Games PC MICROSOFT FLIGHT SIMULATOR 2000 User Manual

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Pilot’s Handbook
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Information in this document is subject to change without notice. Except as otherwise noted, the example organizations, people, and events depicted herein are fictitious. No association with any real organization, person, or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in, or introduced into a retrieval system, or transmit­ted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property.
© 1983–1999 Microsoft Corporation. All rights reserved.
DirectInput, Microsoft, MS-DOS, MSN, SideWinder, Windows, and Windows NT are either registered trademarks or trademarks of Microsoft Corporation in the US and/or other countries.
Microsoft Flight Simulator scenery designed for Microsoft Corporation by MicroScene, Inc. under contract and produced by Microsoft Corporation.
The AOPA wings logo is a registered service mark of the Aircraft Owners and Pilots Association.
Jeppesen, Jeppesen Sanderson, JeppView, and NavData are registered trademarks of Jeppesen Sanderson, Inc. SIMCharts is a trademark of Jeppesen Sanderson, Inc.
FlightSafety International is a registered trademark of FlightSafety International, Inc.
Other product and company names mentioned herein may be the trademarks of their respective owners.
This product is for entertainment purposes only and shall not be used for training purposes. It is not part of an approved training program under the standards of the FAA or any other regulatory agency.
Aeronautical sectional charts provided by National Ocean Service Office of Aeronautical Charting and Cartography
Terrain images supplied by: Aeromap U.S.A; Eurosense Belfotop N.V.; Intrasearch Inc.; National Aerial Resources; Walker and Associates.
Photo Sources: Aircraft Owners and Pilots Association, King Schools, Nick Gunderson/Tony Stone Images, George Hall/Corbis, Kenneth Jarecke/Contact Press Images/PNI, Mike Fizer/AOPA
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Microsoft Flight Simulator 2000 Pilot’s Handbook
Section I
Chapter 1 Before You Fly ........................................................................ 1
Flight Simulator 2000 is designed to work on many different kinds of computers, with many different kinds of accessories. In this chapter, you’ll learn how to install the software, set up your accessories, and configure your system for optimal performance.
Chapter 2 Finding Information .............................................................. 7
From in-flight checklists to aircraft histories, it’s easy to find the information you’re looking for. In Flight Simulator 2000, facts and assistance are always close at hand.
Chapter 3 Exploring the Features .......................................................11
With more features than ever before, Flight Simulator 2000 will keep even experienced pilots busy for hundreds of hours. This chapter provides the details.
Chapter 4 Having Some Fun ................................................................ 17
There’s more to Flight Simulator 2000 than meets the eye. From ridge soaring in a glider to flying upside down, the sky’s the limit. Here are some of the possibilities to set you free.
Chapter 5 Expanding Your Hobby ....................................................... 27
Flight Simulator 2000 is more than just software on your desktop. Learn about the Flight Simulator Web site, add-on products, virtual airlines, and how Flight Simulator 2000 can complement real-world pilot training.
Section II
Chapter 6 Getting Certified .................................................................. 31
Real-world pilots go through a challenging certification process, and you can do the same by complet­ing the Flight Simulator 2000 Tutorials, Lessons, and Checkrides. Follow this chapter’s step-by-step curriculum to earn Flight Simulator 2000 pilot certificates and ratings.
Chapter 7 Learning to Fly with Rod Machado ................................. 41
Getting off the ground has never been easier! Renowned aviation educator and humorist Rod Machado teaches you the basics in these step-by-step, hands-on Flight Simulator 2000 Tutorials.
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Section III
Chapter 8 The Fleet........................................................................... 163
The Flight Simulator 2000 fleet offers a wide range of flight experiences for pilots of all levels. Before heading out to the flightline, read more about the real aircraft and the people who built them.
Appendices
Appendix A Charts ............................................................................ 191
Appendix B Glossary ........................................................................ 219
Appendix C Recommended Reading ............................................ 225
Appendix D Microsoft Product Support Services ...................... 227
Index
Pilot’s Handbook Index .................................................................... 231
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Before You Fly
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Whether you’re a rookie, a Microsoft® Flight Simulator veteran, or a licensed pilot, you probably can’t wait to climb into the cockpit. Before you start flying Microsoft Flight Simulator 2000 though, there are a few things you need to do. This chapter tells you how to get started.
Installing Flight Simulator
1. Turn on your computer and start Microsoft
Windows
2. Insert Flight Simulator 2000 Disc 1 into your
CD-ROM drive.
3. Follow the instructions on the screen.
If your computer doesn’t support automatic installation, follow these steps:
1. Click Start on the taskbar.
2. Point to Settings, and then click Control
Panel.
3. Double-click Add/Remove Programs.
4. On the Install/Uninstall tab, click Install.
5. Follow the instructions that appear on your
screen.
During Setup you’ll have the option of selecting a Minimum, Typical, or Custom installation. If you need to conserve hard disk space on your computer, choose the Minimum setup option. If you want to optimize flying performance, choose Typical. If you are an advanced user and want to choose exactly what gets installed, choose
Custom.
Note: Installation may require one or more of the
Flight Simulator compact discs, depending on the options you choose.
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95 or later.
Starting Flight Simulator
1. Insert Flight Simulator 2000 Disc 1 into your
CD-ROM drive.
2. Click Start, point to Programs, point to
Microsoft Games, point to Flight Simula­tor 2000, then click Flight Simulator 2000.
-or-
Double-click the Flight Simulator 2000 icon on the Windows desktop.
Note: You’ll always need to have Flight Simulator 2000 Disc 1 in the drive when you start Flight
Simulator 2000.
When you start Flight Simulator 2000, you’ll see the opening screen, from which you can select one of the following options:
· Getting Started: Watch an introductory
video, produced by King Schools, that explains how to get into the air quickly.
· What’s New: Learn about the new features
that make Flight Simulator 2000 “As Real As It Gets.”
· Flying Lessons: Start with an Intro Flight,
just like you would in the real world. Continue with lessons linked to the Tutorials in Chapter 7 of this Pilot’s Handbook. You’ll be amazed at how much you’ll learn—and how much fun you’ll have!
· Fly Now!: Hop into the cockpit and start
flying. When you first start Flight Simulator, you’ll be flying the Cessna 182S out of Meigs Field in Chicago. Later, you can change the “default flight” to any airplane and flight conditions you want.
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Setting Up and Using Joysticks and Other Game Controllers
Flight Simulator 2000 is more realistic when you use a joystick, yoke, or other controller. You can fly more precisely, and the buttons and controls make it easy to change views, adjust the throttle, extend or retract the landing gear and flaps, and operate other aircraft controls.
Flight Simulator 2000 is compatible with joysticks, yokes, gamepads, and other controllers supported by Microsoft Windows and DirectInput device that works best for you as your primary control; it can be customized to suit your needs. Different products have different configurations, so refer to your controller’s documentation for its button assignments.
Before you fly, make sure your joystick or other controller is:
· plugged into your computer
· set up in Microsoft Windows
· calibrated properly
· enabled in Flight Simulator 2000 (on the
Options menu, point to Controls, and click Enable Joystick)
Also make sure you have the latest device drivers. If in doubt, download and install them from the manufacturer’s Web site.
For more information about setting up and using game controllers, see the Simulator Help section of onscreen Help.
®
. Use the
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John and Martha King, King Schools
“Clarify, Simplify, and Make it Fun!” That’s the mission of King Schools, founded by John and Martha King. King Schools has been providing aviation software and video instructional materi­als for over 17 years. Nearly one-third of all pilots in the United States have used King Schools courses to attain their licenses.
John and Martha have the distinction of being the first husband and wife team (and Martha, the first woman) to have every possible category rating, class rating, and instructor’s certificate offered by the FAA. They made their mark by developing learning materials that express their enthusiasm and share it with others. Click the Getting Started button on the opening screen to see a short video in which the Kings explain how to get up and flying in Flight Simulator.
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Using the Mouse
As you fly, you can use the mouse to manipulate the buttons, knobs, and levers in the cockpit. Just click the appropriate control. Some controls are toggles (for example, clicking the landing gear lever once retracts the wheels; clicking it again extends them). Other controls, such as the throttle and trim wheel, move through a series of positions. You can drag these controls with the mouse, much as you would move them with your hand in a real airplane.
If you don’t own a joystick, yoke, or gamepad, you can also use the mouse as the primary flight control. Right­click anywhere on the aircraft instru­ment panel and choose Mouse as Yoke from the menu that appears. Any movement you make with the mouse controls the aircraft just like a joystick would. (Moving the mouse to the left makes the aircraft bank left, and so on.) To return to using the mouse to manipulate cockpit controls, right-click on the panel again.
Using the Keyboard
The keyboard is often the best way to view and operate certain aircraft controls and to choose commands and options. By learning which keys do what you can be more efficient in the Flight Simulator cockpit. And although it’s best to use a joystick or yoke as the primary flight control, you can fly the aircraft by using the keyboard to control the ailerons, elevator, and rudder.
commands you’ll need. The same information is on the back cover of this book. The complete list of commands is in the Simulator Help section of Help.
Customizing the Controls
In real aircraft, each button, lever, or knob serves a specific function. In Flight Simulator, you can customize the joystick and keyboard commands so that your simulated cockpit works the way you like best. For example, you could reassign the key used to extend and retract the landing gear from the G key to another. On the Options menu, point to Controls, and click Assignments. To adjust how sensitive your joystick is, on the Options menu, point to Controls, then click Sensitivities.
The Key Commands tab on the Kneeboard in Flight Simulator (press F10 to display the Kneeboard) features a list of the basic keyboard
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Note: For assistance with any Flight Simulator 2000 dialog box, click the ? button, or right-click any item and choose What’s This?.
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Making Flight Simulator 2000 Really Fly
When talking about a flight simulation’s graphics, quality refers to how real the images look on the screen, and performance refers to how quickly and smoothly the images move. Higher quality typically means decreased performance, since displaying complex, richly-detailed, three­dimensional graphics puts a heavy load on your system. If you’re not seeing the graphics quality and performance you expect, this section explains some choices and tradeoffs you can make to optimize your experience.
Improving both quality and performance
To achieve maximum quality and performance, consider the following options:
Shut down other applications
When you’re flying, you probably won’t be using other applications such as word processors and email programs, so close them to free up more of your computer’s brainpower for Flight Simulator.
Get a 3-D graphics accelerator card
To display Flight Simulator graphics, your com­puter must convert a three-dimensional world into a two-dimensional image. A 3-D graphics accelerator makes this task easier, by taking some of the burden away from the main processor. This leaves the main processor more resources to handle the simulation’s flight model. The result? Better performance and graphics quality.
If you have a 3-D card, make sure you:
· set the display options in Flight Simulator to
take full advantage of it (see “Change display options,” later in this chapter)
· download and install the latest drivers from
the manufacturer’s Web site
If you have problems getting your 3-D card to
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work properly, make sure you’ve read the Flight Simulator 2000 Readme file and the card manufacturer’s documentation.
Get more RAM
Random access memory (RAM) is your computer’s short-term memory. Generally, the more of it there is, the faster your computer’s brain (the CPU) can process data. Your computer needs to have at least 32 megabytes (MB) of RAM to run Flight Simulator 2000.
Get a faster processor
Although Flight Simulator 2000 will run on a Pentium 166 machine, a faster processor will provide better performance.
Making a tradeoff between quality and performance
Choosing between quality and performance depends on what you want to do. If you want to spend an evening reading signs and billboards as you fly the Bell 206B JetRanger III helicopter down the glittering streets of Las Vegas, then you’re probably willing to sacrifice a little perfor­mance for a better view. If, however, you want to test your instrument flying skills by guiding the Concorde into Heathrow in a storm, then smooth movement of the aircraft and the instruments will take precedence over scenery details. No matter what kind of hardware you have, you can make tradeoffs between graphics quality and perfor­mance.
Try the following options to find the balance between quality and performance that’s right for your needs.
Watch your windows
Flight Simulator runs in a window. The simulation’s views and instrument panels are also
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windows. Increasing the size of windows and displaying multiple windows simultaneously decreases performance, so use as few windows as possible and keep them as small as you can (with the exception of Full Screen mode, de­scribed below).
Change the resolution
Depending on the type of video card and monitor you have, you can run Flight Simulator 2000 at a variety of screen resolutions. The instrument panels were optimized for readability in 640 x 480 and 1024 x 768 screen resolutions. A screen resolution of 1024 x 768 will provide the best overall graphics quality. Note though that as you increase resolution to see more detail, you may notice a decrease in performance. Experiment with different resolutions to find the best combi­nation of detail and performance for your system. For more information about adjusting the screen resolution on your computer, on the Windows
Start menu, click Help, and look up “resolution.”
Use Full Screen mode
Full Screen mode makes the Flight Simulator window fill the entire screen (no menu bar or taskbar) and will likely improve performance. To toggle between Full Screen and Normal modes, press ALT+ENTE R, or on the Views menu select or deselect Full Screen. To bring up the menu bar while in Full Screen mode, press ALT. To set the resolution used in Full Screen mode, click the
Options menu, point to Settings, and click Display.
Change display options
One way to improve performance is to change the display options in Flight Simulator. Each option has a different effect, and changes you make apply to all flights. Turning an option on or off is
noticeable only when you see an effect related to that option on the screen. For example, reducing the scenery complexity won’t have much effect if you’re flying in the clouds.
To change display options, click the Options menu, point to Settings, and click Display.
Change sound preferences
Depending on your machine, changing sound preferences (or turning sound off) may improve performance. To change sound options, on the
Options menu, point to Settings, and click Sound.
Change visibility and other weather
settings
Generally speaking, the less scenery you see out of the window, the better the performance will be. Reducing visibility is a simple way to improve performance. On the World menu, click Weather.
Monitor the frame rate
Monitoring the frame rate (the number of times the screen is redrawn each second) is an easy way to assess Flight Simulator’s performance. Press SHI FT+Z twice to display the frame rate counter. When you try the options listed above, check the frame rate to see whether it has improved. Remember though: it’s how the simulation looks and feels to you that matters most.
Experiment
The best way to make Flight Simulator really fly on your machine is to experiment. Change some­thing, then see if things look or feel any different. Read the Readme file in the Flight Simulator directory on your hard drive for additional tips.
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Finding Information
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use it to learn about aviation, practice what you already know, or just have fun. Interspersed with information about getting up and running, learning to fly, and using the simulator, are interesting facts about aviation history. Think of the Pilot’s Handbook as the view from 30,000 feet; if you need detailed procedures and specifica­tions, use Flight Simulator Help.
Let’s face it, flying is a complex endeavor. The information and assistance provided with Microsoft
®
Flight Simulator 2000 let you spend more time doing what you want—flying—and less time searching for the information you need to do it. This chapter helps you find the information you’re looking for.
Pilot’s Handbook
This Pilot’s Handbook gives you an overview of Flight Simulator 2000 and suggests ways you can
Simulator Help
Aviation Articles
Aircraft Information
Glossary
Want to choose another airplane, add some turbulence, or figure out what all those gauges in the cockpit are for? To learn about Flight Simulator 2000 menus, screens, buttons, knobs, and levers, check out Simulator Help for step-by-step procedures.
Want to learn more about aviation? Aviation Articles explain subjects from the basics of flight to complex aerobatic maneuvers. The Aircraft Owners and Pilot’s Association (AOPA) contributed many of the articles, which are of interest to novices and real-world pilots alike. Videos and animations help explain it all.
Looking for data about the aircraft in the Flight Simulator 2000 fleet? The Aircraft Information section provides statistics, cockpit diagrams, and more.
Not sure what an unfamiliar aviation or Flight Simulator term means? Look in the comprehensive Glossary.
Flight Simulator Help
Want to learn about Flight Simulator commands and techniques? Aviation? The Flight Simulator 2000 aircraft? Aviation terminology? Look in Flight Simulator Help, which you can access from the Help menu.
Just like surfing the Web with a browser, you can move from topic to topic using the navigation bar at the top of the Help screen or by clicking “hot” text. Flight Simulator Help is divided into four sections: Simulator Help, Aviation Articles, Aircraft Information, and Glossary.
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Help While You’re Flying
When you’re on final approach to a short runway, the last thing you want to do is stop everything and go searching for that keyboard command to
lower the flaps. Use the onscreen assistance described below to get the information you need exactly when you need it.
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The Kneeboard
Many real-world pilots use a “kneeboard” to hold reference material they need during a flight. In some cases, the kneeboard is literally strapped to the pilot’s thigh for easy access. The Flight Simulator 2000 “kneeboard” is accessible from the Aircraft menu or by pressing F10. It has four tabs:
· Key Commands: A list of the most important Flight Simulator 2000
keyboard commands.
· Checklists: A series of checklists for the aircraft you’re currently flying,
one checklist for each phase of flight.
· Reference: Useful aircraft-specific data, such as performance tables.
· Notes: Notes you write yourself.
Each tab of the kneeboard is customizable. For more information, see
Simulator Help, described on page 8.
Instrument Panel Labels
“What’s This?” Help
To learn the name of an instrument or control in the cockpit, just hold the mouse pointer over the item—a label will appear.
To learn more about any item in the cockpit, right-click it and choose What’s This? from the pop-up menu that appears.
Help in Dialog Boxes
You’ll use dialog boxes to set options such as flight location, weather, and aircraft settings. Use Help to get information about any item in a dialog
box or step-by-step assistance for everything from choosing an aircraft to using the Global Positioning System (GPS).
Screen Labels Hold the mouse pointer over any item in a dialog box, and a short,
descriptive name appears.
“What’s This?” Help To learn more about any item in a dialog box, right-click it and choose
What’s This? from the pop-up menu that appears.
Button
Click the ? button in any dialog box to see a Help topic that explains how and why to use the screen.
Finding Information
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Further Information and Assistance
The Flight Simulator 2000 Web site contains news, tips, articles, reference material, and links to other interesting simulation and aviation sites. You can connect to the Flight Simulator 2000 Web site from the Help menu, or type the following URL into your Web browser: http://www.microsoft.com/games/fsim
The Flight Simulator 2000 Readme file contains late-breaking information about Flight Simulator. It’s a good idea to read the Readme file to check for any known compatibility problems with hardware you’re using. You can find the Readme file in the Flight Simulator folder on your hard drive.
If you’re having problems running Flight Simulator 2000, you can obtain product support by using the services described in Appendix D, “Microsoft Product Support Services.”
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Exploring the Features
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In many ways, Microsoft® Flight Simulator 2000 is even better than reality—with just a few clicks of the mouse, you can instantly change your aircraft, location, and the weather. In this chapter, we’ll take a look at these options and many other features you should know about.
To learn more about all these features, see the Simulator Help section of the onscreen Help. For an overview of any dialog box, click the ? button at the bottom of the dialog box. For an explana­tion of a specific item, right-click it and choose What’s This? from the pop-up menu that appears.
Aircraft
When you start Flight Simulator, by default you’ll be flying the Cessna Skylane 182S. Whether you’re on the ground or in the air, you can easily switch to another aircraft or change options that affect the aircraft you’re flying.
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Feature
Select Aircraft
Fuel
Realism Settings
System Failures
Microsoft
Description
See pictures, descriptions, and specifications for each aircraft in the Flight Simulator 2000 fleet, and select the one you want to fly.
Change the amount of fuel in each tank to change your aircraft’s weight, performance, and range.
Quickly set the realism of your Flight Simulator 2000 experience using sliders, or manually select specific realism options that affect:
· the aircraft’s flight characteristics
· the instruments and lights
· the engines and propeller
· crashes and damage
· the flight controls
Set failures for instruments, systems, and radios (either randomly or for a specific instrument) to make your Flight Simulator 2000 flights more realistic and challenging.
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Command
On the Aircraft menu, click Select Aircraft.
On the Aircraft menu, click Fuel.
On the Aircraft menu, click Realism Settings.
On the Aircraft menu, click System Failures.
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Views and Windows
You can use the features on the Views menu to see the things you’d see from the cockpit of a real airplane—and more. Different views serve different purposes—experiment with them to find your favorites. Use your joystick’s hat switch (or use key commands) to “turn your head” within a view.
To learn more about using views and windows, see the Simulator Help section of Help. For a list of view-related key commands, see the back cover of this book. You can easily assign your favorite views to joystick buttons or your own custom key commands.
Feature
Cockpit View
Tower View
Track View
Spot Plane View
Top-down View
Secondary Instrument Panel Components
Description
See the world as a pilot usually does, over the instrument panel. This is the default view.
See yourself from the control tower window.
Track another aircraft from your cockpit. Available
only in multiplayer flight.
Watch your aircraft from a spot plane that you can reposition.
A bird’s eye view of the earth beneath your aircraft.
Display secondary instrument panel windows to view radios, GPS, throttle quadrants, and other cockpit items.
Command
On the Views menu, point to View Mode, and then click Cockpit. Or,
press S to cycle through Cockpit, Tower, Track, and Spot Plane views.
On the Views menu, point to View Mode, and then click To w er . Or, press S to cycle through Cockpit, Tower, Track, and Spot Plane views.
On the Views menu, point to View Mode, and then click Track. Or, press S to cycle through Cockpit, Tower, Track, and Spot Plane views.
On the Views menu, point to View Mode, and then click Spot Plane. Or, press S to cycle through Cockpit, Tower, Track, and Spot Plane views. To jump to Spot Plane view directly from Cockpit view, press Shift+S.
