Controls
Keys ramp in: a short tap is a small correction, holding gives full deflection. A/D work the rudder: they yaw the nose in the air and steer the nosewheel on the ground. The arrow keys bank the wings (left/right) and pitch the nose (up/down). A gamepad works too: left stick flies, triggers are rudder, bumpers are throttle, A brakes, Y/X move the flaps.
Airspeed, pitch and throttle
Pitch sets your airspeed; throttle sets whether you climb or descend. On final, hold 60–70 KIAS. Too fast and you will float down the runway; too slow and the stall warning sounds. With the stability assist on, the aircraft holds the attitude you leave it in.
Crosswind, crab and slip
A crosswind pushes you sideways. On final, point the nose slightly into the wind (crab) so your track stays on the centerline. Just before touchdown, use rudder (A/D) to line the nose up with the runway and bank the upwind wing down a little with the arrow keys so you do not drift. The wind arrow shows where the wind comes from.
PAPI lights
Four lights beside the runway show your glide path. Two white and two red means on path. More white means high, more red means low. Four red is dangerously low.
Flare and touchdown
Cross the threshold at about 60 KIAS. Around 15–20 ft, bring the throttle to idle and gently raise the nose so the descent slows to almost nothing. Let the main wheels touch first, then lower the nosewheel as speed decays. Softness, centerline and alignment are all scored.
Go-around
Unstable, too high, too fast, or drifting? Press T. A go-around is good judgement, not a failure. You return to final with the same conditions.
Centerline and excursions
Stay on the paved runway. After touchdown keep the nose on the centerline with small A/D rudder inputs, then brake progressively with Space. A wheel on the grass or running past the end ends the attempt.
Recreational game, not flight training or an aircraft operating guide. Simplified fictional physics and performance.