT - indicate that the
rangewise progress of the shuttle is
plotted on the horizontal axis of the
plotboard (extreme left instrument) and
and that the altitude is plotted on the
vertical axis.

RJETS - Indicates that a graphic display
of the reaction jet being fired is
below. A white graphic appears to the
right of the appropriate label. Display
is active when the MODE label reads
RJET.

A-F - Forward or aft reaction jet is
firing.

L-R - Left or right reaction jet is
firing.

U-D - Up or down reaction jet is firing.

ARM - Indicates that a graphic display
of the commands to the remote control
ARM is below. Display is active when the
EVENT label reads ARM. A white graphic
light appears to the right of the
appropriate command.

RT - Horizontal right command
LT - Horizontal left command
UP - Vertical up command
DN - Vertical down command

b). DYNAMIC LABELS - are defined
below:

STATUS - Indicates which of the three
phases the simulator is in.
MODE - Indicates one of the three
shuttle CONTROL MODES (AERO-aerodynamic
control; RJET - reaction jet control;
AUTO - auto-pilot control - no joystick
control of flight path).
RH - Runway heading. Denoted by letters
(N, S, E, W).  Active during LAND.
EVENT - Short descriptive words or
abbreviations, which describe the
current primary function, event or
sub-phase.

EVENT LABELS

COUNT - countdown proceeding
IGN - main engines running
LIFT - lift off
ACO - satellite acquired; shuttle
attempting to PARK
PARK - shuttle parked by satellite
OPEN - bay doors open or opening
ARM - retrieving arm active
LOCK - locked to satellite
CLOSE - bay doors closed or closing
RETRO - forward rjets have caused
de-orbit
BLKOUT - communication blackout
FINAL - shuttle on final approach

2. DIGITAL READOUTS

These displays communicate flight and
mission-related data. Some displays
update in "real time", others at the
completion of each sub-phase. No more
than three digital readouts are active
at once. They are defined as follows:

CLOCK - Time into mission. Updates
real time.

SCORE - Current mission score. Updates
at the end of the sub-phases

RTRW - Range to the beginning of the
runway. Active when the EVENT label
reads FINAL.

ALT - Altitude of shuttle. Active
when the EVENT label reads IGN; BLKOUT;
FINAL

VEL - Velocity of shuttle. Active
when the EVENT label reads IGN; ACO;
RETRO; BLKOUT; FINAL.

RH - Runway heading. Active when the
STATUS label reads LAND.

RTT - Range to target (satellite).
Active when the EVENT label reads ACO.

FUEL - Reaction jet fuel remaining.

3. INSTRUMENTS
--------------
Three analog-type instruments are
situated on the instrument panel. On the
far left is the PLOTBOARD which displays
the shuttle's range versus altitude
progress. This instrument is active in
the LAUNCH and LAND phases or when the
EVENT label reads IGN, and BLKOUT. The
centre of the box or window of the
plotboard is the ideal rangewise
location for the LAUNCH phase.  Although
altitude is also represented by this
plot, always use the digital ALT readout
to adjust your altitude.

The centre instrument is the pitch
attitude or rate of climb indicator. It
is active in the LAUNCH and LAND phases.
From the top of the meter to the bottom,
the hash marks represent pitch attitudes
+90, +45, 0, -45, -90 degrees,
respectively. On FINAL approach, the
attitudes +15, 0, -15, -30, -45 give
climb rates of +75, -30, -135, -230 and
-310 at a reference velocity of 400 f/s.
These rates are proportioned to VELOCITY
except the 0 degrees attitude which
always gives -30 f/s. The 0 degree
attitude is the pitch attitude required
for a successful landing.

The far right instrument is the compass
heading. It is also active during LAUNCH
and LAND. West of North headings are not
allowed because launches and orbits are
always easterly.

4. THE VIEW OUT THE WINDOW

The view out the window changes with
altitude and control input.  Heading
changes cause the scenery to shift left
or right, as the shuttle climbs the
mountains move downwards leaving first a
cloudless sky then a star field as the
shuttle approaches orbital altitude.

When the EVENT label reads ACO, the view
shows the target satellite. The
satellite image grows as the shuttle
closes to within 60 feet. If the shuttle
passes the satellite, it will DISAPPEAR
from view. Backing (or slowing) the
shuttle down will eventually place the
satellite out in front once again
(RTT > 0) and the image will re-appear.
Aim to keep the satellite in the centre
of the window.

Following the PARK event, the shuttle
tail camera will display the shuttle bay
area. The pilot may witness the opening
and closing of the shuttle doors as well
as the entire operation of the remote
arm.

After successful retrieval, the camera
is turned off and the shuttle is
prepared for retro fire. After retro
fire the shuttle starts its descent
towards earth.