On the Views menu, point to View Mode, and then click Top-down.
On the Views menu, point to Instrument Panel, then click one of the panel components to display it.
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Flight Planning and Navigation
Flight Simulator 2000 starts with your Cessna 182S on the ground at the end of runway 36 at Merrill C. Meigs Field in Chicago. After you get to know your way around the city, you’ll probably want to try flying somewhere else. You can
instantly reposition your aircraft to a new location on the ground or in the air, or plan an entire flight. Flight Simulator 2000 has many new features that simplify flight planning and navigation.
Feature
Go to Airport
Map View
GPS (Moving Map)
Flight Planner
Navigation Log
Slew Control
Description
Position your aircraft on a specific runway at any of more than 20,000 airports. If you don’t know an airport’s name or alphanumeric identifier, you can search for it by geographical area.
Look at airports, navigational aids, airways, airspace, general geographical information, and the course you’ve been flying. You can enter your desired latitude, longitude, altitude, heading, and airspeed, or drag the aircraft symbol across the map to reposition it. Clicking on airports and navigational aids displays information about them.
Navigate the modern way, directly from waypoint (a point of reference along your route) to waypoint, using a Global Positioning System (GPS) receiver displayed in its own window.
Create or load a VFR or IFR flight plan. Define your own route or select auto-routing via:
· direct GPS
· low altitude airways
· high altitude airways
· VOR to VOR
View the details of your flight plan. Information provided for each leg includes:
· altitude
· true airspeed
· magnetic heading
· estimated groundspeed
· fuel consumption
· time en route
Rapidly change your aircraft’s attitude, location, or altitude without actually flying in real time. A great way to check out the scenery.
Command
On the World menu, click Go To Airport.
On the World menu, click Map View.
On the Views menu, point to Instrument Panel, then click GPS.
On the Flights menu, click Flight Planner.
On the Flights menu, click Navigation Log.
Press Y. Or, on the Aircraft menu, click Slew Control.
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Weather
From a clear blue sky to one filled with clouds, wind, turbulence, rain, freezing rain, hail, snow, lightning, and thunderstorms, Flight Simulator 2000 gives you as much control over the weather conditions as you want. For the ultimate in
realism, you can download the latest real-world weather provided by Jeppesen DataPlan, and have those conditions automatically recreated in Flight Simulator.
Feature
Real-World Weather
Basic Weather
Advanced Weather
Description
Download the current real-world weather conditions and forecast winds aloft for thousands of weather reporting stations. Flight Simulator automatically connects your computer to a server on the MSN™ Gaming Zone, downloads the real-world conditions, and then recreates them in Flight Simulator.
Set general levels for clouds, precipitation, visibility, and the wind’s strength and direction. You can set weather for the entire Flight Simulator 2000 world, or for individual reporting stations as displayed on a map.
Gain even more control over the weather you fly through. You can define individual layers of weather, each with its own:
· cloud type and coverage
· icing and precipitation
· wind speeds, gusts, turbulence, and shear strength
· temperature, dew point, and pressure
· visibility
Command
On the World menu, click Weather, and then click the Real-World Weather button.
On the World menu, click Weather.
On the World menu, click Weather, then click the Advanced Weather button.
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Videos and Logging
While real-world pilots have to carry cameras and journals to memorialize their flights, in Flight
Simulator 2000 you can track your flight time and review your performance automatically.
Feature
Flight Video
Instant Replay
Logbook
Flight Photograph
Description
Record “videos” of your flights to impress your friends.
Replay the last portion of flight at any time and watch the drama unfold at any speed and from any view.
Track your Flight Simulator flight time, either automatically or manually.
Take an aerial snapshot for your electronic “scrapbook.”
Simulator Settings
Some Flight Simulator settings are maintained from one session to another. Here are some of the most useful. For complete documentation of every
Feature
Control Assignments/ Sensitivities
General Settings
Display Settings
Instrument Settings
International Settings
Sound Settings
Description
Customize which keys and joystick buttons do what, and how your joystick behaves.
Change the default Flight and other general settings.
Configure Flight Simulator to effectively use your video card and choose display options that make tradeoffs between graphics quality and performance.
Change whether the airspeed indicator shows indicated or true airspeed, and how radio frequencies are displayed.
Define the units of measurement used in various features.
Change the volume of individual sounds.
Command
On the Options menu, click Flight Video.
On the Options menu, click Instant Replay.
On the Options menu, click Logbook.
Press the PRINT SCREEN key on your keyboard and then paste the image into any graphics program.
menu item and dialog box, see the Simulator
Help section of the onscreen Help.
Command
On the Options menu, point to Controls, then click Assignments
or Sensitivities.
On the Options menu, point to Settings, then click General.
On the Options menu, point to Settings, then click Display.
On the Options menu, point to Settings, then click Instrument.
On the Options menu, point to Settings, then click International.
On the Options menu, point to
Settings, then click Sound.
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Having
Some Fun
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For fledgling and veteran Flight Simulator pilots alike, there are many fun and challenging activities available. Not only can you learn to fly with the help of expert instructor Rod Machado,
visit interesting destinations, view spectacular scenery, fly a new plane or helicopter, or even fly with friends. There are numerous possibilities,
whatever your skill level. but you can extend that passion for flight by completing the curriculum for Flight Simulator pilot certificates and ratings. If you just want to
The following table offers some ideas for having
fun with Microsoft
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Flight Simulator 2000.
get in the cockpit and get off the ground, you can
Type of Activity Description Learn to Fly and Get Certified Study the Tutorials created by expert flight instructor Rod
Machado, and then fly the Lessons and Checkrides to earn Flight Simulator certificates and ratings.
Take a Fun Flight Choose from a variety of interesting flights in locations
throughout the world.
Check Out Cool Scenery Visit cities around the world that feature highly detailed
landmarks and scenery.
Have an Adventure Keep the seatbelt tight while flying one of the many heart-
pounding Adventures.
Create a Flight Use the Flight Planner to customize a flight of your own by
selecting the aircraft, weather, and airports for your flight.
Fly a Sailplane Challenge yourself to stay aloft in a sailplane. Practice thermal
and ridge soaring at some great sailplane locations.
Fly a Helicopter Try flying a helicopter. You’ll have to stay busy just to keep it
upright.
Make a Movie Turn on the video recorder and make a movie of one of your
flights. Then, sit back and watch yourself in action.
Perform Aerobatics Learn from aerobatic champion Patty Wagstaff, who’ll show you
how to perform loops and rolls in the small, maneuverable Extra 300S.
Fly with Other Pilots Online Challenge your Flight Simulator comrades to air races and
demonstrations of flying prowess.
Take Flight Simulator to the Limit Take it to the limit by flying upside down or backwards. You can
also give “deadsticking” a try.
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Learn to Fly and Get Certified
If you picked up your copy of Flight Simulator because you want to learn the basics of how airplanes fly or how to navigate and understand the flight instruments, then you’ve come to the right place. In “Learning to Fly with Rod Machado” later in this book, expert flight instructor Rod Machado provides a series of tutorials to get you off the ground and back again. Want to find out if you’ve got the mettle to earn a Flight Simulator Private Pilot Certificate? In “Getting Certified” later in this book, you’ll find a complete curriculum for achieving Flight Simula­tor pilot certificates and ratings that parallel real­world pilot certificates.
Note that while Flight Simulator is a great complement to flight training, it’s not a substitute for instruction from a Certified Flight Instructor and is not part of an approved training program under the standards of the FAA or any other regulatory authority.
The options don’t end there. You can take a flight over Beijing—past the Forbidden City and Tiananmen Square. Or, try the canyon approach to Hoover Dam and fly as close as you dare to the canyon bottom—but don’t forget to pull up when you get to the dam! Fly your way through situations in many of the major cities of the world, including Rome, Las Vegas, Tokyo, London, Chicago, Paris, and New York. The sky’s the limit!
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Take a Fun Flight
Choose Select Flight from the Flights menu to choose one of many intriguing flying situations we’ve provided for you. The flights in the list take place in many different locations and aircraft, and often start with you already in the air. Fly past the 1983 eruption of Kilauea, or fly through Athens, Greece, past the Acropolis. As you do your fly-by, take a quick look to your right at the Olympic Stadium, site of the first modern Olympic games.
Aviation Wisdom
Don't run out of airspeed, ideas, and altitude all at the same time.
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Check out Cool Scenery
Flight Simulator 2000 includes more detailed scenery than any previous version. In many of the world’s greatest cities you’ll find new scenery objects such as buildings, antennas, towers, unique skyscrapers, stadiums, and other famous landmarks.
The United States cities featuring great detail include New York, Los Angeles, San Francisco, and Chicago. In New York City, try circling the World Trade Center, the Statue of Liberty, or Yankee Stadium. Ever wonder what the La Brea tar pits look like from the air, or what the RMS Queen Mary looks like? Just enter the coordinates in your GPS or take off from Los Angeles International or Whiteman Airport and take a look.
To start your sightseeing in Europe, check out famous landmarks in Paris: the Arc de Triomphe and Jardin de Tuileries, found at either end of the Avenue des Champs Élysées. Or in London, tip a wing to the Houses of Parliament and Big Ben, the Tower of London, and the Tower Bridge. Flight Simulator opens up a world of sightseeing options for you.
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Detailed Scenery in Six Cities Worldwide
Scenic flights are a great way to get started with Flight Simulator. Just hop into the airplane of your choice and fly around the cities with the most detailed scenery. We’ve included a few sightseeing suggestions along with coordinates to enter into the Map View dialog box.
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Pilot-speak
$100 hamburger: Why go to your local burger shop when you can fly to another airport and get one there? Any excuse to fly!
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The following table lists coordinates for the landmarks mentioned in this section.
Note: The syntax for entering coordinates in the
Landmark City Coordinates
World Trade Center New York City 40° 42’ N, 74° 00’ W
Statue of Liberty New York City 40° 41’ N, 74° 02’ W
Yankee Stadium New York City 40° 49’ N, 73° 55’ W
La Brea Tar Pits Los Angeles 34° 03’ N, 118° 21’ W
RMS Queen Mary Los Angeles 33° 45’ N, 118° 11’ W
Map View dialog box in Flight Simulator 2000 may be different than the way they’re depicted in the table. Follow the examples shown in the dialog box.
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Arc de Triomphe Paris 48
Jardin des Tuileries Paris 48° 51’ N, 2° 19’ E
Houses of Parliament London 51° 29’ N, 0° 07’ W
Tower of London London 51° 30’ N, 0° 04’ W
° 52’ N, 2° 17’ E
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Create a Flight
You can also create your own customized flights in the Flight Planner. Choose an aircraft, departure and destination airports, the date and time, weather, and so on, and you’re ready for takeoff. You can also use auto-routing or GPS, and Flight Simulator will find a route for you. Nearly every detail of a flight can be determined ahead of time. You can even download real-time weather. The following is an example of a flight you might create.
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Have an Adventure
When you’re ready for a flight complete with instructions from air traffic control (ATC) and even some help from a copilot, try flying one of the many Adventures. Flight Simulator 2000 offers new Adventures that test your skills in a variety of aircraft and take you to interesting places. Adventures aren’t just guided tours: fly in under the radar to land in Red Square; beat the clock in a helicopter by landing in three different locations in a set amount of time; or land your Cessna on an aircraft carrier off the coast of San Francisco after you experience an engine failure.
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Fly Over Wembley Stadium
Perhaps you’ve always lived and breathed soccer and rather than join the fans down below, you decide to fly over Wembley Stadium in London, England, home of the Football Association (FA) Cup soccer finals. In the Flight Planner, start by choosing an aircraft, such as the Cessna Skylane 182S. Next, look up airports in the London area. For example, you can take off from Roberts airport. Set the date for game day, and plan a departure time of around noon so that you have plenty of time to make the kickoff. Finally, set the weather as clear skies with a light wind, so you’ll be able to see the match! Actually, you won’t be able to see the match, but you certainly will have the best seat in the house.
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Fly a Sailplane
In Flight Simulator you can fly an aircraft that doesn’t have an engine. Try soaring in the Schweizer 2-32 sailplane and experience what it’s like to be whisked away by the wind. Actually, it’s not as easy as it sounds. The Schweizer 2-32 is an aerobatic sailplane that offers easy handling characteristics and good performance, but you still need to know where to find lift and how to use it to your advantage.
For more details about flying a sailplane, see the Aviation Articles and Aircraft Information sections in Help.
Fly a Helicopter
Another exciting challenge in Flight Simulator is flying the Bell 206B JetRanger III. Helicopter flying demands small, smooth control inputs. Unlike airplanes, helicopters are inherently unstable. The key to understanding helicopter aerodynamics is
Aviation History
June 26, 1936. First successful helicopter flight.
remembering that a helicopter’s main rotor system is its “wings.” Because the rotors are airfoils, they produce lift much like an airplane’s wings, and they react to changes in angle of attack and stall just like a wing. Abrupt or large movements of the controls quickly lead to ever-larger oscillations that can rapidly escalate to complete loss of control, so take it slow and easy. You can learn more about flying the JetRanger in the Aviation Articles and Aircraft Information sections of the onscreen Help.
Make a Movie
Another fun thing to do in Flight Simulator is to make a movie of yourself flying. For example, turn on the Smoke System, and then the Flight Video. Let the film run while you take off and fly in and around Paris or any of the other highly detailed cities. When you’re done, save the flight video and play it back. Change the view to Spot Plane while you sit back and watch yourself in flight. Look in Simulator Help for additional instructions.
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Perform Aerobatics
When you’re ready to try something more daring, take a shot at aerobatics. Flying aerobatic maneuvers gets your head out of the clouds real fast. Aerobatic maneuvers you can attempt include the loop, aileron roll, hammerhead, and Cuban Eight. Further test your skill by trying an Immelmann, a Split-S, or some spins. Enhance the experience by turning on the Smoke System and Flight Video so you can play back your flight and see yourself performing the maneuvers.
Fly with Other Pilots Online
Time to fly with some Flight Simulator buddies? In Flight Simulator 2000 you can enjoy formation flights, aerobatic competitions, and similar activities with other Flight Simulator pilots. An ideal place to try this is on the MSN™ Gaming Zone (
http://zone.msn.com). A multiplayer session can host up to eight Flight Simulator aircraft at the same time. You can also join a session as an observer, which can be a helpful learning tool.
There are a number of multiplayer activities to help you learn or just have some fun. For instance, you and your fellow pilots can take turns being the flight instructor, directing the flight and determining the altitudes and headings to use. Or, play follow-the-leader as one of you dives or climbs away from the pack. Make the game more interesting by choosing San Francisco or another highly detailed city as your training ground. You can also fly in helicopters and play hide and seek using the skyscrapers to hide from view. If you want to turn a chase into a real competition, set up air races from one location to another. Time yourselves from takeoff to landing and see who’s got the time to beat.
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Descriptions of each maneuver are available in the Aviation Articles section of Help and highlight the abilities of Patty Wagstaff, a three­time U.S. National Aerobatic Champion and world-class air show pilot. Wagstaff performs the maneuvers in her Extra 300S, the same airplane you can choose to fly in Flight Simulator.
Background topics and videos about aerobatics are also available in the Aviation Articles section of Help.
Microsoft
Flight Simulator
For more details about how to set up your multiplayer connection, see the Simulator Help section of Help.
“Mayday” is an English spelling of the latter part of the French phrase venez m’aider, “come help me.”
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· Try Deadsticking: Deadsticking is landing
without engine power. You can simulate this by cutting the engine. This is good practice for an actual engine failure. To make it even tougher, try deadsticking above a city such as New York City and putting it down in an open area, such as Central Park. Or, for a more serious challenge, try deadsticking an ILS (instrument landing system) approach.
· Fly a “Zero-Zero” Approach: Set the
weather for zero visibility and a zero-foot ceiling, and then try to follow an ILS ap­proach all the way to the runway … without the autopilot.
Take Flight Simulator to the Limit
In addition to the real-world-oriented activities you can perform in Flight Simulator, there are a variety of fun things to do that don’t resemble anything a pilot should try in the real world.
Since it’s a simulator and there’s no risk of injury, try using the following activities to push Flight Simulator to the limit:
· Fly Inverted: Flying inverted (upside down)
is not a typical activity in most airplanes unless you are practicing aerobatics, but it’s a fun thing to do in Flight Simulator. Try any of the flights in the Flights list, but do them upside down. Or, how about weaving your way through Paris or one of the other highly­detailed cities upside down in the very maneuverable Extra 300S!
· Fly Backwards: In the Weather dialog box,
set the wind to be greater than the regular cruising speed of the aircraft you’re flying. Once you’re in the air, observe yourself actually flying backwards. Good luck trying to land!
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Aviation Wisdom
The three most useless things in aviation: (1) altitude above you; (2) runway behind you; (3) fuel back at the airport.
Flight Simulator 2000 opens up a world of flying to beginners as well as experts. Whether you just want to get a sense of what flying an airplane might be like, or you’re a serious student of flight and want to work on and perfect your piloting skills, Flight Simulator 2000 has a lot to offer. So, get into the cockpit and give it a try, but don’t forget to have some fun along the way!
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Aircraft Owners and Pilots Association
With 350,000 members—56% of all pilots in the United States—AOPA (the largest, most influential aviation association in the world) represents pilots of all levels from Student to Commercial pilot and aircraft owner. AOPA’s mission is to make flying more productive, safe, affordable, and fun. It provides a wealth of services to pilots, represents the interests of General Aviation before government agencies and Con­gress, and offers continuing pilot education through its AOPA Air Safety Foundation.
AOPA helps members stay up-to-date on aviation news, regulatory and technical developments, and new information to increase the productivity and fun of flying. Its toll-free hotline answers technical questions, offers advice on flight training and aircraft purchase, and provides flight planning assistance.
AOPA’s award-winning Web site offers up-to-the-minute aviation news; a comprehensive airport directory; feature articles and photos from AOPA PILOT and AOPA Flight Training magazines; real-time aviation weather, radar, and satellite images; the latest FAA rules, reports, and policies; and a flight planning service. In addition, some 30,000 pages of information and a library of databases make AOPA Online a virtual aviation encyclopedia!
You’ll find many articles from AOPA PILOT (General Aviation’s biggest and best magazine) and AOPA Flight Training magazine (the leading publication for prospective new pilots, flight students, and flight instructors) throughout the Flight Simulator 2000 Help system.
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To take the next step to becoming a pilot in the real world, visit AOPA’s Web site specially designed for Microsoft Flight Simulator users at
Flight Simulator
http://www.aopaflighttraining.org.
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If you can’t get enough of Microsoft Flight Simulator 2000, you’re not alone. The Flight Simulator community includes thousands of individuals, organizations, and companies that share your passion for aviation, both real and simulated. When you’re ready to make your hours in the Flight Simulator cockpit even more rewarding, explore some of the sugges­tions in this chapter.
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The Flight Simulator 2000 Web Site
The Flight Simulator Web site is the best place to start browsing for Flight Simulator-related information and products. You’ll find:
· news
· tips
· articles
· reference material
· downloadable add-ons
· links to interesting and useful Flight
Simulator sites all over the world
out! Virtual airlines provide a structured environ­ment in which to conduct your Flight Simulator flights. There are dozens of virtual airlines in operation today on the Web, and usually becom­ing a pilot for one of them is simply a matter of signing up. Each airline has its own style and emphasis: some specialize in cargo operations, some fly passengers. From continent-spanning majors flying the latest glass-cockpit jets, to island-hopping charter operators flying beat-up old bush planes, there’s a virtual airline for everyone.
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In short, it’s the first place to turn for anything Flight Simulator-related. Start surfing by clicking Flight Simulator on the Web on the Help menu in Flight Simulator. Or, open your browser and go to
www.microsoft.com/games/fsim.
Virtual Airlines
If you’ve always wondered what it would be like to be an airline pilot, join a virtual airline and find
Microsoft
Flight Simulator
Once on board, you’ll download the airline’s aircraft, scenery, and training materials, then use Flight Simulator to complete the assigned flights. You’ll send reports of your flights back to the airline and work your way through different ratings, aircraft, and routes.
Participating in most virtual airlines is free; some charge a small fee for the experience. The virtual airline community on the Web is growing rapidly. There are new airlines every day, and a number of organizations are taking leadership roles within
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the community—providing enthusiasts with news, airline directories, and bulletin boards.
Add-Ons
Amateur and professional software developers all over the world have created products that can enhance your Flight Simulator experience. Check the shelves of your local computer store, and be sure to look on the Web (many downloadable add-ons are freeware or shareware). Add-ons are usually easy to install and fun to use.
If you like flying a variety of aircraft, there are literally thousands to choose from. There are also add-on avionics packages that simulate the latest display and navigation technology, and special­ized scenery areas that make the simulated world even more realistic. If you like air traffic control, there are a number of products that add simu­lated radio communications to your Flight Simulator flights. A few even enable Flight Simulator pilots to fly together in a radar­controlled environment over the Internet—with
real people acting as the air traffic controllers. Create your own add-ons with utilities such as aircraft, panel, scenery, and adventure builders.
Your Desktop Cockpit
If you want to make your desktop seem more like the cockpit of a real airplane, add some hardware. The options range from full desktop consoles with working switches down to the basics described here: a joystick or a yoke, and rudder pedals. You can find these accessories at many computer stores and on the Web.
Joystick or Control Yoke
While you don’t need a joystick or control yoke to use Flight Simulator, veteran pilots agree that it’s almost essential to a realistic, enjoyable experi­ence. There are many models to choose from, ranging from stripped-down basic models to full­blown controls with more buttons and knobs than you’ll probably ever use. The best ones come with a throttle control built-in, and some feature mixture and propeller controls too.
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Rudder Pedals
Pilots fly using their hands and feet. Plug in a pair of rudder pedals, and you’ll find that you have much greater control over the aircraft you fly. The coordinated use of rudder and aileron in turns will become more intuitive, and you’ll become a better pilot. Pedals are especially useful if you like flying the Bell 206B JetRanger III helicopter.
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Pilot Supplies
As a Flight Simulator pilot, you’ll find many real­world pilot supplies useful. Find a local flight school or pilot’s shop in the phone book, then head on down and see what they’ve got. The salesperson will be glad to show you around (and will most likely try to sign you up for flying lessons!). At best you’ll become a student pilot. At worst, you’ll walk out with an armload of toys. If you’d rather do your shopping from the comfort of home, there are a number of well-known pilot supply companies that do business on the Web.
Take a look at aviation charts (some stores give them away when they’re out-of-date), calculators, course plotters, and radio scanners. Most stores have a lot of aviation books too, on subjects such as aircraft and aircraft systems, weather, naviga­tion, communications, and training.
Fly for Real
Flight Simulator 2000 is a game, a simulation, and a training aid all rolled into one. Many Flight Simulator enthusiasts have gone on to become licensed pilots, and many pilots (both recreational and professional) fire up Flight Simulator to have fun and practice their skills. It’s not unusual these days for a new student to arrive at the airport for his or her first flight lesson already knowing about control towers, stalls, and the horizontal compo­nent of lift.
Flight Simulator provides a comfortable, relaxed atmosphere in which to learn and practice the fundamentals of visual and instrument flying, including:
· Operating flight and engine controls
· Using and interpreting flight instruments
· Using navigational aids
· Flying in an airport environment
· Flying solely by reference to instruments
· Understanding and managing systems
failures
Student pilots using Flight Simulator can isolate specific tasks and focus on them without the distractions and complexities of flying a real aircraft in busy airspace. Instructors can use Flight Simulator as an interactive tool for pre- and post­flight demonstrations, as well as for classroom presentations. The ability to save specific situa­tions as Flights, record and playback “videos” of Flight Simulator flights, and induce systems failures is particularly useful to instructors. Keep in mind though that while Flight Simulator is a great complement to flight training, it’s not a substitute for instruction from a Certified Flight Instructor and is not part of an approved training program under the standards of the FAA or any other regulatory authority.
The next chapter, “Getting Certified,” describes the path real-world pilots take in their training and lays out a curriculum you can follow to climb the career ladder within Flight Simulator.
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Getting Certified
chapter six
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Whether attracted to the technology, the speed, or the simple beauty of the sky, all pilots share a passion for what they do. They climb up the aviation ladder one step at a time, increasing and improving their skills along the way. They study hard, spend many hours getting instruction and building flight time, and pass knowledge and practical examinations to mark their progress.
A similar systematic approach will help you build your skills as a Microsoft pilot. You’re free, of course, to explore the simulation on your own. But if you really want to learn to fly in Flight Simulator, read on. First we’ll take a look at the training real-world pilots receive. Then we’ll present a step-by-step course you can follow to work your way up the ranks from zero experience to the cockpit of a Flight Simulator jet.
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In ground school, a pilot-to-be learns about regulations, navigation, radio communication, weather, aircraft operation and performance, aerodynamics, aircraft systems, emergency procedures, and decision-making.
In flight training, the work focuses on acquiring basic skills: preflight preparation and procedures, airport operations, flight maneuvers, navigation, basic instrument maneuvers, emergency opera­tions, night operations, and post-flight proce­dures. A typical student spends 20 to 30 hours flying dual with an instructor, and practices his or her skills by flying solo for another 20 hours or so.
To get the Private Pilot Certificate, the student must pass a simple medical examination, a computerized knowledge test, and oral and flight examinations given by an examiner designated by the Federal Aviation Administration (FAA).
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Getting Certified In the Real World
Requirements for pilot certification vary from country to country, but the training is similar no matter where you are. In this section, we’ll examine the typical career path a pilot takes in the United States. The Federal Aviation Regula­tions concerning pilot certification are quite detailed. What follows is a simplified overview.
Private Pilot Certificate
Becoming a private pilot is the first step in an aviation career, and one many pilots never go beyond. Although it’s possible to get a Private Pilot Certificate in a multi-engine airplane, seaplane, glider, helicopter, balloon, blimp, or gyroplane, most students do their initial training in a single-engine, land-based airplane.
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While some private pilots use an airplane as a means to the end of personal or business transportation, most fly just for the fun of it. Private pilots can take their family and friends flying during the day or at night. Without an Instrument Rating (described below) private pilots can fly only when they can stay out of the clouds and when the visibility is good enough to see other aircraft and the ground. While private pilots can share expenses with their passengers, they can’t be paid for their flying. The Private Pilot Certificate has its limitations to be sure, but for thousands of recreational aviators, it’s all they need to have fun on the weekends or to get from here to there quickly and in style.
Instrument Rating
For private pilots who are tired of being stuck on the ground when the weather’s bad, or for those pilots with career aspirations, the next logical step
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is to add an Instrument Rating. Instrument training gives a private pilot the skills to fly in the clouds and in reduced visibility, using only the instruments in the cockpit. A pilot with an Instrument Rating operates under different rules than a pilot flying visually. In the clouds, the responsibility for keeping aircraft apart from one another rests with air traffic controllers, who use radar to keep track of each airplane’s position.
Just as in private pilot training, the Instrument Rating requires ground school and a knowledge test. The focus is on learning to fly and navigate using only the instruments, and on learning to communicate effectively with air traffic control­lers. During the required 40 hours of instrument flight training, the student usually wears a view- limiting device (a special visor or goggles) that prevents him or her from looking out the window.
Getting the Instrument Rating is both challenging and rewarding. It makes flying a more reliable mode of transportation, refines basic flying skills, and enables a private pilot to fly in the same air traffic control system that airline pilots use. For pilots attracted to aviation gadgetry, there’s nothing better than flying “on the gauges.”
Commercial Pilot Certificate
For pilots looking to make a career out of flying, or to hone their skills, the next step after adding an Instrument Rating is the Commercial Pilot Certificate. (While a pilot doesn’t have to have an Instrument Rating to get a Commercial Certificate, most commercial flying jobs require it.) The only real difference between a Private Pilot Certificate and a Commercial Pilot Certificate is that the latter allows a pilot to legally carry passengers and cargo for hire. With a Commercial Pilot Certificate in hand, a pilot can finally get paid to fly!
FlightSafety International
FlightSafety International’s mission is clear: providing the highest standard of training for the safe and effective operation of complex, high-risk equipment. FlightSafety trains over 50,000 pilots and aircraft maintenance technicians each year, in facilities located across the United States and Canada and in Paris, France.
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FlightSafety’s instructors and facilities are equipped to train pilots and technicians in practically every make and model of corporate and commercial aviation aircraft. FlightSafety is known around the world for the training of pilots in all categories: private, commercial, airline, and military. The training of aircraft maintenance technicians, dispatchers, and additional aircraft support teams has added to FlightSafety’s reputation as an all-encompassing aviation training company.
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Commercial Pilot ground school, flight training, and examinations are very similar to those faced by private pilots, but there are new regulations, calculations, and maneuvers to master. Addition­ally, the tolerances for errors are much smaller. At least some of the training must be done in a complex aircraft (an aircraft with an adjustable propeller, flaps, and retractable landing gear). The flight training consists of 20 hours or more of instruction, and a pilot needs at least 250 hours of total flight time before taking the oral and flight examinations.
ment. The flight training takes a pilot’s existing skills to even higher levels of precision. Before undergoing the ATP oral and flight examinations, a pilot needs to have logged at least 1,500 hours total time as a pilot.
Once a pilot secures a position (usually Copilot, also known as First Officer) with a major airline or corporation, advancement to better routes, larger aircraft, and Captain is usually based on seniority.
Entry-level commercial pilots typically spend their days flying charter flights and scenic tours, towing banners, hauling freight, or carrying sky divers. Adding a Multi-engine Rating or a Flight Instructor Certificate makes commercial pilots more marketable, as does the Airline Transport Pilot Certificate (described below).
After accumulating about 1,000 hours of flying time and some experience in complex single­engine and multi-engine aircraft, a commercial pilot may be ready to fly for a corporation or a commuter airline. On twin-engine or turbine­powered aircraft, the rookie will likely act as the copilot.
Airline Transport Pilot Certificate
The Airline Transport Pilot Certificate (known as the ATP) is the Ph.D. of aviation, and is a prerequi­site for many airline and corporate flying jobs. It allows a pilot to act as pilot in command during the commercial operation of an airliner.
ATP ground school and the knowledge test emphasize airline-oriented information and skills, focusing on subjects like weight and balance, aircraft performance, and crew resource manage-
Aviation History
March 8, 1910, Madame la Baronne de la Roche becomes the first certified woman pilot (license issued in France).
Getting Certified In Flight Simulator 2000
As in the real world, learning to fly with Flight Simulator is easy if you view the task as a series of steps. You can follow this curriculum at your own pace. Complete the Tutorials, Lessons, and Checkrides in the order they’re presented.
Remember that while Flight Simulator is a great complement to flight training, it’s not a substitute for instruction from a Certified Flight Instructor and is not part of an approved training program under the standards of the FAA or any other regulatory authority.
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Tutorials are found in the next chapter of this book. In them, renowned flight instructor, aviation educator, and humorist Rod Machado walks you through the basics of flying. Each tutorial starts with some homework; read the suggested material in the onscreen Help, watch the videos, and you’ll be better prepared to absorb the information to come. The tutorials themselves are hands-on. You’ll read a section, then use Flight Simulator to apply what you’ve learned. With Rod’s assistance, learning is fun, and you’ll be in the air before you know it.
Lessons team you up with a virtual instructor who guides you through maneuvers step-by-step. The Lessons complement the Tutorials and increase in difficulty as your skills increase. Rod will be your virtual instructor for the Private and Instrument Lessons.
Checkrides put you in the cockpit with an Examiner who will test your mastery of certain tasks. Before you take a Checkride, make sure you’ve met the prerequisites listed in the Preflight Briefing. Once you pass, you’ll be awarded a certificate that you can print, frame, and hang on your wall.
Lessons and Checkrides are real-time, interactive experiences in the cockpits of Flight Simulator 2000 aircraft. To get to them, click Lessons on the Flights menu. Be sure to watch any associated videos and study the Preflight Briefings before you go flying.
After you’ve completed a series of Lessons and passed the associated Checkride, try flying some of the suggested Adventures—they’re a fun way to use your new skills. Adventures range from short dramatic scenarios lasting a few minutes to lengthy realistic flights of several hours, complete with air traffic control. On the Flights menu, click
Adventures.
Renting an Airplane
There are more than 600,000 pilots
in the United States. Some own their
own airplanes, but the majority take to
the sky in aircraft they rent. Most flight
schools, flying clubs, and fixed-base
operators (businesses at airports that
provide training, rentals, fuel, supplies,
maintenance, and so on) charge a “wet”
hourly rate, meaning that the rate
includes fuel. Renting an airplane isn’t
cheap, but because renters usually pay
only for the time the engine is running, a
rented airplane can be a feasible way to
get from one place to another.
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Getting Certified
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Private Pilot Certificate
The first step in a Flight Simulator 2000 career is to become a private pilot. This training is the foundation for everything else you’ll learn. In these Tutorials and interactive Lessons, you’ll fly a
Cessna 182S to learn basic flight maneuvers and radio navigation. Master these skills, and the rest of your training will go more smoothly. Complete these steps in sequence:
Task to Complete
Tutorial 1: Straight-and-Level
Tutorial 2: Turns
Private Lesson 1: Reviewing the Basics, 182S
Tutorial 3: Climbs and Descents
Tutorial 4: Slow Flight
Tutorial 5: Stalls
Tutorial 6: Steep Turns
Tutorial 7: Landings
Private Lesson 2: Practicing Landing,182S
Tutorial 8: Takeoffs and Traffic Patterns
Private Lesson 3: Flying the Pattern, 182S
Tutorial 9: VOR Navigation
Private Lesson 4: VOR Intercept and Tracking, 182S
Private Pilot Checkride
Description
Learn the secrets of flying the most basic maneuver of them all: straight­and-level flight.
Master the coordinated use of ailerons, rudder, and elevator that result in a turn.
Review straight-and-level flight and turns in the Cessna 182S over Chicago.
Discover how to use pitch and power to make an airplane go up and down.
Master the subtle art of flying an aircraft near its stall speed.
Learn how to prevent, detect, and recover from stalls.
Become proficient at steep turns—you’ll learn to fly more precisely and to divide your attention between the instruments and the view outside.
Learn what it takes to get your aircraft back on the ground.
Guide the Cessna 182S down to the runway at the Ohio University Airport.
Learn to fly a standard traffic pattern around the runway.
Put it all together and practice flying the traffic pattern in the Cessna 182S at Meigs Field.
Master a basic form of radio navigation using a VHF Omnidirectional Range (VOR).
Intercept and track VOR radials in the Cessna 182S over the Honolulu International Airport.
Hop into the Cessna 182S and strut your stuff for an examiner. Meet the high standards, and you’ll be awarded a Private Pilot Certificate.
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Congratulations! Now that you’re a certified Flight Simulator 2000 pilot, it’s time to have some fun. Try flying some of the Beginner Adventures.
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Instrument Rating
Just like in the real world, getting an Instrument Rating in Flight Simulator 2000 will make you a more versatile pilot. You’ll also be able to take better advantage of Flight Simulator’s navigation and weather features. You’ll do your instrument training in the same aircraft you used for your private pilot certification, the Cessna 182S. While the basic maneuvers are the same, this time you’ll learn to perform them solely by reference to your instruments. You’ll also master the art of the
instrument scan and learn the intricacies of flying instrument approaches.
There are few thrills in aviation like taking off into the clouds, flying for a few hours, and breaking out with a runway at another airport directly ahead. By the time you finish your instrument training, you’ll be capable of getting from here to there in almost any weather. Here are the steps:
Task to Complete
Tutorial 10: Attitude, Power, and Trim
Tutorial 11: Radial Scanning the Primary Instruments
Tutorial 12: Trimming Using the VSI and Monitor Scanning the Big 6 Instruments
Tutorial 13: Understanding Approaches
Tutorial 14: Flying a VOR Approach
Instrument Lesson 1: VOR Hold, 182S
Instrument Lesson 2: VOR Approach with Procedure Turn, 182S
Tutorial 15: Flying an ILS Approach
Instrument Lesson 3: ILS Approach, Straight-In, 182S
Instrument Lesson 4: ILS Approach with Procedure Turn, 182S
Instrument Rating Checkride
Description
Start learning the basics of flight by reference to instruments.
Further your understanding of instrument flight and the “scan.”
Learn how to reduce your workload by using trim and your peripheral vision.
Discover the different approaches to the runway when flying on instruments.
Learn how to use a VOR to get to the runway.
Practice instrument flying by “holding” like the airliners over the Richmond, Virginia, VOR. You’ll be flying the Cessna 182S in Visual Meteorological Conditions (VMC).
Take the Cessna 182S through a full VOR approach to the Flying Cloud Airport near Minneapolis, Minnesota, in VMC.
Learn the art of “flying the needles” to the runway, using an Instrument Landing System (ILS).
Guide the Cessna 182S down an ILS approach to Space Center Executive Airport in Titusville, Florida, in VMC.
Fly a full ILS approach in the Cessna 182S to Long Island Mac Arthur Airport in Islip, New York, in VMC.
Take an Examiner for a cloudy ride in the Cessna 182S. Pass, and you’ll be awarded the Instrument Rating.
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As an instrument-rated Flight Simulator 2000 pilot your flying is now more precise. Give some of the Intermediate Adventures a try, and see how you do.
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Commercial Pilot Certificate
In the real world, commercial training focuses on advanced flight maneuvers. In Flight Simulator 2000, we’ll stray from the real-world curriculum so that you can perfect the instrument flying skills you already have. This time, you’ll be flying an aircraft with retractable landing gear—the Cessna 182RG. The training will be similar to your instrument training, except that all the tolerances will be tighter and you’ll do all the flying in the clouds (in what pilots call instrument meteorologi- cal conditions, or IMC). After passing the Com­mercial Pilot Checkride, you’ll be ready to try flying more advanced aircraft. That journey begins with these steps:
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Task to Complete
Commercial Lesson 1: VOR Hold, 182RG
Commercial Lesson 2: VOR Approach with Procedure Turn, 182RG
Commercial Lesson 3: ILS Approach, Straight-In, 182RG
Commercial Lesson 4: ILS Approach with Procedure Turn, 182RG
Commercial Pilot Checkride
Description
Hold the Cessna 182RG over the Richmond, Virginia, VOR in instrument meteorological conditions (IMC).
Take the Cessna 182RG through a full VOR approach to the Flying Cloud Airport near Minneapolis, Minnesota, in I MC.
Guide the Cessna 182RG down an Instrument Landing System (ILS) approach to Space Center Executive Airport in Titusville, Florida, in IMC.
Fly a full ILS approach in the Cessna 182RG to Long Island Mac Arthur Airport in Islip, New York, in IMC.
Ready to get paid to fly? Prove it in the Cessna 182RG, and you’ll be awarded the Commercial Pilot Certificate.
Now try flying some of the Advanced Adventures: they’ll help you keep your new commercial-level Flight Simulator 2000 flying skills sharp.
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Airline Transport Pilot Certificate
Most commercial airline pilots who fly jets have an ATP certificate, and if you’re serious about developing your skills, you should too. In the real world, the training is often done in a single-
engine propeller-driven airplane. In Flight Simulator 2000, you’ll have to prove yourself in the cockpit of a Boeing 737 jet. Up for the challenge? Follow these steps:
Task to Complete
ATP Lesson 1: VOR Hold, 737–400
ATP Lesson 2: VOR Approach with Procedure Turn, 737–400
ATP Lesson 3: ILS Approach, Straight-In, 737-400
ATP Lesson 4: ILS Approach with Procedure Turn, 737–400
Airline Transport Pilot Checkride
Ready for some real challenges? Try flying some of the Expert Adventures. Successfully completing these is the mark of a true Flight Simulator 2000 professional.
Description
Hold the Boeing 737–400 over the Richmond, Virginia, VOR, in VMC.
Take the Boeing 737–400 through a full VOR approach to JFK Interna­tional Airport in New York, in VMC.
Guide the Boeing 737–400 down an ILS approach to Space Center Executive Airport in Titusville, Florida, in VMC.
Fly a full ILS approach in the Boeing 737–400 to Long Island Mac Arthur Airport in Islip, New York, in VMC.
Share the cockpit with an examiner one last time. It doesn’t get any more challenging than this test in the Boeing 737-400. Pass, and you’ll get the ATP certificate.
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LEARNING TO FLY
with
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For the past 25 years, pilots across the United States and Europe have been laughing and learning with Rod. Rod learned to fly at 16 and currently holds an Airline Transport Pilot certificate, all fixed­wing flight instructor ratings, and degrees in psychology and aviation science.
Enjoy Rod’s humor and insights in his monthly
AOPA Pilot and Flight Training magazine
columns, as well as in
Rod Machado’s Private Pilot Handbook.
Meet Your Instructor
I’m Rod Machado, your flight instructor. I’m going to take you flying, so buckle up and adjust that seat. We’re going to learn a lot and have fun.
Over the years I’ve taught many people how to fly. My methods were straightforward. We’d review the concepts on the ground, hop in the airplane for a flight lesson, then discuss our accomplishments after landing.
We’ll do the same here. I’ll treat you as if you’re learning to fly a real airplane. All I ask is that you complete the required homework before each tutorial.
Homework is very important. One day, when I was inHomework is very important. One day, when I was in
Homework is very important. One day, when I was in
Homework is very important. One day, when I was inHomework is very important. One day, when I was in grade school, I didn’t bring my homework to class.grade school, I didn’t bring my homework to class.
grade school, I didn’t bring my homework to class.
grade school, I didn’t bring my homework to class.grade school, I didn’t bring my homework to class. The teacher asked me why and I said, “Ahh, the dogThe teacher asked me why and I said, “Ahh, the dog
The teacher asked me why and I said, “Ahh, the dog
The teacher asked me why and I said, “Ahh, the dogThe teacher asked me why and I said, “Ahh, the dog ate it.” The savvy teacher responded by saying, “Rod,ate it.” The savvy teacher responded by saying, “Rod,
ate it.” The savvy teacher responded by saying, “Rod,
ate it.” The savvy teacher responded by saying, “Rod,ate it.” The savvy teacher responded by saying, “Rod,
do you really expect me to believe the dog ate your homework?” Ido you really expect me to believe the dog ate your homework?” I
do you really expect me to believe the dog ate your homework?” I
do you really expect me to believe the dog ate your homework?” Ido you really expect me to believe the dog ate your homework?” I replied, “Well, I had to force him, but he ate it.” Of course, Ireplied, “Well, I had to force him, but he ate it.” Of course, I
replied, “Well, I had to force him, but he ate it.” Of course, I
replied, “Well, I had to force him, but he ate it.” Of course, Ireplied, “Well, I had to force him, but he ate it.” Of course, I won’t force you to do your homework; but if you do, I guaranteewon’t force you to do your homework; but if you do, I guarantee
won’t force you to do your homework; but if you do, I guarantee
won’t force you to do your homework; but if you do, I guaranteewon’t force you to do your homework; but if you do, I guarantee you’ll learn real flying skills like everyone else I’ve taught.you’ll learn real flying skills like everyone else I’ve taught.
you’ll learn real flying skills like everyone else I’ve taught.
you’ll learn real flying skills like everyone else I’ve taught.you’ll learn real flying skills like everyone else I’ve taught.