On FINAL approach the scene changes to a
White Sands type desert approach with a
mountainous background. As you close,
the runway perspective slowly grows
until the shuttle's wheels are over the
beginning of the runway. A CRASH piles
you into the desert floor.

MISSION SCORE DISPLAY

Shows your score for each section and
also the TOP TEN scores.

3 CONTROLS AND SUCCESS CRITERIA
-------------------------------
A. LAUNCH

Keyboard users should use W, Z, A & S
keys as a joystick simulator.

In this phase the ALT digital readout,
plotboard, attitude and compass
instruments are important. Headings are
controlled by moving the joystick left
and right. Altitude and pitch attitudes
are controlled by moving the stick
forward (nose DN) and back (nose UP).
The keyboard and fire buttons are not
used.

Note your heading - North; your
attitude - +90 degrees (straight
up). Also note that the mountains have
moved downwards and that your ALT and
VEL readouts have substantially
increased .... you are FLYING!

How about some control? Then move the
joystick forward. Then CENTRE the stick
IMMEDIATELY. Then pause. Note your
plotboard progress. You pitched over
slightly. Sure enough, your attitude
meter says you have nosed down 15
degrees to +75 degrees. Now to change
your heading. Move the stick to the
right and hold it there for 5-6 seconds
then re-centre. Did you see - those
stars move to the left and the compass
heading move to the East? Well, you have
just performed all the necessary
manoeuvres to achieve orbit. Here are
your requirements:

GIVEN: Your boosters will shut down at a
velocity of 25200 f/s. The VEL display
increments in 420 f/s steps. Pitch
attitude +90 (straight up).  Northerly
heading.

YOU MUST: (at shutdown) be IN THE BOX
- closer to centre the better; NOSE
LEVEL (0 deg); Heading should be
EASTERLY within + or -5 deg; ALT =
530000 or -500 feet.

LIMITS: Pitch attitudes +90 -90;
Heading to those East of North.  Now fly
into orbit until the EVENT label reads
ACO and the small target satellite
appears out of your window.

B. PARK

Keyboard users should use W, Z, A & S
keys as a joystick simulator.

F = Forwards  V = Backwards

You are now in the PARK sub-phase of the
FETCH phase. Did you ABORT your way
here? Then you have no score yet. But
that's OK. Guess what?  PARK is more
difficult than LAUNCH primarily because
you use the JOYSTICK and KEYBOARD. The
MODE label now reads RJET which means
you are controlling only reaction jets.
Your forward and aft thrusters are
controlled by "F" and "V" keys. "V"
slows your velocity; "F" increases it.
The satellite is travelling at your
insertion velocity (25200) thus RTT not
change from 4000 until you fire either a
FWD or AFT thruster.  The stick controls
the direction you wish the SATELLITE to
travel. JSK FWD = SAT UP; JSK BK = SAT
DN; JSK RT/LT = SAT LT/RT.

Press "F" once and note that you
increased VEL by 20 f/s and that RTT is
decreasing in steps of 20 ft. Now move
the stick to the left and or right until
you hear ONE control response then
CENTRE THE STICK IMMEDIATELY. The
satellite should be drifting right or
left. Now stop it by putting in ONE
opposite command and then CENTRE THE
STICK.  It should have stopped. Now stop
closing on the satellite by pressing
"V".  Your VEL should read 25200 and RTT
should not be changing. UP/DN control
works in the same fashion as RT/LT.

You are strongly advised not to input
more than one UP/DN/RT/LT command at a
time until you get the feel of the
control. OK, now that you have performed
the maneouvres, here are your
requirements.

GIVEN: Shuttle in orbit, nose level, at
25200 f/s, on an easterly heading at an
altitude of 530000 ft (100 miles).

YOU MUST: Manoeuvre satellite to within
2 pixels of the centre of the window.
RTT must be 0000. VEL = 25200. Hold
position for 60 seconds.

LIMITS: Satellite must be no more than
50 ft in front of the shuttle (you start
at 4000 ft) and less than 50 ft behind
it. Note if you PASS the satellite RTT
will begin to increase and the satellite
will DISAPPEAR. You have approx. 60
seconds to accomplish this phase.

C. ARM

Keyboard users should use W, Z, A & S
keys as a joystick simulator.

To enter the ARM phase press the "O" key
for OPEN. Note the EVENT label reads
ARM, The remote arm is now active.
Forward stick is DOWN.  Back is UP.
Right and Left are RIGHT and LEFT.

GIVEN: Shuttle parked by the satellite.
Flight control in AUTO-pilot.

YOU MUST: Touch the bottom point of the
satellite with the end of the arm.  The
end of the arm should be on the
centreline of the satellite to within 1
pixel horizontally. EVENT label will
read LOCK when satellite locks to arm.
Retract the satellite all the way down
into the shuttle (doors will not shut if
not all the way in). Press "N" KEY to
CLOSE the doors.