A Little Extra Help
Your ally in this process is the Help system, accessed from the menu bar at the top of the Microsoft
From the Help menu, choose Overview to open the Help system. Then choose one of the four main sections of Help (Simulator Help, Aircraft Information, Aviation Articles, and Glossary), or click Search to search the Help index. I’ve added a shortcut for you: choose Homework from the Help menu to get quickly to the homework for each Tutorial.
There’s no better way to learn than by doing, so let’s get started. You’ll learn what you need as you go along instead of trying to learn isolated bits of information out of context. This way, you won’t need to keep five pounds of facts swirling around in a three-pound brain.
®
Flight Simulator 2000 screen.
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You may have heard the phrase, “Don’t try this at home.” But, in this case, you should try this ONLY at home. Don’t even think about trying to fly in a real plane without taking real flying lessons from a Certified Flight Instructor—a virtual instructor isn’t enough!
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Tutorial 1: Straight-&-Level Flight
The very first thing you need to do is (yes, you’ve guessed it) homework! Watch or read all of the selections for Tutorial 1 before you go on. These will give you a good foundation for some things we’ll be talking about.
Homework for this tutorial is found in the Help menu under Homework. When you first start Flight Simulator 2000, click the Fly Now! button on the opening screen. When the menus at the top become visible, click Help and then click Homework. Read all the topics and watch the videos for Tutorial 1.
Your first tutorial is one of the most important. You’re about to practice straight-and-level flight, one of aviation’s most fundamental maneuvers. Does this sound like two separate maneuvers instead of one? Well, it is. Straight flight means the airplane’s nose remains pointed in one direction and the wings are parallel to the earth’s horizon. Level flight means the airplane doesn’t gain or lose altitude. Let’s see what this looks like from the air.
1. On the menu bar located at the top of the screen, click the Flights menu, then click Select
Flight, then choose Tutorial 1, Situation 1 from the list of available flights. We’ll combine our
first flight with a little European vacation: this situation puts you in a Cessna 182S over Rome.
2. Click the OK icon (that’s the check mark, not the X).
3. As soon as the simulation starts, press P on your keyboard to pause the simulation.
Now you want to activate the autopilot. Why? It allows me to demonstrate a maneuver and gives you a chance to relax so I can explain things and give you pep talks. The autopilot has several features, but you’ll only use two: the wing leveler and altitude hold. The wing leveler keeps the wings from banking, thus it keeps the airplane flying straight ahead. Altitude hold adjusts the airplane’s nose-up or nose-down pitch, which helps it maintain a constant altitude.
We’ll use keyboard commands to control the autopilot, but you canWe’ll use keyboard commands to control the autopilot, but you can
We’ll use keyboard commands to control the autopilot, but you can
We’ll use keyboard commands to control the autopilot, but you canWe’ll use keyboard commands to control the autopilot, but you can also select also select
also select Autopilot
also select also select autopilot settings.autopilot settings.
autopilot settings.
autopilot settings.autopilot settings.
4. Press Z to activate the autopilot from the keyboard, then press Ctrl+V to activate the wing
leveler, and press Ctrl+Z to activate the altitude hold function. These keys program the autopilot to fly the airplane straight (no bank) and level (constant altitude).
5. Now press P again to reactivate the simulation.
from the from the
from the Aircraft
from the from the
Learning To Fly with Rod Machado
menu to see and change the menu to see and change the
menu to see and change the
menu to see and change the menu to see and change the
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This is what straight-and-level flight looks like from the left seat, where you, the pilot, normally sit (Figure 1). Don’t worry if you seem to be headed for a distant mountain village. I’m with you. Besides, this is Rome and those Romans are very good at repairing villages.
How to Tell You’re Going Straight
Okay, how do you know you’re actually flying straight and level? The easiest way is to look over the instrument panel out the windscreen (the front window) as shown in Figure 1. It appears that the top portion of the instrument panel is approximately parallel with the earth’s distant horizon. This implies that your wings are not banked, which means you’re flying straight and not turning.
There is, however, another way to tell if you’re flying straight.
1. Press the hat switch on your joystick to the left (the hat switch is the button that sticks straight
up out of the middle, near your thumb) to take a look out the left window. (You can also use Shift+4 on the numeric keypad to look left.)
Notice how far the wing is above the earth’s horizon.
2. Now press the hat switch to the right and take a look out the right window. (You can also use
Shift+6 on the numeric keypad to look right.)
Figure 1
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In straight flight, both wings should be the same distance above the horizon (refer to the horizon, not the mountains).
Having the Right Attitude
In airplanes, I prefer that my students almost strip the gears in their neck by looking right and left out the windows. This helps them check the wing’s position and keeps their eyes out of the cockpit looking for traffic. In the simulator, it’s inconvenient to keep shifting views to the left and to the right. So, you’ll use the attitude indicator to help maintain straight-and-level flight. The attitude indicator is located at the top of the six main flight instruments directly in front of you
Figure 2
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The attitude indicator is an artificial representation of the real horizon. Just as its name suggests, the attitude indicator displays the airplane’s attitude (its upward or downward pitch and the bank the wings make with the horizon). The upper half of the attitude indicator is blue (like the real sky, unless, of course, you fly in Los Angeles), the bottom half is brown (like the surface below us). The thin white line between these colors is the artificial horizon line. Pilots use the attitude indicator when they can’t see the earth’s horizon because of restrictions to visibility or when it’s inconvenient to look at the wing tips (which is your situation right now).
You’ve Got It
Okay, I think you’re ready to take the controls.
1. First, press Ctrl+V to disengage the autopilot’s wing leveler. This leaves only the altitude hold
feature active.
2. Place your hand on the joystick or flight yoke (I’ll use the term joystick from now on), and gently
move it about one inch to the left of its center (default) position.
3. Hold this position for about three seconds, then let the joystick return to its center position.
4. Watch the airplane’s response both on the attitude indicator and out
the front windscreen.
Moving the joystick to the left banks the airplane to the left, which dips the left wing downward toward the ground. This is how you begin a left turn. Notice that the miniature, orange-winged airplane in the attitude indicator also appears to dip its left wing toward the ground as shown in Figure 3A.
Figure 3A
picture of the airplane’s attitude. Nevertheless, you can always tell which way you’re banking by determining which one of the small orange wings in the attitude indicator dips toward the ground (this is easy since you only have two choices).
5. Gently move the joystick to the right in the same manner described
above. The attitude indicator now indicates a right turn since the right wing dips toward the ground (Figure 3B).
6. Move the joystick to the right or left until both wings are parallel to the
artificial horizon line (Figure 3C), then return the joystick to its center (default) position.
This is how you make the airplane fly straight. After all, if the wings aren’t banked, the airplane isn’t turning.
7. Push Ctrl+V to reactivate the wing leveler and take a short break.
Mechanically speaking, it’s really the background of the attitude indicator that moves and creates a
Learning To Fly with Rod Machado
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Figure 3B
Figure 3C
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The airplane will return to straight-and-level flight on its own. Now that you understand straight flight, let’s move on to level flight.
Making Sure You’re on the Level
Let’s see what happens to your altitude when you pitch the airplane’s nose up or down.
1. Even though the altitude hold mode is still active, gently pull the joystick back about one inch
from its center position, hold it there, and watch the response.
A B
C
Figure 4
Directly below the altimeter is the vertical speed indicator (VSI). Its needle also deflects upward showing a rate of climb (Figure 4C). This is another indication that you’re climbing and not maintaining level flight.
3. Return the joystick to its center position and let the airplane
settle back into level flight (remember, the autopilot’s altitude hold and wing leveler features are still active).
Once the altimeter’s hands and the VSI’s needle stop moving, proceed to the next step for a pitch-down demonstration.
4. Pitch the airplane downward with a gentle forward push of
about one inch on the joystick.
The attitude indicator’s miniature airplane points toward the surface (the brown color) as shown in Figure 5A. Notice that the altimeter unwinds (rotates counter-clockwise) indicating a loss of altitude (Figure 5B). The VSI also shows a rate of descent as its needle deflects downward (Figure 5C). It’s safe to say that if the big hand of the altimeter stops moving and the VSI needle indicates zero, then you’re in level flight. Let’s see.
5. Gently move the joystick to place the attitude indicator’s miniature airplane directly over the
The airplane pitches up and the attitude indicator’s miniature airplane also points upward, toward the sky (the blue) as shown in Figure 4A.
2. Look at the altimeter, which is located directly to the right of
the attitude indicator (Figure 4B).
The biggest hand (the hundred foot hand) is moving clockwise. And, just like the hands of a watch, clockwise movement means something is increasing. In this case it’s your altitude.
A B
Figure 5
C
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artificial horizon line (Figure 6).
Or you can let go of the controls and the autopilot will return the airplane to level flight. In a real airplane, however, letting go of the controls often makes the passengers nervous (especially if you simultaneously say, “Hmmm, let’s see, I thought I remembered how these things work”).
6. Look at the altimeter’s hundred foot hand (the long one) and the VSI
needle. They’ve settled down and have stopped moving. This is how pilots confirm that their airplane is in level flight.
7. Push P to pause the simulation and relax for a bit.
It takes practice to keep these needles stationary (in real life, they’re always moving just a tiny bit). The average private pilot does a great job if he or she remains within 100 feet of a chosen altitude. Unfortunately, when I was a student, I found it much easier to keep changing the target altitude at which I wanted to be (until, of course, I finally perfected this skill). Challenge yourself to remain within private pilot tolerances.
So, here’s your assignment. When you’re ready:
1. Press P to reactivate the simulation.
2. Press Z to take the simulator off autopilot.
3. Practice maintaining straight-and-level flight; keep the attitude indicator’s miniature airplane
(the orange wings) parallel to the artificial horizon line.
Figure 6
If a wing dips right or left, raise it by moving the joystick left or right.
The altimeter’s hundred foot hand shouldn’t move. If it does:
4. Use the joystick to change the pitch slightly until the needle stops moving. This is the pitch
attitude required for level flight.
If things get a little crazy, press Z, then Ctrl+V, then Ctrl+Z to activate the autopilot’s wing leveler and altitude hold feature, then relax and give it another try.
This is exactly how we’d do it in the real airplane except I play the part of the autopilot (and you’d activate me by saying the word “Help!”).
5. When you’re done, push P to pause the simulation and read on.
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Time for a Trim?
Having fun roaming around Rome? Have you chased everyone out of the city yet? I’m glad you’re practicing. Let’s try another experiment.
1. Press P to reactivate the simulation.
2. Press Z to disengage the autopilot (if it was on), and manually fly straight
and level.
Think of trim as anThink of trim as an
Think of trim as an
Think of trim as anThink of trim as an imaginary hand thatimaginary hand that
imaginary hand that
imaginary hand thatimaginary hand that holds the airplane inholds the airplane in
holds the airplane in
holds the airplane inholds the airplane in the desired attitudethe desired attitude
the desired attitude
the desired attitudethe desired attitude while eliminating thewhile eliminating the
while eliminating the
while eliminating thewhile eliminating the pressure you apply topressure you apply to
pressure you apply to
pressure you apply topressure you apply to the joystick.the joystick.
the joystick.
the joystick.the joystick.
Use two keys on theUse two keys on the
Use two keys on the
Use two keys on theUse two keys on the numeric keypadnumeric keypad
numeric keypad
numeric keypadnumeric keypad the airplane for thethe airplane for the
the airplane for the
the airplane for thethe airplane for the proper pitch attitude.proper pitch attitude.
proper pitch attitude.
proper pitch attitude.proper pitch attitude. Key number Key number
Key number 1
Key number Key number nose-up trimnose-up trim
nose-up trim
nose-up trimnose-up trim number number
number 7
number number nose-down trim.nose-down trim.
nose-down trim.
nose-down trim.nose-down trim.
to trim to trim
to trim
to trim to trim
provides provides
provides
provides provides and key and key
and key
and key and key
provides provides
provides
provides provides
It’s possible that you may need a little forward pressure or back pressure on the joystick to keep the airplane in level flight. This means you need a little trim. No, I’m not referring to your flowing locks.
3. Press P to pause the simulation before continuing.
Airplanes are subject to an assortment of aerodynamic forces. Some try to pitch the nose up, others try to pitch it down. Engine power, weight placement, and lift are just a few of these forces. What does this mean to you? Well, if the airplane wants to pitch forward, you can’t sit there pulling back on the joystick for the entire flight. You’ll get tired fast. So let’s use the trim control to keep the airplane in the desired attitude.
Here’s how it works:
1. Press P to reactivate the simulation.
2. Ease up the pressure you’re applying to the joystick to maintain level flight.
3. Watch the needle in the VSI. If it begins to show a climb (rotates upward),
then apply a little forward pressure on the joystick to return to level flight just as you did in the previous exercise.
4. Press the 7 key on the numeric keypad once for a little nose-down trim.
(Make sure the NUM LOCK on your keyboard is off). Release the pressure on the joystick and see what happens.
The more you push the trim button, the more trim you apply. Be patient; you may have to repeat this same process several times until the VSI’s needle remains relatively horizontal, near the zero climb rate value.
5. If the VSI’s needle shows a descent (rotates downward), apply a little back
pressure on the joystick to return the airplane to level flight.
6. Press the 1 key on the numeric keypad a few times for nose-up trim.
Release the joystick pressure and watch the VSI’s needle response.
7. Repeat the process as necessary until the airplane neither climbs nor
descends.
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8. When the airplane is perfectly trimmed, let it fly by itself for a while, then press P to pause the
simulation.
I prefer to use the VSI’s needle for trimming since it’s very sensitive. I don’t mean that it will cry if you tell it that it’s ugly. I mean that its needle is very sensitive to small changes in pitch. This makes it easier to detect deviations from level flight. Later on I’ll show you how to use the VSI’s needle for trimming in a climb or descent.
Many airplanes have trim for bank control. Bank trim is sometimes necessary when the wing’s fuel load is unbalanced or if you have heavier passengers sitting to one side of the airplane.
Regardless of how well the airplane is trimmed, it may oscillate up or down slightly, varying its altitude by perhaps 100 feet up or down. That’s the way airplanes are. Each one likes to do its own thing and may vary slightly in altitude and heading even when properly trimmed. Let them go, unless they wander too far off. Your job is to make the airplane as easy as possible to fly so you have more time to think and look outside.
Okay, time for more practice. Return to the simulation and teach those Romans a thing or two about flying straight and level. Try not to hit anything, especially an ancient ruin (although, how would anyone know if you did?). I’m here (in the book) if you need me. You’re doing a great job and I’m proud of you. If you’re following the curriculum in Chapter 6 (“Getting Certified”), then check off Tutorial 1 in the chart. You’ve completed it! In our next tutorial I’ll introduce you to the basics of turns.
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Tutorial 2: Turns
If you ended our last tutorial by flying into the sunset, you’re probably still headed that way. After all, I didn’t teach you how to turn the airplane—a very important maneuver that all pilots need to know. It’s time to learn about turns: right ones, left ones, steep ones, and shallow ones. Perform turns well and every heading of the compass is open to you for discovery.
Let’s begin this tutorial by reactivating our European vacation:
1. From the Flights menu, click Select Flight, then choose Tutorial 2, Situation 1, and click the
OK icon.
2. Press Z, then CTRL+Z to activate the autopilot’s altitude hold.
The airplane is paused in straight-and-level flight and I’ve given you an external (Spot Plane) view.
3. Continue reading.
Turn Aerodynamics
To understand how an airplane turns we need to know something about the forces that keep it airborne. Figure 1 shows the four forces acting
DRAG
on an airplane in flight. (And you learned about these when you did your homework, right? Right?) Thrust, produced by the engine-propeller combination, pulls the airplane through the air. Drag acts opposite to thrust and is the air’s
Figure 1
resistance to a moving airplane. Weight is the force exerting a constant downward pull on the airplane. And lift, which acts opposite to weight, is the upward-acting force that keeps an airplane airborne.
LIFT
THRUST
WEIGHT
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TOTAL LIFT
HORIZONTAL
COMPONENT
Figure 2
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VERTICAL
COMPONENT
Important point here: Lift is also the force responsible for allowing an airplane to turn.
I want you to think of lift as a force that pulls the airplane upward. Since lift pulls upward, could it also pull a little to the right or the left? Absolutely. Tilting the lift force allows it to pull the airplane horizontally, right or left, as well as upward (Figure 2). The small horizontal component of lift that’s pulling to the side is the part responsible for making the airplane turn.
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Let’s watch a video and see this horizontal component of lift in action. Get that popcorn ready, then:
1. From the Help menu, choose Homework.
2. In the homework for Tutorial 2, click the Turns video and watch the presentation.
Eat that popcorn fast because the video isn’t very long. After you’re done watching, leave the Help screen up, because we’re going to use it again very soon.
There you have it. Proof that airplanes turn by deflecting some of their lift sideways. Now, let me play the role of Socrates, the philosopher, and ask you a very important question. (Don’t mind the bed sheet I’m dressed in. If, however, I show up wrapped in a mattress, that means we’re ready to practice landings.) The question is, “How do we tilt lift so as to make the airplane turn?” The answer is, “With the ailerons.”
Banking on Ailerons
I see you have some popcorn left over, so let’s finish it off by watching another video.
In the homework for Tutorial 2, click the Axes of Flight video and watch the presentation.
Did you see the ailerons move on the wings? Ailerons, shown in Figure 3, are the moveable, flap­like appendages on the outer half of the wings that allow the airplane to roll (no, the ailerons are not used to wave to pilots in other airplanes). Ailerons are controlled from inside the airplane by the joystick (or control wheel). Picture this: moving the joystick to the left raises the aileron on the left wing while simultaneously lowering the aileron on the right wing. When one goes up, the other goes down. Don’t worry, this doesn’t mean they’re broken. They’re designed to work this way.
Remember what happened last time you stuck your hand out the window of a moving car? Yes, everyone thought you were preparing to turn. In actuality, you were doing an aerodynamic experiment. (Too bad the police officer didn’t see it that way.) Twisting your hand upward (so the front edge is higher) simulates the position of a lowered aileron, which forces the hand, as well as the wing, upward. Twisting your hand downward simulates the position of a raised aileron, which forces the hand, as well as the wing, downward. This is how the airplane rolls to the right or left about its longitudinal axis—the long axis running from the tail to the airplane’s nose.
It’s the roll and eventual bank that tilts the lifting force to the right or left. To turn, you simply deflect the joystick (when I say “deflect” I mean to lean it slowly) in the desired direction of the turn and roll the airplane until reaching a specific bank angle. Then you return the joystick to its neutral (center) position and the airplane usually remains established at this bank angle. If the airplane drifts from the desired bank, then give the joystick a nudge or two to maintain the bank angle. Let’s give this a try.
Figure 3
AILERONS
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Your Turn
Time to try it yourself.
1. Press P to activate the simulation.
Remember, the altitude hold is active, the wing leveler is not.
2. Move the joystick slowly to the left and put the airplane in a medium bank turn of approximately
30 degrees (you can eyeball this by banking until the Cessna’s wing strut is parallel with the horizon).
3. Once the airplane is established in the bank, return the joystick to its neutral or center position.
(Remember, the altitude hold feature is still active in the autopilot, so don’t pull or push on the joystick.)
Notice how the airplane tends to remain in the bank you’ve established (unless it’s a very steep or very shallow bank).
4. Now roll out of the left turn back to level flight by deflecting the joystick slowly to the right.
Did you notice that the amount of joystick deflection determinesDid you notice that the amount of joystick deflection determines
Did you notice that the amount of joystick deflection determines
Did you notice that the amount of joystick deflection determinesDid you notice that the amount of joystick deflection determines how fast you roll into or out of a bank? Good pilots roll into ahow fast you roll into or out of a bank? Good pilots roll into a
how fast you roll into or out of a bank? Good pilots roll into a
how fast you roll into or out of a bank? Good pilots roll into ahow fast you roll into or out of a bank? Good pilots roll into a bank slowly and smoothly. It not only feels better, it keeps thebank slowly and smoothly. It not only feels better, it keeps the
bank slowly and smoothly. It not only feels better, it keeps the
bank slowly and smoothly. It not only feels better, it keeps thebank slowly and smoothly. It not only feels better, it keeps the passengers from returning the lunch you bought them.passengers from returning the lunch you bought them.
passengers from returning the lunch you bought them.
passengers from returning the lunch you bought them.passengers from returning the lunch you bought them.
Okay, now I want you to fly around for a while and practice making turns. Try making a few steeper turns (more than 30 degrees) and a few shallow ones (less than 30 degrees). Get the feel of the airplane. Any time you feel like you’re losing control, activate the wing leveler feature (CTRL+V). Learn by doing and have a little fun too, but don’t forget to come back; there’s still much to learn.
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When you want to learn more about turns, press P to pause the simulation and continue reading.
You Can Bank on This
Let’s continue with our tutorial by seeing what turns look like from inside the cockpit.
1. While the simulation is still paused, press S on your keyboard for
the cockpit view.
Let me roll myself up in that sheet and play Socrates again by asking, “From the inside of the cockpit, how can you tell how steeply you’re banking?” After all, you can’t have another pilot follow you around just to tell you what your bank is. Here’s a better way.
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Figure 4
10°
30°
60°
90°
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Figure 4 shows the attitude indicator that we learned about earlier. At the top of the attitude indicator, immediately to the right and left of center, are three white bank marks. Each mark indicates 10 degrees of bank, up to 30 degrees. Beyond the 30-degree mark are the 60-degree and 90­degree bank marks as shown in Figure 4. To establish a bank, roll the airplane until a white bank mark rests over the little orange triangle. Time to try another experiment.
10° BANK
2. Press P to reactivate the simulation.
3. If you activated the wing leveler, press CTRL+V to deactivate it.
4. Gently roll the airplane to the right into a 10-degree bank as
shown in Figure 5A. Remember, the autopilot’s altitude hold mode is still active.
5. Try a 30-degree bank as shown in Figure 5B.
Not too tough, is it? But what if you want to bank at 15 or 45 degrees?
There are two white diagonal lines angled downward from the middle of the attitude indicator. These are bank lines for 15 and 45 degrees of bank, respectively.
15° BANK
LINE
Figure 6A
45° BANK
LINE
6. Gently roll the airplane to the right until the attitude indicator’s
miniature airplane (the one with little orange wings) is parallel to the first diagonal line as shown in Figure 6A Now you’re in a 15­degree bank.
7. Try a 45-degree bank by gently rolling the airplane until the
miniature airplane’s wings are parallel to the second diagonal line (Figure 6B).
8. When you’re finished, roll the airplane back to straight-and-level
flight.
There’s one more thing you need to understand before I cut the leash and send you off to practice turns on your own without using the autopilot. You guessed it, time for one more experiment.
Figure 5A
30° BANK
Figure 5B
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Figure 6B
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Here’s a Good Pitch
If you did your homework, you learned about pitch in The Axes of Flight. See, I told you homework was important. Make your dog
cough it up.
With altitude hold active and the wing leveler still disengaged, place the airplane in straight-and-level flight. Observe the position of the miniature airplane (especially the orange ball between the wings). In straight-and-level flight, notice that the miniature airplane (and orange ball) rests almost directly over the artificial horizon line as shown in Figure 7. In a bank, however, it’s hard to identify the airplane’s pitch on the attitude indicator since the miniature airplane is no longer aligned with the artificial horizon line. Therefore, use the position of the orange ball (Figure 7) in relation to the artificial horizon line as a pitch reference in a turn. Here’s how it works:
1. Roll the airplane into a 15-degree bank to the right (remember, altitude hold is still on).
Observe the attitude indicator to see how the autopilot changes the airplane’s pitch to maintain altitude. Pay attention to the orange ball’s position in relation to the artificial horizon line. It’s obvious the autopilot had to pitch the airplane’s nose up a little to maintain altitude in a turn, as shown in Figure 8A.
2. Increase the bank to 30 degrees.
Once again, the autopilot had to pitch the airplane up a little bit
Figure 8A
3. Press P to pause the simulation before reading further.
more to maintain altitude, as shown in Figure 8B.
Figure 7
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The point here is that steeper turns require an increase in pitch to maintain altitude. Why? You’ll learn why in the upcoming section on
slow flight. For now, when banking the airplane, make whatever pitch­up adjustment is necessary to maintain altitude. In steeper turns, you’ll need to pull back a little more on the joystick to keep the VSI’s needle reading zero and the altimeter’s big (hundred foot) hand steady. Use the orange ball’s position relative to the artificial horizon line to determine the airplane’s pitch while banked. And remember to lower the pitch when returning to straight-and-level flight.
Now’s a good time to practice turns of varying banks with the autopilot disengaged. Try steep turns at 45 degrees of bank. They are a challenge. At 60 degrees of bank it’s very difficult to hold altitude. Don’t even think about doing turns at 90 degrees of bank. They’re impossible in this airplane.
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Figure 8B
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And remember, this isn’t a shoot ‘em up game. Since you’re not saving the universe from space aliens, make smooth movements on the flight controls. In other words, move the joystick like a surgeon, not like a jackhammer technician. We’re not churning butter here.
4. Press P to reactivate the simulation.
5. Press Z to turn the autopilot off.
6. When you’re done, press P to pause the simulation before reading any further.
Have fun!
Know Where You’re Heading
As a student pilot I got lost a lot. In fact, instead of heading for a specific destination, I found it easier to keep changing where it was I wanted to go. You won’t have this problem because I’m going to show you a practical purpose for making turns. It’s called flying a specific heading.
Figure 9 shows the airplane’s heading indicator (sometimes called the directional gyro). It’s found in the middle of the bottom row of the six main flight instruments that we discussed in Tutorial One. Think of the heading indicator as a mechanical compass that shows which way your airplane points. Notice the numbers on the face of the heading indicator. Add a single zero to any number on the face to get the airplane’s actual heading. In other words, 6 is really a heading of 60 degrees (spoken as zero-six-zero degrees). The number 33 is actually a heading of 330 degrees. (When we say that aloud, we say “three-three- zero degrees” for extra clarity. It’s important to be extra clear when you’re flying.) These numbers appear at 30-degree intervals. Between these numbers are 5- and 10-degree heading increments.
Figure 9
To fly a specific heading, simply turn the airplane in the shortest direction to the heading desired. For example, turn the airplane until the nose of the white airplane in the heading indicator points to the letter W for West (this is a heading of 270 degrees).
1. Press P to reactivate the simulation and give this a try (make sure the altitude hold and wing
leveler are disengaged). I recommend that you make all turns at 20 to 30 degrees of bank. This makes the turn easier to manage.
2. When you are within 5 degrees of the desired heading of 270 degrees, start rolling out to
straight-and-level flight. With more experience you’ll learn the precise amount of lead necessary to roll out on the desired
heading.
Now that you have a basic idea of which way the airplane’s heading, try turning to specific headings.
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What You’ve Learned So Far
Believe it or not, in these first two tutorials you’ve learned around 50% of all the basic flying skills you’ll need to fly an airplane. But hold on, we’re not done yet, so hold off a little longer before you apply for that airline job. We still need to learn how to make an airplane climb and descend. After all, when you become an airline pilot, you’ll want to climb to take advantage of favorable winds. You just can’t fly around at low altitudes knocking buildings over. And, once up there, you’ve got to come down. We’ll learn how to do this in our next tutorial.
Extra Credit!
I promised you I’d provide training that was as close to real airplane training as possible and I mean to keep my word. Here’s a short section on rudder usage in case you’re one of the Flight Sim users who have such things. You don’t need to know this to have a realistic flight simulator experience. You will, however, need to know about rudder usage if you plan on flying real airplanes. Don’t worry if this is difficult at first; it’s difficult for all student pilots. It requires coordination between your hands (joystick) and feet (rudder pedals), or for some of you, your wrists (if you joystick gets its rudder action by twisting). So, if you look funny when you dance, then you’ll probably need a little practice to perfect this skill.
Your simulator has a feature called Auto-Rudder, which you access by choosing Realism Settings from the Aircraft menu. When Auto-Rudder is active, the simulator works the rudder for you. Simply stated, the rudder points the airplane’s nose in the direction it’s turning. Yes, the airplane’s nose doesn’t always point in the same direction as the airplane is banking. You have a phenomenon known as adverse yaw to thank for this.
Adverse Yaw
When banking to the right, the aileron on the left wing lowers, causing that wing to lift up. While the lowered aileron increases the lift on the left wing, it also causes a slight increase in drag. “Wait a minute,” you say, “I didn’t order any drag with my lift.” True, but this isn’t a pizza either. Mother Nature always accompanies lift with a little drag—like a chaperone on a high school date (which would really be a drag).
In a right turn, the aileron on the left wing goes down to lift that wing. The wing rises but the slight increase in drag pulls the left wing aft a little. This has the effect of pulling (or yawing) the airplane’s nose adversely to the left as the airplane banks to the right. Thus the name adverse yaw.
Obviously, if you’re banked to the right you want the nose to point in the same direction you’re banking, don’t you? This is where rudders come in handy.
The rudder is controlled by pedals on the cockpit floor, or by a twisting action in some joysticks. Let’s do another experiment.
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1. From the Aircraft menu, choose Realism Settings, deactivate the Auto-
Rudder feature, and then click the OK icon.
2. Press P to reactivate the simulation.
Leave the altitude hold and wing leveler off. Okay, here we go.
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3. Give the airplane a little right and left rudder and watch what happens.
4. The airplane yaws to the right and left respectively, while the wings remain fairly level.
5. Neutralize the rudder (take the pressure off both rudder pedals).
6. Press P to resume the simulation.
Look at the instrument called the turn coordinator, which is found at the bottom left of the six main flight instruments (Figure 10). Notice the black ball located in the curved glass tube. This combination is called the inclinometer. When the ball is in the bottom center of the tube, the airplane’s nose is perfectly pointed in the direction of turn. If the ball is deflected to the right of center, add a little right rudder to center it. If it’s deflected to the left of center, add a little left rudder to center it. Moving the ball to the center of the glass tube is known as making a coordinated turn.
Figure 10
Okay, you’re ready for more practice.
7. Press P to resume the simulation. Have fun!
8. Make a few shallow turns.
Watch the inclinometer and apply enough rudder pressure to keep the ball centered.
Remember, adverse yaw affects the airplane as it rolls into or out of a bank. Therefore, more rudder pressure is needed when rolling into or out of a bank. Once you’re established in a turn, you can neutralize the rudder and the nose should remain pointed in the direction you’re headed. (Later, you’ll learn about situations where it’s necessary to keep a little rudder pressure applied in a turn.)
The inclinometer is one way pilots tell if the airplane’s nose is pointed precisely in the direction of turn.
Practice, Practice, Practice
There’s a joke you’ve probably heard about a tourist in New York City who asks a native, “How do I get to Carnegie Hall?” The answer is, “Practice, practice, practice.” Well, that’s good advice if you want to be good at anything, so now I’d like you to spend some quality time in the first online lesson.
On the Flights menu, click Lessons, then choose Private Pilot Lesson 1.
When you’re done, come back to the book, and we’ll talk about the ups and downs of flying.
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Tutorial 3: Climbs & Descents
The homework is always easy to find. Just click the Help menu, then click Homework. All of the stuff there is important, but I want to emphasize the section on Using Engine Controls, because if you don’t read this, you’ll find yourself really up in the air, but in a bad way.
In the fifth grade my teacher asked me to come to the front of the class and name the parts of speech. I walked up, turned around, and calmly replied, “Lips, tongue, lungs, and oxygen.” Apparently that wasn’t the answer she was looking for.
Speech has its basic components, and so does aviation. So far, we’ve practiced two of the four most important fundamentals of flight: straight-and-level flight and turns. Now it’s time to practice the final two: climbs and descents.
I hope you’re not tired of Europe, because we’re going there again. Let’s reactivate our European vacation.
1. From the Flights menu, click Select Flight.
2. Choose Tutorial 3, Situation 1. (Rome? Again? Yes. I’ll take you somewhere else soon. I
promise.)
3. Click the OK icon.
4. Activate the autopilot’s altitude hold and wing leveler (press Z, then Ctrl+Z, then Ctrl+V).
This time I want you to add the Spot Plane View window. This window allows you to view the airplane from its side during climbs and descents.
5. On the Views menu, point to New View, then click Spot Plane.
6. Press P to activate the simulation.
As the flight commences, you should be viewing the airplane from its right side as shown in Figure
1. If not, simultaneously press Shift and the number 6 on your keypad for the right side view. Now you’re ready.
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Figure 1
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Trust Your Thrust
In Tutorial 2, we mentioned that thrust (produced by the engine-propeller combination) is the force that moves the plane forward. The engine’s manifold pressure gauge is your means of measuring that thrust. Figure 2 shows the manifold pressure gauge, which is located at the lower left side of the instrument panel (don’t get it confused with the fuel flow gauge on the right).
Think of the manifold pressure gauge as the engine’s power meter. Applying full throttle gives you more manifold pressure, which means the engine’s producing more power (thrust). Reducing the power to idle gives you less manifold pressure, which means the engine’s producing less power (thrust).
Look carefully at the calibrations on the manifold pressure gauge. They range from a low of 10 inches to a high of 35 inches. Inches? Huh? Don’t worry. This is just another means of calibration (it’s like using liters instead of quarts). For now, just use the calibrations on this gauge to adjust your throttle. If I say “set the manifold pressure (MP) to 22 inches,” then move the throttle until the needle on the MP gauge points to a value of 22. (That’s two tiny increments above a reading of 20 on the MP gauge. If you can’t read those increments, don’t worry. Just use a ballpark estimate.) If I say give me full power, then move the throttle all the way forward and don’t worry about the MP reading. A request to reduce the power to flight idle means to pull the throttle all the way back and, once again, don’t worry about the MP reading. Easy enough, right?
MP GAUGE
Figure 2
Now look in the upper left corner of the six main flight instruments, and you’ll find the airspeed indicator (Figure 3). The airspeed indicator shows
the speed of the wind blowing on your airplane (which is not necessarily the same thing as how fast your airplane is moving). It’s calibrated to read in knots (or nautical miles per hour) and has nothing to do with what’s going on in a pilot’s stomach. You’re presently flying at an indicated airspeed of 110 knots.
Figure 3
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Before we start flight training, let’s pretend that you’re listening to the philosophical radio station KYMI. Let’s also assume that it’s aviation question night. Here’s your question. With the power set to 17 inches of MP, why does the airspeed reading remain at a steady value of 110 knots? Drag is the reason. This power setting produces enough thrust to accelerate the airplane to approximately 110 knots. When the rearward pull of drag precisely matches the forward pull of thrust, the airplane’s speed remains constant.
Beginning a Climb
Get that lab coat because it’s time for another experiment.
1. Keep the autopilot’s wing leveler active but disengage its altitude hold
feature (press Ctrl+Z).
2. Raise the airplane’s nose
by applying a little back pressure on the joystick until the upper-middle part of your instrument panel touches the distant horizon as shown in Figure 4.
3. Apply enough nose-up
trim to hold the airplane in this attitude and examine the results.
Notice that the airspeed drops as the vertical speed indicator shows a climb. The airplane appears to be in a slight nose-up attitude as seen in the Spot Plane View.
4. Press P to pause the simulation once you’re established in the nose-up
attitude.
Believe it or not, you’ve just entered your first climb and this is what it looks like. Here’s the aerodynamic explanation:
In straight-and-level flight at 17 inches of manifold pressure, the engine produces enough thrust to pull the airplane forward at 110 knots. As you raised the nose, the airplane began to slow down in much the same way a car slows down when it begins to climb a hill. In a sense, when you placed the top middle part of the instrument panel on the distant horizon, you pointed the airplane up a relatively shallow hill.
As the airplane’s speed decreased, its drag also decreased. Therefore, since you didn’t change the setting, you had more thrust than you needed to fly at a slower speed. (As you’ll learn later on, there are two basic types of drag. One type decreases as the airspeed slows. Then, as the airspeed continues to slow, another type of drag starts to increase. But you don’t need to worry about that yet.)
Figure 4
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So what’s the airplane doing with its extra thrust? It’s allowing you to climb at a few hundred feet per minute. In fact, excess (unused) thrust is the reason an airplane climbs in the first place. Let’s make our airplane climb at a greater rate on the VSI.
1. Press P to reactivate the simulation.
Remember, we have a lot of thrust we haven’t even used. So let’s develop maximum thrust by applying full throttle while keeping the airplane at precisely the same attitude as before. In other words, keep the top of the instrument panel on the distant horizon. This represents an approximate 10-degree nose-up pitch attitude as shown in Figure 5.
2. Give the airplane some nose-down trim to
keep the attitude constant and observe what happens to the airspeed and rate of climb.
3. When the airplane is stabilized at its new
settings, press P to pause the simulation.
Figure 5 shows your airplane climbing at 85 knots and 500 feet per minute. The extra thrust allows you to climb at a faster airspeed and a larger rate of climb. This explains why pilots usually climb with full throttle. After all, it makes sense to get the airplane up in the air as fast as is reasonable, to take advantage of favorable winds (among other reasons).
Figure 5
You’re on Your Way Up
Engineers (not the kind that drive trains) tell us that efficient climbs are conducted at specific airspeeds. In fact, these same engineers discovered that your Cessna 182S climbs most efficiently at 80 knots. Since you’re at 85 knots, how do you get the airplane slowed down to 80 knots while continuing to climb at full power?
Think of the airplane as a car climbing a hill. If you have the “pedalThink of the airplane as a car climbing a hill. If you have the “pedal
Think of the airplane as a car climbing a hill. If you have the “pedal
Think of the airplane as a car climbing a hill. If you have the “pedalThink of the airplane as a car climbing a hill. If you have the “pedal
to the metal” (full throttle), the car’s speed is determined by theto the metal” (full throttle), the car’s speed is determined by the
to the metal” (full throttle), the car’s speed is determined by the
to the metal” (full throttle), the car’s speed is determined by theto the metal” (full throttle), the car’s speed is determined by the steepnesssteepness
steepness
steepnesssteepness slows down; shallower, the car speeds up. It works the same forslows down; shallower, the car speeds up. It works the same for
slows down; shallower, the car speeds up. It works the same for
slows down; shallower, the car speeds up. It works the same forslows down; shallower, the car speeds up. It works the same for
airplanes. But you have an advantage over car drivers: you get to choose howairplanes. But you have an advantage over car drivers: you get to choose how
airplanes. But you have an advantage over car drivers: you get to choose how
airplanes. But you have an advantage over car drivers: you get to choose howairplanes. But you have an advantage over car drivers: you get to choose how steep your hill is. All you have to do is adjust the size of the hill you’resteep your hill is. All you have to do is adjust the size of the hill you’re
steep your hill is. All you have to do is adjust the size of the hill you’re
steep your hill is. All you have to do is adjust the size of the hill you’resteep your hill is. All you have to do is adjust the size of the hill you’re climbing by changing your pitch to obtain the climb airspeed desired.climbing by changing your pitch to obtain the climb airspeed desired.
climbing by changing your pitch to obtain the climb airspeed desired.
climbing by changing your pitch to obtain the climb airspeed desired.climbing by changing your pitch to obtain the climb airspeed desired.
of the hill. If the hill suddenly becomes steeper, the car of the hill. If the hill suddenly becomes steeper, the car
of the hill. If the hill suddenly becomes steeper, the car
of the hill. If the hill suddenly becomes steeper, the car of the hill. If the hill suddenly becomes steeper, the car
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Give it a try.
1. Press P to reactivate the simulation.
2. Raise the airplane’s nose (increase the steepness of the hill you’re climbing) to a slightly higher
climb attitude. Hold it there, and watch the response on the airspeed indicator.
3. Adjust the pitch up or down slightly until the airspeed indicator shows 80 knots. Be patient.
Airplanes have inertia and take a moment or two to settle into a new speed once the pitch is changed.
4. Once you’re established at this speed, press P to pause the simulation.
To maintain an 80-knot climb speed, you should show a pitch of approximately 13 degrees on the attitude indicator (for now we’ll use the attitude indicator for our bank and pitch reference since it’s difficult to see the real horizon over the instrument panel). The little lines on the attitude indicator are worth five degrees each, so you read them (from bottom to top) 5, 10, 15, and 20 degrees of pitch. 13 degrees of pitch would be just below the third line up.
Of course, the pitch for a climb varies a little from day to day, depending on several variables like airplane weight, configuration, or engine power, to name a few. All that matters is that you find the proper pitch that gives you the climb airspeed desired.
Care to Waltz?Care to Waltz?
Care to Waltz?
Care to Waltz?Care to Waltz?