LIMITS: Control is limited so that the
operator cannot hit the shuttle with the
satellite. Time counts against you. Be
speedy! You have 100 seconds after which
you will have to continue without the
satellite.

D. ENTRY

Keyboard users should use W, Z, A & S
keys as a joystick simulator.

Once the satellite doors are closed a
brief delay will occur while the
shuttle's systems prepare for retros.
A reminder of the wind strength and
direction appear in the window at the
end of the arm phase. Soon you will see
the STATUS and EVENT labels read LAND
and CLOSED, respectively. You are now
ready for re-ENTRY. Your RETROS (forward
thrusters) cause you to lose velocity
while the auto-pilot pitches your nose
down. You are now in the ENTRY sub-phase
of LAND. Control is the same as for the
LAUNCH phase.

Notice the silence. You are not using
your main engines. You are a glider. You
will get one and only one chance to land
the shuttle. So pay attention! Here's
what's required.

GIVEN: Shuttle at 20000 f/s; Nose down
at 75 degrees; VEL will delay to 800 at
the end of the ENTRY sub-phase. The same
instruments and displays are used as
when in the LAUNCH phase.

YOU MUST: At VEL = 800; Your heading
must be on the RH label value (N).  Your
NOSE must be LEVEL (as in a landing
flare); and you must be INSIDE THE
WINDOW in the lower left of the
plotboard and ALT must be 10000 + or
-500 feet.

LIMITS: Pitch attitude is limited to -90
to +90 degrees. Headings are limited
to those of East of North.

HINT: Do not try to pull out at all
until 150 KFT. Maintain -45 degrees
pitch attitude until you see 20 - 25 KFT
on the ALT readout then pull out to 0
degrees. Experiment yourself. This ain't
easy!

E. FINAL

Keyboard users should use W, Z, A & S
keys as a joystick simulator.

Don't worry if you ABORTED to here! You
will have more opportunities to get all
these requirements straight. But if you
did make it, congratulations!  Three
digital displays will be active on this
the FINAL sub-phase of LAND.

They are ALT, RTRW and VEL. The active
instruments will be the PITCH-ATTITUDE
instrument or rate of climb meter
(centre). Please note the substantially
slower update rate (approx. 1 sec).
However, this rate is close to the
shuttle's real response, so please
ANTICIPATE your control commands!

GIVEN: VEL = 900 f/s; RTRW = 30000; ALT
= CEILING: Wings level; Nose down at
-l5 degrees; Drift = + or -178 pixels
off runway centreline; Winds as
per the LANDING SITE WEATHER chart.

YOU MUST: In order to land; VEL 250;
Wings level (0 deg); Nose level (0 deg).
No more than 5 deg either side of NORTH.
Be over runway but not more than 5000
feet along it.

CONTROLS: Joystick only. JSK FORWARD =
NOSE DOWN: JSK BACK = NOSE UP: JSK
RIGHT/LEFT = BANK RIGHT/LEFT VELOCITY is
controlled with pitch attitude.

LIMITS: Roll + and -80 degrees; Pitch +
to -80 degrees; Drift = limited to
window.

You are almost through one complete
mission! You may replay by pressing "Y"
as noted at the bottom of the DEBRIEF
display. Now centre your stick start the
simulator and HAPPY LANDINGS. We will
talk about your score after you land.

SCORING

It is possible to earn 100 points for
each of the five phases, except arm
phase where you lose 1 point for every
second taken. Your TIME and FUEL score
is added only after a successful
landing. After all, if you crashed who
cares how much time or fuel you saved?
Below in tabular form are the perfect
conditions of each sub-phase, the total
amount of possible points and the
penalty rates for non-perfect flight
conditions.

LAUNCH (100) Subtract 1 point for every
100 away from 540000 ft.  Subtract 10
points for every degree away from E.
Subtract 3 points for every degree off
level.

DOCK (100) Subtract 1 point for every
foot away from satellite.  Subtract 1
point for every 10 pixels from centre.

FETCH (100) Subtract 1 point for every
second taken.

RE-ENTRY (100) Subtract 1 point for
every 100 ft away from 10000 ft.
Subtract 10 points for every degree away
from N.  Subtract 3 points for every
degree off level.

LAND (100) Subtract 10 points for every
degree off N.  Subtract 10 points for
every degree off level.  Subtract 1
point for every foot/sec away from
250 ft/sec.  No points if you don't
reach runway.  No points if you
overshoot runway.

Well, THAT'S IT! Keep trying. Follow
the instructions. Watch those
instruments and digital readouts, Then
correct the way you steer. Soon you will
be (if not already) successfully
completing missions with scores above
450.