Now you know the secret to climbing an airplane. The next time you wantNow you know the secret to climbing an airplane. The next time you want
Now you know the secret to climbing an airplane. The next time you want
Now you know the secret to climbing an airplane. The next time you wantNow you know the secret to climbing an airplane. The next time you want to climb, raise the nose to to climb, raise the nose to
to climb, raise the nose to
to climb, raise the nose to to climb, raise the nose to
attitude indicator, add full throttle, and trim the airplane to maintain thisattitude indicator, add full throttle, and trim the airplane to maintain this
attitude indicator, add full throttle, and trim the airplane to maintain this
attitude indicator, add full throttle, and trim the airplane to maintain thisattitude indicator, add full throttle, and trim the airplane to maintain this attitude. It’s as simple as that. Then adjust the pitch slightly (perhaps only aattitude. It’s as simple as that. Then adjust the pitch slightly (perhaps only a
attitude. It’s as simple as that. Then adjust the pitch slightly (perhaps only a
attitude. It’s as simple as that. Then adjust the pitch slightly (perhaps only aattitude. It’s as simple as that. Then adjust the pitch slightly (perhaps only a degree or two) to give you the airspeed desired. Think of entering a climb as adegree or two) to give you the airspeed desired. Think of entering a climb as a
degree or two) to give you the airspeed desired. Think of entering a climb as a
degree or two) to give you the airspeed desired. Think of entering a climb as adegree or two) to give you the airspeed desired. Think of entering a climb as a three-step waltz. Think: three-step waltz. Think:
three-step waltz. Think:
three-step waltz. Think: three-step waltz. Think: Change the Change the
Change the
Change the Change the stabilized at its new attitude.stabilized at its new attitude.
stabilized at its new attitude.
stabilized at its new attitude.stabilized at its new attitude.
attitudeattitude
attitude
attitudeattitude
one—two—three, one—two—threeone—two—three, one—two—three
one—two—three, one—two—three
one—two—three, one—two—threeone—two—three, one—two—three
, change the , change the
, change the
, change the , change the
approximatelyapproximately
approximately
approximatelyapproximately
power,power,
and then and then
power,
and then
power,power,
and then and then
13 degrees pitch-up on the 13 degrees pitch-up on the
13 degrees pitch-up on the
13 degrees pitch-up on the 13 degrees pitch-up on the
, or, or
attitude—power—trim attitude—power—trim
, or
attitude—power—trim
, or, or
attitude—power—trim attitude—power—trim
trimtrim
the airplane once it’s the airplane once it’s
trim
the airplane once it’s
trimtrim
the airplane once it’s the airplane once it’s
..
.
..
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Of course, you may elect to climb at a slightly faster speed. Sometimes I preferOf course, you may elect to climb at a slightly faster speed. Sometimes I prefer
Of course, you may elect to climb at a slightly faster speed. Sometimes I prefer
Of course, you may elect to climb at a slightly faster speed. Sometimes I preferOf course, you may elect to climb at a slightly faster speed. Sometimes I prefer climbing at 90 knots simply because it makes it easier to look over theclimbing at 90 knots simply because it makes it easier to look over the
climbing at 90 knots simply because it makes it easier to look over the
climbing at 90 knots simply because it makes it easier to look over theclimbing at 90 knots simply because it makes it easier to look over the instrument panel (so I can watch for other airplanes and see pretty things).instrument panel (so I can watch for other airplanes and see pretty things).
instrument panel (so I can watch for other airplanes and see pretty things).
instrument panel (so I can watch for other airplanes and see pretty things).instrument panel (so I can watch for other airplanes and see pretty things). When a rapid, efficient climb to altitude isn’t necessary, find the airspeedWhen a rapid, efficient climb to altitude isn’t necessary, find the airspeed
When a rapid, efficient climb to altitude isn’t necessary, find the airspeed
When a rapid, efficient climb to altitude isn’t necessary, find the airspeedWhen a rapid, efficient climb to altitude isn’t necessary, find the airspeed that gives you both a good climb rate and a reasonable view over the panel.that gives you both a good climb rate and a reasonable view over the panel.
that gives you both a good climb rate and a reasonable view over the panel.
that gives you both a good climb rate and a reasonable view over the panel.that gives you both a good climb rate and a reasonable view over the panel.
What Goes Up…
Now that we’ve almost climbed out of our atmosphere (just kidding), we should talk about coming back down. This is a good time to show you a neat little trick about how airplanes fly.
1. Press P to reactivate the simulation.
2. Keeping in mind that the wing leveler is on, slowly reduce the throttle to flight idle (throttle all
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the way back) but don’t touch the joystick.
3. Observe the airplane’s response as it pitches nose down and goes through a few pitch cycles
until its attitude stabilizes.
4. Press P to pause the simulation.
Even though we’ve reduced power, the airspeed stays relatively constant at approximately 80 knots. Once the airplane is trimmed to maintain a specific airspeed, it will attempt to maintain that airspeed even with a power change (many factors affect this, so the airspeed will vary a little.)
The VSI shows a 700 foot per minute (FPM) descent while the airplane is at a 3-degree nose-up attitude (an attitude lower than the previous climb attitude). Whether you know it or not, you’ve just made your first successful descent.
Think of descending in an airplane as you would going down a hill in aThink of descending in an airplane as you would going down a hill in a
Think of descending in an airplane as you would going down a hill in a
Think of descending in an airplane as you would going down a hill in aThink of descending in an airplane as you would going down a hill in a car. First, as the car points down a steep hill, you normally take yourcar. First, as the car points down a steep hill, you normally take your
car. First, as the car points down a steep hill, you normally take your
car. First, as the car points down a steep hill, you normally take yourcar. First, as the car points down a steep hill, you normally take your foot off the accelerator and coast downward (especially near a donutfoot off the accelerator and coast downward (especially near a donut
foot off the accelerator and coast downward (especially near a donut
foot off the accelerator and coast downward (especially near a donutfoot off the accelerator and coast downward (especially near a donut shop—that’s where the police are). The steepness of the hill determinesshop—that’s where the police are). The steepness of the hill determines
shop—that’s where the police are). The steepness of the hill determines
shop—that’s where the police are). The steepness of the hill determinesshop—that’s where the police are). The steepness of the hill determines
the car’s eventual speed. Steep hills result in faster coasting speeds, whilethe car’s eventual speed. Steep hills result in faster coasting speeds, while
the car’s eventual speed. Steep hills result in faster coasting speeds, while
the car’s eventual speed. Steep hills result in faster coasting speeds, whilethe car’s eventual speed. Steep hills result in faster coasting speeds, while shallow hills result in slower coasting speeds. Airplanes work similarly.shallow hills result in slower coasting speeds. Airplanes work similarly.
shallow hills result in slower coasting speeds. Airplanes work similarly.
shallow hills result in slower coasting speeds. Airplanes work similarly.shallow hills result in slower coasting speeds. Airplanes work similarly.
We’ve reduced the power to flight idle. In a sense we’re coasting down a hill. Our airspeed stabilized at 80 knots because the previous trim setting determined the steepness of our hill. Now, let’s change the steepness of the hill.
But first, let’s give ourselves a little more altitude. If we go too low in this part of the country, we’ll need permission from the Bureau of Land Management—because we’ll hit something.
1. On the World menu, click Map View.
2. Click in the Altitude (MSL) text box (make sure it’s the aircraft one, not the tower one) and type
the number 5000, which represents 5,000 feet above sea level.
3. Click the OK icon.
You’re automatically boosted to 5,000 feet without having to rub a genie’s lamp.
4. Press P to reactivate the simulation (remember, the wing leveler is still active).
Pitch Change Means Airspeed Change
Let’s see how a small change in pitch affects the airspeed. Without readjusting the trim, I want you to lower the nose slightly (make a steeper hill) and find an attitude that produces an airspeed reading of 90 knots.
1. Using the attitude indicator, make a small, slight pitch adjustment—perhaps a degree or two—,
hold it, and watch the airspeed’s response.
Observe the change, but don’t chase the airspeed needle. If you want to descend at this speed, you’d simply trim the airplane to maintain this attitude.
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2. Now raise the nose (make a shallower hill) and find an attitude that produces an airspeed
reading of 70 knots.
3. Since the airplane is trimmed for an 80-knot glide, slowly release the back pressure on the
joystick and resume the 80-knot descent.
4. Once the airspeed stabilizes at 80 knots, press P to pause the simulation.
5. Click World, click Map View, and type 5000 in the Altitude (M SL) field. Click the OK icon and
we’re back to 5,000 feet above sea level.
The reason I had you change pitch with the power set at flight idle was to give you an idea of how we control the airplane’s airspeed. This becomes very important when you prepare for landings. After all, you’ll need to fly at different speeds when making your landing approach. By making changes in pitch you can descend at any airspeed you desire.
Changing Descent Rates
What if you want to descend at the same airspeed but at a slower descent rate (a smaller reading on the VSI)? Well, here’s your chance for power. (Sorry, I mean engine power. No world domination today!) Power has a direct bearing on your rate of descent.
1. Press P to reactivate the simulation.
At 80 knots, with the power at flight idle, the airplane descends at approximately 700 FPM. Suppose, for example, you’re approaching to land and need less of a descent rate to make it to the runway. What do you do?
2. Simply increase your MP to a higher value, say 11 inches and adjust the pitch slightly to
maintain 80 knots.
3. Retrim as necessary.
With this slight increase in power, the airplane descends at 300 FPM. Of course, as more power is added, the airplane will stop descending. And, if you give it even more power, the airplane will fly level or even start climbing at 80 knots.
4. Press P to pause the simulation.
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At this stage of your training, it’s a good time to agree on how you’ll control the airplane. Power (throttle position) should be your means of adjusting the rate of descent (what the VSI reads). The airplane’s pitch attitude (controlled by the joystick) is your means of maintaining a specific airspeed. And, in a climb, you’ll always use the maximum allowable power (usually full throttle) while adjusting the airplane’s attitude with the joystick for the airspeed desired. Since you’re familiar with the procedure for making climbs and descents, let’s combine these with the skills we developed in tutorial two.
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Things Are Turning Up
It’s time to combine climbs and descents with turns. I want you to press Ctrl+; (that’s the Ctrl key and the semicolon key) to reset this flight. You’ll return to a condition of straight-and-level flight. Read the following steps all the way through before trying them, since this will take some concentration.
I want you to enter a 20-degree right banking turn. Once established, you will start a climb to 4,000 feet, and then roll into straight-and-level flight. Here’s how you might do it:
1. Press Z to deactivate the autopilot.
2. Start your 20-degree bank turn.
3. Increase the pitch to a 13-degree nose-up attitude. Since you’re in a turn, you’ll need to use the
attitude indicator’s orange ball as the pitch reference.
4. Adjust the attitude slightly to give you the desired 80-knot climb airspeed, then trim to maintain
this attitude.
5. When you approach within 50 feet of 4,000 feet (that’s 3,950 on your altimeter) lower the nose
and roll out into a straight-and-level flight attitude. (In case you’re wondering, we’ll use a 50-foot altitude lead when climbing or descending to any new altitude so as to prevent overshooting or flying through the target altitude.)
6. Then reduce power to a cruise setting of 20 inches of MP.
7. Once the airspeed stabilizes, trim for this attitude.
8. When you’re done, press P to pause the simulation.
Ready? Give it a try.
Well, how did you do? Believe it or not, that wasn’t necessarily a simple maneuver. Remember, the secret to going from one attitude to another (such as from straight-and-level to a climb) is to do it like a waltz: Attitude, power, and trim. You adjust the attitude to a known value that puts your airplane in the ballpark for a climb (13 degrees for a climb at 80 knots). Then you adjust the power (you’ll climb with full power in this airplane). And finally, you provide enough trim to hold this attitude. Attitude, power, and trim is the secret when making any pitch change.
Time for a Turn Down
Now that we’re at 4,000 feet, let’s descend to 2,500 feet while in a left turn at 20 degrees of bank. And to make this a little more challenging, do it at 90 knots. Here’s how it’s done. (Don’t do it till you’ve read through all the steps.)
1. Roll into a 20-degree left turn.
2. Reduce power to flight idle.
3. Lower the nose to an attitude that you suspect gives you an airspeed of 90 knots. Since three
degrees positive pitch gives you 80 knots, perhaps you’ll attain 90 knots at one degree positive pitch (a slightly lower attitude). Remember, because you’re in a turn, you’ll use the attitude
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indicator’s orange ball as the pitch reference.
4. When you’re at 2,550 feet (a 50-foot lead above 2,500), put the airplane in the attitude for
straight-and-level flight.
5. Increase power to a cruise setting of 20 inches of MP and trim when the airspeed stabilizes.
Attitude, power, and trim, right?
Ready? Let’s go. Press P to reactivate the simulation. When you’re done with this exercise, press P to pause the simulation and stand by for your impromptu motivational pep talk.
You did it! You now know how to make climbs, turns, and descents as well as perform straight-and­level flight. Yes, you understand the basics. Now you need practice. I’m soloing you, cutting you loose to practice without using the autopilot. I want you to practice straight-and-level flight, climbs, turns, and descents alone and in combination with each other. Practice on your own before beginning the next tutorial.
Remember, you’ve learned the basics of moving the airplane through the air, but next we’re going to learn all the little things that allow you to get it down on the runway. In fact, our next tutorial deals with flying at slower speeds, just like the speeds you’ll fly at during a landing approach.
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Reading the AltimeterReading the Altimeter
Reading the Altimeter
Reading the AltimeterReading the Altimeter
Reading the altimeter is very similar to reading a watch. I say this with caution knowing that some readers have been raised on digital watches and
no longer know what it means when Mickey’s little hand is on the 3 and his big hand is on the 12. Some may not even know which way Mickey’s hands used to turn.
Figure 6 shows a typical altimeter found in most airplanes. It has three hands, which is how many you’ll wish you had sometimes when things get busy in the cockpit.
A
Figure 6
The shortest hand points to numbers representing the airplane’s height in tens of thousands of feet. The medium, thicker hand represents altitude in thousands of feet. And the long, thin hand represents the airplane’s altitude in hundreds of feet.
The easiest way to read an altimeter is to read it just like you would read a clock. For instance, if Altimeter A in Figure 6 were a clock, what time would it read? Yes, it would read 3 o’clock. Since Altimeter A isn’t a clock, it shows an altitude of 3,000 feet. The long (hundreds) hand points to zero hundred feet, and the medium (thousands) hand points to 3,000 feet.
If Altimeter B were a clock, what time would it say? It would read 3:30, or half past 3 o’clock. As an altimeter it reads half past three thousand or 3,500 feet. The long (hundreds) hand points to 500 feet and the medium (thousands) hand points between 3,000 and 4,000 feet. The altitude is 500 feet past 3,000 feet (3,500 feet).Not too tough, is it?
B C
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Try reading Altimeter C like a clock. What time is it? Yes, it looks like it’s 3:00, but take a closer look at the very short (ten thousands) hand. This hand points a little past a value of 1, meaning you need to add 10,000 feet onto the value shown by the altimeter’s medium and long hand. Altimeter C indicates an altitude of 13,000 feet.
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Tutorial 4: Slow Flight
Okay, here’s the deal. I’m going to stick you in an airplane that’s capable of doing 120 knots—twice as fast as the cars on the freeway below—and I have only one request: I want you to fly as slow as you can. Sounds reasonable, right? Not really. This is like asking an Indy race driver not to take his machine out of first gear. There is, however, a good reason for flying slowly.
The practice of slow flight is the proving ground on which you prepare for aviation’s biggest event: landing. After all, you don’t want to land at cruise speeds, because airplanes weren’t designed to maneuver on the surface at high velocities. You don’t want to burn the tires off the rims, do you? (Just kidding, but it’s not far from the truth.) In general, the slower you are upon touchdown, the easier it is to control the airplane on the runway.
Additionally, airplanes can’t fly too slowly, or they’ll cease flying and start falling (this is called stalling, but it has nothing to do with the engine stopping, as you’ll learn later). That’s why I want you to feel comfortable operating at slower speeds so you’ll know where the dangers are. And, as you’ll eventually discover, it’s sometimes necessary to follow slower airplanes. You need to know how to adjust your airspeed to prevent chewing up their tail feathers. These are only a few of the reasons we practice slow flight. It’s an important maneuver. Let’s get started.
Guess where we’re going? You got it, Europe. ”Oh no, not again!” Yes, you must redeem yourself. Many Italians think a strike by your landing gear put the “lean” in the Leaning Tower of Pisa. You must show them you’re a masterful pilot by slow-flying your airplane over their country. So, let’s reactivate our European vacation.
1. On the Flights menu, click Select Flight.
2. Choose Tutorial 4, Situation 1.
3. Click the OK icon.
4. Press Z, then Ctrl+Z, then Ctrl+V to activate the autopilot’s altitude hold and wing leveler.
5. Let’s also add the Spot Plane View: click the Views menu, then point to New View, then click
Spot Plane.
6. Drag the new window to the upper-left corner of your screen, if it’s not there already.
The airplane should be established in straight-and-level-flight at 110 knots at 3,000 feet above sea level.
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Slow Flight in Action
In Tutorial 3, we mentioned that thrust (produced by the engine-propeller combination) balances drag, which acts opposite to thrust and is the air’s resistance to a moving airplane. Our present power
setting produces enough thrust to pull the airplane through the air at 110 knots at a pitch attitude of
approximately 4 degrees nose up, as seen on the attitude indicator. Notice how the airplane looks from the side (Spot View) as shown in Figure 1.
1. Press P to activate the simulation.
2. Reduce power to flight idle and watch what the
autopilot does to the airplane’s pitch attitude. As the airplane slows down below 75 knots, increase power to 13 inches of MP and continue watching.
The airplane’s pitch attitude increased to 15 degrees nose-up pitch as the airspeed decreased to
Figure 1
Look at the Spot Plane View. Compared to the slight nose-up pitch attitude for straight-and-level-flight at 110 knots, it looks like your airplane is popping a wheelie.
3. Increase the power to 20 inches of MP and observe the
airplane’s reaction.
An increase in power allowed the airplane to fly faster and at a lower pitch attitude.
4. When the airplane accelerates to 110 knots, reduce
power to 17 inches of MP and press P to pause the simulation.
What’s going on here?
approximately 63 knots (Figure 2).
Figure 2
You’re in a Relationship
You’ve just witnessed an important relationship between airspeed and the angle at which the wing meets the wind. To better understand this, I think we need to go to the movies. This is a rerun (you did it for your homework in the last tutorial) but I want you to watch it again.
Click the Help menu, then click Homework. Under Tutorial 4, select How Wings Work and play the video.
As you see, wings develop lift when air passes over them. The wing separates the airflow into two streams: one stream flows above the wing; the other, below. Air flowing above the wing undergoes an
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artificial curve induced by the wing’s engineered shape (Figure 3). Air flowing below the wing’s flat- bottom surface remains relatively unbent as it moves
aft.
Because air flowing over the wing bends, it is forced to travel a greater distance than the air flowing underneath. Because it travels a greater distance, the bent air must move faster on its journey over the wing. It’s this relative increase in wind speed above the wing that lowers pressure and produces lift.
Figure 4
Figure 3
It’s test tube and Bunsen burner time again; let’s try another experiment.
1. Take a piece of writing paper and hold
it in such a way that the top surface is curved downward as shown in Figure
4. With a little imagination, you can see how the top of the bent paper is similar in appearance to the wing’s upper curved surface.
2. Blow over the top of the paper.
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What happens? The paper should rise upward. (Do this for kids sometime. They’ll think you’re magic.)
Increasing the velocity of air over a surface reduces the atmospheric pressure on that surface. This means you have low pressure above the wing and high pressure underneath. Since high pressure always moves toward low pressure, the wing (which just happens to be in the way) is pushed upward in the process. Known as Bernoulli’s (pronounced Brr-NEW-lee) principle, this effect is responsible for much of the lift produced by the wing (and explains the sightings of at least one or two toupees on windy days).
At a cruise speed of 110 knots, the wing’s shape (its engineered curvature) produces enough lift to counterbalance the airplane’s weight. The airplane maintains its altitude at a relatively low pitch attitude. When power is reduced, the airplane slows down, resulting in the airflow over the wing decreasing in speed. This, in turn, results in a decrease in lift unless we take corrective action to keep the lift constant. Remember, if lift is less than weight, the airplane will be unable to maintain altitude. What do we do? We must increase the angle of attack.
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Angle of Attack
The angle between the wing and the wind that blows on it is called the angle of attack, as shown in Figure 5.
AIRPLANE’S MOTION
Figure 5
ANGLE OF
ATTAC K
RELATIVE MOTION
A
Figure 6
enough to provide the necessary lift for flight. This allows us to fly at a small angle of attack. When the airspeed decreases, however, the wing’s engineered shape can’t bend or curve the air sufficiently to produce adequate lift. Therefore, we needed to artificially bend the air flowing over the wing by making the wing attack the air at a larger angle. A larger angle of attack imparts a larger bend or curve to the wind, causing the wind’s speed to increase as it flows aft. This results in an increase in lift even though the airplane is flying at a slower airspeed.
At this point you’re probably thinking, “Hmmm, instead of learning to fly, maybe I should try something simpler, like neurosurgery.” Don’t fret. You now have enough information to understand the process of slow flight. Do you see the relationship between angle of attack and airspeed?
As the airspeed decreases, you must increase the angle of attack to maintain altitude. In other words, to maintain level flight, you must increase the airplane’s pitch attitude by applying rearward pressure on the joystick. At higher airspeeds, the wing’s engineered shape produces sufficient lift for level flight at a near-level pitch attitude. Now you know why commercial airliners need large nose-up pitch attitudes on liftoff since their takeoff speeds are so low. Once the jetliner accelerates to its cruise speed, it flies along at a lower pitch attitude. Let’s put our knowledge to practice.
B
In cruise flight at 110 knots, the angle of attack is relatively small, resulting in a near-level pitch attitude, as shown in Figure 6A. When we slowed the airplane down, the autopilot, in order to hold altitude, increased the angle of attack by raising the airplane’s pitch attitude, as shown in Figure 6B.
In cruise flight, the wing’s engineered shape curves the air
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A Demonstration by the Autopilot
For any given power setting, the airplane requires a specific angle of attack to maintain altitude (assuming all other variables remain the same: air density, weight, etc.). Let’s assume that we’re preparing the airplane for landing.
1. Return to the simulation and press P to resume straight-and-level-flight. The first thing we need
to do is slow down to 80 knots while remaining in level flight. Let’s see how the autopilot handles the controls during this process.
2. Reduce power to 14 inches of MP. (Remember,
the autopilot is still active.)
Notice how the pitch attitude increased to approximately 8 degrees nose-up, as shown on the attitude indicator in Figure 7. From the Spot Plane View, you can see that the angle of attack has increased. The autopilot raised the airplane’s nose just enough to maintain altitude (or keep the VSI and altimeter needles from moving) as the airplane decelerated. The selected power (14 inches of MP) was sufficient to keep the airplane in level flight at this pitch attitude.
Okay, suppose we want to return to cruise speed. Let’s watch the autopilot do it.
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3. Apply 20 inches of MP.
As the speed increases, the autopilot decreases the angle of attack by lowering the airplane’s pitch attitude just enough to keep the altitude from increasing as the airplane accelerates to 110 knots.
4. When you reach 110 knots, reduce the MP to 17 inches.
5. Press P to pause the simulation.
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Entering Slow flight
It’s time for you to hand-fly this airplane and practice entering and leaving slow flight. Let’s do this with the wing leveler active (altitude hold inactive) so you need to concentrate on only two variables: power and pitch attitude.
Let’s suppose you’re following another airplane as you’re preparing to land. While maintaining straight-and-level-flight you must slow the airplane to 75 knots to keep from weed-whacking the airplane ahead of you. Here’s the general procedure you should use for entering slow flight while maintaining altitude.
1. First, press Ctrl+Z to deactivate the altitude hold mode, then follow the sequence below.
2. Press P to activate the simulation.
3. Reduce power to flight idle (with experience you’ll eventually learn the power settings for the
speed desired and will reduce power to that value).
4. Raise the nose just fast enough to keep the VSI needle steady at zero (or the altimeter’s
hundred-foot hand steady).
5. As the airplane decelerates, apply a little nose-up trim to help maintain the nose-up pitch
attitude (this is approximately 9 degrees nose-up pitch as shown on the attitude indicator).
6. When the airplane is at the desired airspeed, apply enough power to hold your altitude (around
13 inches). Use small adjustments in pitch to maintain the desired airspeed.
7. Make a final trim adjustment (if necessary) to maintain the pitch attitude that gives you the
desired airspeed.
8. Press P to pause the simulation.
Leaving Slow flight
Let’s suppose the tower controller wants you to increase your speed from 75 to 85 knots. How do you accomplish this? Simply reverse the process used to enter slow flight:
1. Press P to activate the simulation.
2. Increase power to a tad less than 15 inches of MP.
3. Lower the nose just fast enough to keep the VSI needle steady at zero (or the altimeter’s
hundred-foot hand steady).
4. As the airplane accelerates, apply a little nose-down trim to help maintain the desired pitch
attitude (which is approximately six degrees nose-up pitch as shown on the attitude indicator).
5. When the airplane is at the desired airspeed, apply enough power to hold your altitude. Use
adjustments in pitch to maintain the desired airspeed.
6. Make a final trim adjustment (if necessary) to maintain the pitch attitude which gives you the
desired airspeed (85 knots in this instance).
7. Press P to pause the simulation.
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Here’s What You’ve Learned
So far, you’ve learned how to fly the airplane at severalSo far, you’ve learned how to fly the airplane at several
So far, you’ve learned how to fly the airplane at several
So far, you’ve learned how to fly the airplane at severalSo far, you’ve learned how to fly the airplane at several different speeds. At this stage of your training, you’vedifferent speeds. At this stage of your training, you’ve
different speeds. At this stage of your training, you’ve
different speeds. At this stage of your training, you’vedifferent speeds. At this stage of your training, you’ve
learned that the throttle is best used to maintain your altitudelearned that the throttle is best used to maintain your altitude
learned that the throttle is best used to maintain your altitude
learned that the throttle is best used to maintain your altitudelearned that the throttle is best used to maintain your altitude
or rate of descent. The airspeed is maintained by adjusting theor rate of descent. The airspeed is maintained by adjusting the
or rate of descent. The airspeed is maintained by adjusting the
or rate of descent. The airspeed is maintained by adjusting theor rate of descent. The airspeed is maintained by adjusting the
airplane’s pitch attitude. But what about when you’re not trying to maintain aairplane’s pitch attitude. But what about when you’re not trying to maintain a
airplane’s pitch attitude. But what about when you’re not trying to maintain a
airplane’s pitch attitude. But what about when you’re not trying to maintain aairplane’s pitch attitude. But what about when you’re not trying to maintain a specific speed, such as in cruise flight? After all, in cruise flight, you don’tspecific speed, such as in cruise flight? After all, in cruise flight, you don’t
specific speed, such as in cruise flight? After all, in cruise flight, you don’t
specific speed, such as in cruise flight? After all, in cruise flight, you don’tspecific speed, such as in cruise flight? After all, in cruise flight, you don’t maintain your altitude with throttle adjustments, do you? No, you don’t. Here’smaintain your altitude with throttle adjustments, do you? No, you don’t. Here’s
maintain your altitude with throttle adjustments, do you? No, you don’t. Here’s
maintain your altitude with throttle adjustments, do you? No, you don’t. Here’smaintain your altitude with throttle adjustments, do you? No, you don’t. Here’s why.why.
why.
why.why.
In cruise flight, you typically set the throttle to a power setting that won’tIn cruise flight, you typically set the throttle to a power setting that won’t
In cruise flight, you typically set the throttle to a power setting that won’t
In cruise flight, you typically set the throttle to a power setting that won’tIn cruise flight, you typically set the throttle to a power setting that won’t harm the engine (for simplicity in teaching we’ll assume that the application ofharm the engine (for simplicity in teaching we’ll assume that the application of
harm the engine (for simplicity in teaching we’ll assume that the application of
harm the engine (for simplicity in teaching we’ll assume that the application ofharm the engine (for simplicity in teaching we’ll assume that the application of full throttle in any of our simulations won’t hurt the engine). Then, for thefull throttle in any of our simulations won’t hurt the engine). Then, for the
full throttle in any of our simulations won’t hurt the engine). Then, for the
full throttle in any of our simulations won’t hurt the engine). Then, for thefull throttle in any of our simulations won’t hurt the engine). Then, for the most part, you leave the throttle alone. You’re not necessarily concerned withmost part, you leave the throttle alone. You’re not necessarily concerned with
most part, you leave the throttle alone. You’re not necessarily concerned with
most part, you leave the throttle alone. You’re not necessarily concerned withmost part, you leave the throttle alone. You’re not necessarily concerned with maintaining a specific airspeed in cruise flight. In this case, power is maintaining a specific airspeed in cruise flight. In this case, power is
maintaining a specific airspeed in cruise flight. In this case, power is
maintaining a specific airspeed in cruise flight. In this case, power is maintaining a specific airspeed in cruise flight. In this case, power is a specific setting and you make slight adjustments in pitch attitude to hold ora specific setting and you make slight adjustments in pitch attitude to hold or
a specific setting and you make slight adjustments in pitch attitude to hold or
a specific setting and you make slight adjustments in pitch attitude to hold ora specific setting and you make slight adjustments in pitch attitude to hold or modify your altitude. In slow flight, however, you’ll use power to control yourmodify your altitude. In slow flight, however, you’ll use power to control your
modify your altitude. In slow flight, however, you’ll use power to control your
modify your altitude. In slow flight, however, you’ll use power to control yourmodify your altitude. In slow flight, however, you’ll use power to control your altitude, and pitch (joystick) to control your airspeed. This might be thealtitude, and pitch (joystick) to control your airspeed. This might be the
altitude, and pitch (joystick) to control your airspeed. This might be the
altitude, and pitch (joystick) to control your airspeed. This might be thealtitude, and pitch (joystick) to control your airspeed. This might be the opposite of what you’d guess. But as you’ll soon see, this is the technique Iopposite of what you’d guess. But as you’ll soon see, this is the technique I
opposite of what you’d guess. But as you’ll soon see, this is the technique I
opposite of what you’d guess. But as you’ll soon see, this is the technique Iopposite of what you’d guess. But as you’ll soon see, this is the technique I want you to use when landing an airplane.want you to use when landing an airplane.
want you to use when landing an airplane.
want you to use when landing an airplane.want you to use when landing an airplane.
You’re On Your Own
Now I want you to practice slow flight with the autopilot completely disengaged. Your objective is to maintain altitude and heading while trying to fly at various slow flight speeds of your choosing. At first, you’ll find it a bit tricky to maintain airspeed and altitude while flying a precise heading. So establish priorities with these items. First, adjust pitch to attain the desired airspeed. Then, while maintaining that pitch attitude, make small adjustments in power to hold your altitude.
fixedfixed
fixed
fixedfixed
at at
at
at at
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If you feel lucky, try slow flight in turns. But be careful in those turns. Remember from the second tutorial that a slight increase in pitch attitude was necessary to maintain altitude in a turn. Now that you know how to use the throttle, you’ll want to add a little bit of power (perhaps one or two inches of MP) if necessary to help maintain altitude in a turn. The steeper the turn, the more power you’ll need. Be generous with your use of trim in slow flight (although, it’s best not to trim in turns since turns are transient conditions). This prevents the airplane slinking away from the desired pitch attitude if your attention is diverted from the instrument panel.
Above all, have fun. And that’s what we’ll continue to do in our next tutorial which, by the way, is about stalls.
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Tutorial 5: Stalls
You did your homework, right? (Click the Help menu, then click Homework.)
Several years ago a farmer called the fire department to report that his barn was on fire. The fireman said, “Okay, we’ll be right over, but how do we get there?” With his country drawl the farmer replied, “Well, you still have that big red truck, don’t ya?”
That’s what psychologists call a communication problem. Flight instructors have a similar problem with the term stall. Some people think a stall is where the airplane is kept at night or what you do when you have a lot of aviation homework to complete. Seriously, though, many people think it has to do with the airplane’s engine faltering, since that’s how a car stalls.
Actually, it’s none of these; stalls have nothing to do with the engine at all. Stall is a term identifying what happens when the smooth airflow over the wings is disrupted, thereby preventing the airplane from developing sufficient lift for flight.
Sharp student that you are, I’m sure you’re thinking, “Why do I need to learn about stalls in the first place?” The sad fact is that pilots continue to accidentally stall airplanes. They may become distracted and let their airspeed get too slow for a given condition of flight or they get a little too aggressive on the flight controls. Either one can cause an airplane to stall. The solution to this dilemma is to recognize the onset of a stall and prevent it from occurring in the first place. And, if you accidentally enter one, know how to recover quickly with a minimum loss of altitude.
When stalls happen close to the ground, such as when approaching to land, it can be a real downer for the pilot. And I mean that both figuratively and literally. That’s why I’m here: to teach you to identify a stall, prevent it from happening and, if it happens, show you how to recover. So let’s get started.
First, a Little Theory
I’ve assumed that you’ve completed your homework assignment. If not, now is a good time to do so. No stalling here!
In Tutorial 4, I showed how, in order to maintain sufficient lift for flight, the wing’s angle of attack increased as the airspeed decreased. Perhaps you’ve wondered if there is a limit to how much the angle of attack could increase. After all, common sense suggests there are limits to all things. The ancient Egyptians had common sense limits, especially regarding the size of pyramids they could build (I think this is known as Tut-an-kommon sense). Wings have limits, too.
In the stall homework you observed air begin to burble over the top of the wing when the wing reached a very large angle of attack (about 18 degrees for most airplanes). The angle at which the air begins burbling, followed by the wings stalling, is known as the critical angle of attack.
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Okay, here comes an idea that’s like the biggest fish you ever caught—it’s a real keeper. Since wings always stall when they exceed the critical angle of attack, you can recover from the stall by decreasing the angle of attack to less than the critical value. Now it’s time to start stalling.
Stop Flying, Start Stalling
Let’s hop on over to Hong Kong for some stall practice.
1. On the Flights menu, click Select Flight, then choose
Tutorial 5, Situation 1 and click the OK icon.
2. Press Z, then Ctrl+Z, then Ctrl+V to activate the autopilot’s
altitude hold and wing leveler. The airplane will settle down into straight-and-level flight at 110 knots at 4,000 feet above sea level. Notice that I’ve also included the Spot Plane View in the upper-left corner of your screen.
The best way to understand stalls is to jump right in and see what they look like. Then I will talk about what you observed. For this demonstration, we’ll forgo some of the formalities regarding the stall. Things like doing clearing turns before each stall (this allows you to observe other airplanes below you and keeps you from literally dropping in on them).
Additionally, because this is a simulator, we’re going to have to exaggerate things a bit for you to see how stalls really work. In the actual airplane, you’d have many sensory cues to alert you to the onset of a stall. Like the airplane actually shaking a bit when the stall occurs. (If you find yourself shaking, it’s time to cut back on those cappuccinos.)
Figure 1
Figure 2
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Here we go.
Your First Stall
1. Press P to activate the simulation.
2. Press Ctrl+Z to deactivate the autopilot’s altitude hold,
leaving the wing leveler function active, and reduce the power to flight idle.
3. Slowly pull the joystick all the way back (towards you) and
hold it there.
4. In the Spot Plane View window, you should observe the airplane pitch up (Figure 1), then stall
(Figure 2), then pitch forward (Figure 3).
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Figure 3
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You’re in the beginning of a stall when the stall horn activates (it’s an audible cockpit warning that activates when the airplane is at or near the critical angle of attack). In the simulator, the word STALL appears in the spot plane view window. At that point:
5. Return the joystick to neutral and let the airplane cycle through two up and down pitch changes.
6. Press P to pause the simulation when done.
You’ve just witnessed the reason aeronautical engineers get paid the big bucks. They design airplanes to pitch forward after exceeding the critical angle of attack. And this allows most airplanes to recover from stalls all by themselves. Neat, huh?
Here’s What You Observed
Pulling way back on the joystick caused the wings to exceed their critical angle of
attack and stall. During the stall, airflow burbles instead of flowing smoothly over the top of the wing. This results in insufficient lift for flight, causing the airplane to
pitch forward (if the baggage, passengers, and fuel are loaded properly in the
airplane). This automatic nose-down pitch is somewhat like doing the Heimlich maneuver on yourself; the airplane reduces its own angle of attack to less than the critical value and regains its ability to fly.
If airplanes are built to recover from stalls themselves, why do you need to learn any of this? The problem is that pilots often do things which prevent stall recovery. You need to know what these things are so you know not to do them. Also, an accidental stall close to the ground requires that you know how to quickly recover in order to minimize your altitude loss. Let’s try another stall, but this time, let’s see what happens if you prevent the airplane from pitching forward on its own.
Doing the Wrong Thing in a Stall
We’ll stall again but prevent the airplane from recovering from the stall. Since we’re kind of low out there, let’s reset this simulation before we go through the window of that downtown high-rise over there.
1. Press Ctrl+; to reset the simulation; then press Z followed by Ctrl+V to activate only the
autopilot’s wing leveler.
2. Press P to resume the simulation.
3. Reduce the throttle to flight idle, raise the nose, and slow the airplane to 70 knots while in level
flight. Once done, lower the nose a little and begin a descent at 70 knots. Make sure you use trim for the descent.
4. Slowly pull back on the joystick and this time hold it all the way back (this is what you shouldn’t
do in real life!). The airplane will eventually stall.
5. While still pulling the joystick back, let the airplane pitch up and down once or twice, and then
press P to pause the simulation.
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How do you know if you’ve decreased the angle of attack sufficiently? In a simulator, you should sense these things: the stall horn stops blaring, the word STALL
The airplane stalled and remained stalled with the joystick held full aft. It did not climb, not matter how hard you pulled on that joystick. Think about this carefully. You could remain stalled all the way to the ground while the joystick is pulled full aft (that’s all the way back). Which doesn’t bring you much joy, right? Holding the joystick full aft keeps the wing’s angle of attack at or beyond its critical value. Unfortunately, this is what some pilots do after stalling an airplane.
Stall recovery requires that you do just the opposite of what caused the stall in the first place: you must release any back pressure on that joystick and move it forward until the wings are at less than their critical angle of attack.
With a few exceptions, this is the way pilots have always recognized stalls and recovered from them. You’ll also want to add full power immediately after reducing the angle of attack. This helps accelerate the stall recovery process. Be careful not to let the nose pitch up as you add power. This might, once again, increase the angle of attack sufficiently to induce another stall.
disappears from the screen, the airplane begins to fly again, the airspeed begins to increase, and the flight controls become
more responsive. If your instructor were onboard, his or her voice would also reduce in pitch and whales would no longer be inclined to beach themselves.
Doing the Right Thing in a Stall
All right, let’s see what it’s like to do the right thing in a stall. Here’s how we’ll do it (remember, you’re still in a stall from the last demonstration).
1. Press P to resume the simulation.
2. Lower the nose.
The proper attitude for recovery is subject to many variables, so we’ll use a 5- to 10-degree nose-down pitch for simulator stall recoveries. You don’t want an excessively steep nose-down attitude since it results in excessive altitude loss and airspeed increase.
3. Add full power to help with stall recovery.
4. When the airplane is no longer stalled (i.e., the stall horn stops blaring),
raise the nose to climb attitude and establish climb airspeed.
For this demonstration, assume you’re no longer stalled when the stall horn is no longer heard, and the airplane is once again controllable.
5. Press P to pause the simulation when you’ve completed a single stall
recovery.
Be careful not to get over-enthusiastic when recovering from a stall, or you’ll end up in another. This happens after you initiate a recovery from the stall, then pull too hard on the joystick before the airplane has time to accelerate to a more normal speed and attitude. We even have a special name for this kind of stall. It’s called a secondary stall.
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Departure Stalls
What happens if you stall with full power already applied? Let’s say that you’ve just lifted off from an airport and are climbing with full power (as you normally do in this airplane). Suddenly you find a big bumblebee in the cockpit. You’re distracted and forget to fly the airplane as you swat the critter with both hands. Of course, all your flailing in the air makes the cockpit look like the set of a Kung Fu movie as the airplane stalls. What do you do?
Well, Grasshopper, all the Kung Fu in the world won’t help you now unless you do one thing: reduce the wing’s angle of attack to less than its critical value. Once the airplane is no longer stalled, you can recover back to climbing attitude. Don’t worry about touching the throttle since full power is already applied.
Here’s how we’ll do it.
Departure Stall Sequence
1. Press Ctrl+; to reset the simulation and press Z and then Ctrl+V to activate only the autopilot’s
wing leveler.
2. Press P to activate the simulation.
3. Establish a climb at 70 knots with full power. Make sure you trim for this condition.
4. Raise the nose high enough to exceed the critical angle of attack. This simulates the attitude the
airplane may default to when you’re distracted.
You’ll know when the airplane stalls because the stall horn activates, the word STALL appears, and the airplane begins to pitch forward.
5. Recover from the stall by lowering the nose sufficiently to decrease the angle of attack.
6. When the airplane is no longer stalled, raise the nose and resume your climb. Be sure to avoid a
secondary stall by not raising the nose too fast or raising it beyond a normal climb attitude.
7. Press P to pause the simulation when finished.
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There you have it: your first introduction to the aerial entertainment theme park known as Stall World. The only problem, however, is that you didn’t visit one corner of the park called Reality Land. Here’s what you missed:
I didn’t lie to you when I said that airplanes stall because they exceed their critical angle of attack. I just didn’t tell you that this can happen in any attitude, at any airspeed, and at any power setting. Time now for more truth.
In reality, if the airplane were pointed straight down and you pulled back hard enough on the controls, the airplane would stall. Of course, we wouldn’t do this in the actual airplane (even if it
was a rental). Remember, this is a simulator. We can do things you’d never dream of doing in a real airplane. It’s like visiting Fantasy Land in that we’re not exposed to great risk in the demonstration. So, let’s take advantage of our technology and see what others only talk about and never actually do.
Trouble in Fantasy Land
Here’s how you’ll demonstrate a stall with the nose pointed nearly straight down (something we only want to do in a simulator).
1. Press P to reactivate the simulation.
2. With full power applied, pull the airplane into a near vertical nose-up attitude until the airplane is
near, but not yet in, a stall. (Remember, all these examples are highly exaggerated! You’re not going to be doing this in a real airplane.)
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3. Immediately push the nose of the airplane over until it’s pointed straight down toward the
ground. At this point, pull back abruptly and fully on the joystick until the airplane stalls. (You don’t want to do this in a real airplane, either! If you do, your non-simulated passengers won’t be simulating heart attacks.)
4. The airplane is stalled and it’s pointed nearly straight down towards the ground. You can recover
by doing what doesn’t come naturally: move the joystick forward enough to reduce the angle of attack to less than critical. Then, after recovering from the stall, pull back, but only gently to prevent entering a secondary stall. Of course, in real life we’d want to avoid excessive indicated airspeeds.
5. Press P to pause the simulation.
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I wanted you to see this for a very important reason. It’s a common misconception to think that stalls only occur at slow speeds. The beginning of the green arc on the airspeed indicator is the speed at which this airplane stalls without flaps extended (more on flaps during the tutorial on landings). It is, however, just as common for pilots to stall at higher speeds.
For instance, if you pull back too hard to correct for an excessive rate of descent while on final approach, the airplane might stall at a higher speed. The difficulty here is that you must recover from the stall while fighting the almost instinctual response to pull the nose up to climb. At this point, pulling up won’t help you. You’ve already seen why. You must actually go against your natural inclination and push forward slightly (or decrease the back pressure applied to the joystick) to reduce the angle of attack to less than its critical value. Simultaneously adding power also helps assist in the stall recovery. Then, and only then, will the airplane recover from a stall, at which point you can select a nose-up pitch attitude and climb.
One of the key things to remember about stalls is, if you sense one coming on (an imminent stall), you do the things necessary to prevent a full stall from occurring. This is just common sense. In other words, if you hear the stall horn (which typically activates 5 to 7 knots above a stall) you immediately apply stall recovery procedures.
If you understand this point, you understand the most important thing about stalls. But, whoa, Lone Ranger! One more thing to do before I take you into the traffic pattern to practice takeoffs and landings. Stalling at higher than normal speeds is something you want to avoid. That’s why we’ll practice steep turns in our next tutorial. These turns show us how the airplane handles (or how it doesn’t) in steep banks or when applying a lot of back pressure on the joystick.
One additional note: stalls are serious things for pilots. There’s a lot more to them than can be shown on a simulator. If and when you decide to take flight training in an actual airplane, your instructor will cover all the intricacies we can’t even begin to cover here.
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Tutorial 6: Steep Turns
I like steep turns! They’re fun, challenging and, in many cases, a good test of a pilot’s ability to recognize the limits of airplane performance. And, if you play Microsoft they’re useful to get away from a bandit who is trying to shoot your tail off!
Steep turns (those typically done between 45 and 55 degrees of bank) are used to develop flight proficiency. Practice them often and you’ll find yourself becoming smoother on the flight controls. Steep turns also help you learn to handle the natural division of attention that accompanies such a high-performance maneuver.
There’s another benefit of which you may not be aware. Steep turns demonstrate that airplanes have limits and that exceeding those limits has a cost. Making too steep a turn may result in a stall. This isn’t necessarily dangerous if you’re several thousand feet above the ground. But don’t try making a steep turn to align yourself with the runway when you’re at a low altitude with insufficient airspeed. This is a sure-fire way to get into a new line of work, like geology. You’ll really get into it—about six feet deep into it.
®
Combat Flight Simulator,
Steep Turn Aerodynamics
First, a little review. In an earlier tutorial you learned that banking the wings allows lift to pull the airplane sideways. The airplane turns because some of its lifting force acts in the horizontal direction.
Of course, once an object is set in motion, it wants to remain in motion. A fellow named Newton said that (that’s Isaac, not Wayne). When an airplane turns, its entire mass still wants to maintain its original direction. That’s why you feel yourself forced down in your seat on a roller coaster when the track changes direction. The roller coaster is changing directions but your body wants to continue moving straight ahead. Coupled with the downward pull of the earth, you feel like you’ll go right through the roller coaster’s seat.
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While airplanes don’t fly on tracks, you’ll feel a similar force that seems to pull you down in your seat when making a steep coordinated turn. The steeper the turn, the greater the seat-pulling force. This force is sometimes called the G-force (or load factor). The “G” in G-force is derived from the word gravity and has nothing to do with the sound passengers make when they feel themselves forced down in their seats during steep turns: “Gee!”
G-force is a predictable force for all airplanes. Figure 1 shows a graph representing the increase in G-force for a given bank. The example shows that in a 60-degree bank you and the airplane will feel a G-force of 2 (2 Gs). In other words, you and the airplane feel like you weigh twice as much as you normally do. Imagine that. You experience an apparent increase in weight, all without letting even one bag of greasy fries slip past those disciplined lips of yours. Of course, you can lose that weight by rolling out of the turn and back into straight-and-level flight where you’ll feel a G-force of 1—just like you feel right now (which is determined by how many fries you’ve eaten up till this point in your life).
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Here’s the catch. If you and the airplane feel heavier because of anHere’s the catch. If you and the airplane feel heavier because of an
Here’s the catch. If you and the airplane feel heavier because of an
Here’s the catch. If you and the airplane feel heavier because of anHere’s the catch. If you and the airplane feel heavier because of an increase in G-force, then you, the pilot, must compensate for theincrease in G-force, then you, the pilot, must compensate for the
increase in G-force, then you, the pilot, must compensate for the
increase in G-force, then you, the pilot, must compensate for theincrease in G-force, then you, the pilot, must compensate for the artificialartificial
artificial
artificialartificial it is to keep flying. Without compensating for this, the airplaneit is to keep flying. Without compensating for this, the airplane
it is to keep flying. Without compensating for this, the airplane
it is to keep flying. Without compensating for this, the airplaneit is to keep flying. Without compensating for this, the airplane won’t be able to maintain altitude in a steep turn. It may evenwon’t be able to maintain altitude in a steep turn. It may even
won’t be able to maintain altitude in a steep turn. It may even
won’t be able to maintain altitude in a steep turn. It may evenwon’t be able to maintain altitude in a steep turn. It may even
stall. And you don’t want to become known as a pilot who stalls whenever he orstall. And you don’t want to become known as a pilot who stalls whenever he or
stall. And you don’t want to become known as a pilot who stalls whenever he or
stall. And you don’t want to become known as a pilot who stalls whenever he orstall. And you don’t want to become known as a pilot who stalls whenever he or she makes a steep turn. Imagine the kind of nickname you’d get for that: Imeldashe makes a steep turn. Imagine the kind of nickname you’d get for that: Imelda
she makes a steep turn. Imagine the kind of nickname you’d get for that: Imelda
she makes a steep turn. Imagine the kind of nickname you’d get for that: Imeldashe makes a steep turn. Imagine the kind of nickname you’d get for that: Imelda Impact, Steve Splatdown, or Chris Crater.Impact, Steve Splatdown, or Chris Crater.
Impact, Steve Splatdown, or Chris Crater.
Impact, Steve Splatdown, or Chris Crater.Impact, Steve Splatdown, or Chris Crater.
weight increase. You must increase the airplane’s lift if weight increase. You must increase the airplane’s lift if
weight increase. You must increase the airplane’s lift if
weight increase. You must increase the airplane’s lift if weight increase. You must increase the airplane’s lift if
Increasing lift in a steep turn means you must increase the angle of attack by applying back pressure on the joystick. Lift must equal weight—real weight or apparent weight—if the airplane is to remain flying. That’s why steep banks require large angles of attack to produce the lift necessary for flight. You see what’s coming, right?
If you make too steep a turn, the airplane may reach its critical angle of attack before producing sufficient lift for flight. The airplane will stall. Now you’re forced to recover from the stall before you can continue flying.
STALL FACTOR & BANK
ANGLE CHART
A 60° bank
increases
stall speed
by 40%
You’ve just learned that an airplane’s stall speed increases in a steep turn. While you may stall at 50 knots in straight-and-level flight, you may need 70 knots to keep from stalling when turning steeply. Figure 2 is another graph, which allows you to predict this increase in stall speed based on an increase in G-force.
LOAD FACTOR CHART
A 60° bank produces a
load factor of
“2” or “2Gs”
Load Factor G-Force
Bank Angle in Degrees
Figure 1
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Percent Increase in Stall Speed
Bank Angle in Degrees
Figure 2
For example, in a 60-degree bank (Figure 1), the airplane and its contents experience 2 G’s (that’s a G-force of two). Figure 2 shows that 2 G’s gives you a 40% increase in stall speed. Therefore, an airplane stalling at 50 knots in level flight will stall at 70 knots in a 60-degree bank (40% of 50 added to 50).
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Here’s what this means to you. If you’re planning on doing a steep turn at 60 degrees of bank, you’d better have an airspeed of at least 70 knots if you want to avoid a stall. Isn’t that amazing? You made a prediction and didn’t need to peek at a magic crystal ball, throw bones, or read tea leaves (you can save these things for weather predictions).
That’s why you’ll need to add additional power when doing steep turns. In most cases this provides the necessary increase in speed which helps prevent a stall. Of course, if your airplane doesn’t have a big engine, it may not be able to produce the thrust necessary to keep the speed high enough to prevent a stall during a steep turn. Well, I remember going to a doctor and saying, “Doctor, it hurts when I do this!” Her advice, of course, was “Don’t do that.”
If you don’t have sufficient power, then you can’t go around making really steep turns. And the author’s decision is final on that.
Okay, enough theory. Time for a little action. Let’s practice a few steep turns. You’ll do your first turn at 45 degrees of bank. This won’t cause a large increase in G-force, so the turn will be a little more manageable.
Your First Steep Turn
This time you’re going to sunny Southern California to practice your maneuver. You’ll like it. It’s a crazy place. (I can say that; I live there.) In fact, if aliens from space landed in Hollywood, it’s doubtful that you could tell. That’s part of its charm.
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1. On the Flights menu, click
Select Flight and choose Tutorial 6, Situation 1, then
click the OK icon. The airplane should be
established in straight-and-level flight at 110 knots at 3,000 feet above sea level. (You can see the Hollywood sign in the distance. And it’s pretty tough to see anything at that distance in Los Angeles.)
2. Click Views, point to New View, then click Spot Plane to add the Spot Plane View.
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You’re starting out as shown in Figure 3. Your airspeed is 110 knots, your attitude is about 3 degrees nose up and your MP is about 17 inches. As you do the steep turn pay attention to the airspeed and attitude. Notice what happens to these. To make the first steep turn less complicated, you won’t add any power.
I can’t fool you, can I? Oh well, you caught me. Yes, you’re doing an experiment again. So, Doc, get that white lab coat on.
Here’s what I want you to do:
3. Press P to activate the simulation.
4. Note your present heading, using
the orange heading marker at the top of the heading indicator as a reference.
5. Enter a steep turn at 45 degrees of
bank (Figure 4). Remember from Tutorial 2 that
you’re in a 45-degree bank when the small orange wings are parallel to the second white diagonal line in the lower half of the attitude indicator.
6. While holding the bank steady, adjust the pitch on the attitude indicator until you find an attitude
that allows you to hold your altitude. To compensate for the increase in G-force, you’ll need to increase the angle of attack by applying rearward pressure on the joystick.
7. When you’re established in the turn and the altitude and bank are steady, press P to pause the
simulation.
Figure 4
Don’t worry about technique right now. You want to examine the aerodynamics first, and then we’ll talk about the art of making turns.
What This Means to You
You should see a panel similar to that shown in Figure
5. It appears that you need a 6-degree nose-up attitude to hold your altitude in this turn. Since your angle of attack increased, more of the wing’s underside is exposed to the air stream. This creates more lift—but also more drag. Thus, the airplane slows down a bit, as shown on the airspeed indicator.
Figure 5
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The Tough Part
Here’s where pilots often get themselves into trouble. When maneuvering for landing with power at idle, they make steep turns to align themselves with the runway.
Given their slow speed and steep bank, the airspeed and stall speed converge. In other words, while in a steep turn, the stall speed increases because of increasing G-force and the airspeed decreases because of increasing drag.
When the airspeed and stall speed meet, the airplane stalls. If this happens close to the ground, it’s a real bad deal.
You’ll often hear this type of stall called an “accelerated” stall. It’s accelerated because of the high G­force caused by a steep turn.
Your experiment reveals that a steep turn with a constant altitude is accompanied by a decrease in airspeed. Coupled with an increase in stall speed, you may find yourself caught between the proverbial rock and a hard place if you’re not careful.
As the stall speed increases and the airspeed decreases, the two may eventually meet. What happens then? Yes, the airplane stalls. How might you prevent this in a steep turn? Try adding power to prevent airspeed loss. Let’s try this. Once again, don’t worry about making beautiful steep turns yet; ugly ducklings are fine for right now. Hack your way through it, and I’ll teach you the proper steps to the dance in a bit.
More Power to You
Start from the steep turn you were in prior to pausing the simulation.
1. Press P to reactivate the simulation.
2. Maintain the 45-degree bank in which the airplane is already established.
3. Add full power.
4. Once the bank and altitude are established, press P to pause the
simulation. Notice that the increase in power allowed you to maintain approximately
110 knots.
There you have it. A nice steep turn without a decrease in airspeed. But suppose the turn is really steep? Let’s say it’s at 60 degrees of bank. As we’ve already discussed, at this bank angle, your stall speed increases from 50 knots to 70 knots. The question is, “Do you have enough power to keep the airspeed above 70 knots in a 60-degree bank turn?” You won’t know until you try another experiment. Put that lab coat back on. Here you go.
2 G or Not to G
Start from where the simulation is paused.
1. Press P to reactivate the simulation.
2. While at full power, increase the bank to 60 degrees.
You’ll find that you’ll need a large increase in angle of attack to maintain altitude. Be generous with that pull on the joystick.
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Your airspeed will decrease to approximately 90 knots, as shown in Figure 6.
3. Make a couple of circles to get the feel of a really steep turn.
4. Choose a heading to roll out on, and bring the airplane back to
level flight.
5. Press Z, Ctrl+Z, Ctrl+V to reactivate the autopilot.
6. Reduce power to 17 inches of MP.
7. Let the airplane return to straight-and-level flight, then press P
Figure 6
to pause the simulation.
A Touch of Class Before You’re Out of Gas
One secret to making a good steep turn is to have a predetermined idea of the attitude necessary to hold altitude in that turn. While there are many variables affecting this, you can still approximate it. Normally, you’d also use outside visual references while doing steep turns in the actual airplane. This allows you to keep a lookout for other airplanes as well as identify the airplane’s attitude. Using outside visual references for steep turns, however, is a little tough to do in a simulator, so you’ll focus on the attitude indicator instead.
Take a look at Figure 7. This is the approximate attitude necessary for a turn at 45 degrees of bank. As you roll into the turn, progressively increase the pitch until reaching a 6-degree nose-up attitude. Then use the altimeter to determine what type of small pitch correction is necessary to hold altitude. You can also use the VSI as an additional source of information if you like. The secret is to make small corrections and always keep an eye on your attitude.
Overcorrection is sure to send you wandering all over the sky as you try returning to your assigned altitude. A steep turn is considered acceptable by private pilot standards when the following things are all true:
Figure 7
· Your altitude doesn’t vary more than 100 feet.
· The heading on rollout is within 10 degrees of the direction you started with.
· The bank varies no more than 5 degrees.
· The airspeed remains within 10 knots of the entry speed.
Now you know why steep turns develop and test your skill at handling distractions. Let’s try a steep turn (45 degrees of bank) from a heading of north and make two complete circles to the right (that’s two 360-degree turns to the right).
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Here you go:
1. Press Ctrl+; to reset this simulation.
2. Press P to activate the simulation.
3. On your present heading, roll into a right turn and gradually increase the pitch to 6 degrees nose
up.
Your pitch increase is proper when the altimeter’s hundred foot hand remains stationary during the roll in. (You’ll find that you don’t need much increase in pitch until passing approximately 30 degrees of bank, because of G-force increase and loss of some vertical lift. Then you’ll need to increase the pitch quickly, as shown in Figure 8).
4. Scan back and forth between the attitude indicator and the
altimeter. If the altimeter hand moves up or down, return to the attitude indicator and make a 1- or 2-degree change in pitch to
Figure 8
stop the altimeter needle’s movement and return it to the desired altitude.
Don’t make large changes in pitch. This is one of the biggest mistakes pilots make during steep turns.
5. Add power to maintain your airspeed within 10 knots of the entry speed.
6. If the steep turn starts to get away from you, go directly to the attitude indicator and establish a
6-degree nose-up pitch and the proper bank. Then make small pitch corrections to return to the assigned altitude.
7. When you’re within approximately 20 degrees of your assigned heading, look at the attitude
indicator and roll back to the attitude for straight-and-level flight. The secret to a good rollout is sensing when to release the back pressure on the joystick that
you held during the turn.
8. Reduce the power to 17 inches of MP after the rollout is complete.
9. Press P to pause the simulation, put a dollar in the nearest soda machine, and have a cold one.
You’ve earned it!
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Congratulations! That’s your first official steep turn.
Did you notice that pulling back on the joystick increased the bank a little? That’s why you must be careful not to let the bank increase during a steep turn. This is a rather common occurrence when applying back pressure on the joystick.
Additionally, at steep bank angles, airplanes have a natural tendency to steepen their bank without the pilot doing anything to cause this. Be prepared to compensate for this with aileron pressure, if necessary.
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Have you noticed that you didn’t trim for the steep turn condition? Well, you only use trim to hold the controls in one place for a long time. So since steep turns are transitory, trim isn’t normally used. Besides, steep turns help you to recognize the onset of an accelerated stall. In the actual airplane, you can feel yourself being forced down in the seat by increasing G-force. You can’t feel this in a simulator. Therefore, you must rely on the back pressure you’re applying to the joystick to warn you of an approaching stall at higher airspeeds. So, there’s another good reason not to trim in steep turns.
You’re now qualified to try steep turns at larger banks. Go all the way to 55 degrees, which is the bank required for commercial license certification. Roll into and out of the turns while holding altitude within 100 feet, airspeed within 10 knots, and rollout headings within 10 degrees of the entry direction. Have as much fun as you can. Why? Because it will all pale in comparison to the fun you’re going to have as you practice landings in our next tutorial.
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We’re going to
approach this tutorial
a little differently
than I would in an
actual airplane. I
plan on teaching you
how to land before
teaching you takeoffs
and flying the traffic
pattern. That way,
when I teach you to
take off and fly a
traffic pattern, you
can actually land,
instead of dropping to
earth with all the
grace of a butterfly
overdosed on caffeine.
Besides, something
tells me that if we
don’t do landings now,
you’ll be out there
practicing them
yourself. So let me
help you put your hand
in the cookie jar.
Tutorial 7: Landings
You remember how to get to the homework, right? Click the Help menu, then click Homework. There. No excuses.
Landings are to a pilot what a beautiful painting is to an artist. When you look at Leonardo’s Mona Lisa (or its famed counterpart the Mona Larry), you see a beautiful work of art. To pilots, a good landing offers the same satisfaction. I intend to show you how to paint that beautiful picture on any runway of your choice.
I always tell my students that airplanes will land themselves (well, almost). All the pilot has to do is nudge the machine toward the runway and twiddle with the throttle a bit. But who believes that? So, let me prove it to you. Close the door, strap on that seat belt, and let’s go to where the rubber meets the runway as I show you how to land an airplane.
Landing Setup
From the Flights menu, click Select Flight and choose Tutorial 7, Situation 1 in which we’ll land at the Mojave airport. To aid you in these examples, I’ve activated the wing leveler. This is just like having me on board to keep you from overbanking the airplane while on final approach (a common problem for students). Nevertheless, you can still make shallow banks while it’s active.
On your first try, you’re going to land this airplane by doing absolutely nothing other than maintaining 65 knots in a power-off glide. Once the simulation starts, simply adjust the pitch to maintain your airspeed and fly that speed all the way to the ground. Yes, there’s a runway ahead of you, but don’t worry about landing on it. Remember, this is a simulation. No one’s going to get hurt, except for a few simulated groundhogs who picked a bad time to raise their little periscopes.
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Your First Landing
1. Press P to activate the simulation.
2. With power set to idle, adjust the pitch (about 10
degrees nose-up) to maintain 65 knots as shown in Figure 1.
3. Trim to maintain 65 knots airspeed and fly that
speed all the way to touchdown.
In other words, don’t allow the pitch to vary one bit. Do not attempt to raise the nose before touchdown. Watch what happens.
4. When the airplane is firmly established on (or off!) the runway, press P to pause the simulation.
There you have it. The touchdown was a little rough, but you landed the airplane with only the help of the wing leveler. Even if the airplane didn’t end up on the runway, it still landed successfully (conked groundhogs notwithstanding).
5. Press Ctrl+; to reset the simulation, then try the landing two more times.
6. Press P to start the simulation, and press P again when you’re done. Then we’ll talk.
Here’s the skinny: the secret to a good landing is to keep from working too hard. This airplane almost landed itself. You hardly did a thing. That’s the point. If the airplane’s trimmed for the proper airspeed, there’s little else to do other than keep the wings level and make small adjustments in power to vary the glidepath. Now for the details.
Figure 1
Landing Details
Why did I choose 65 knots as the speed to fly the final approach? (Final approach is the portion where you’re lined up with the runway.) Pilots typically use a final landing speed that is 30% above the airplane’s stall speed. In our case, the airplane’s “no flap” stalling speed is 50 knots (this is where the green arc begins on the airspeed indicator). Thus, our “+30%” speed is 65 knots. Fly a little faster than that and the airplane will tend to float and resist touching down on the desired landing spot. Fly a little slower and the airplane is uncomfortably close to the stall speed. Controlling your airspeed is perhaps the most important quality for a successful landing.
Figure 2
MAIN GEAR
NOSE GEAR
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Additionally, for our simulated airplane, 65 knots keeps the nose gear just a little higher in relation to the main gear as shown in Figure 2. The Cessna 182 is a tricycle gear airplane. It’s designed to be landed on the two main gear wheels first, after which the nose gear is gently lowered to the ground.
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Land on the nose gear first and you could invoke the scariest phrase in a pilot’s vocabulary: insurance deductible. You could also porpoise, which is a bouncing action, not a tuna’s playmate.
This simulated landing is a little too hard for my tastes. I’ll eventually show you how to make softer landings. But first, let’s see how power can change the flight path.
Playing with Power
1. From the Flights menu, click Select Flight, and choose Tutorial 7, Situation 2.
The wing leveler is also active for this example. Here’s what you’re going to do.
2. Press P to activate the simulation.
3. Trim the airplane for a power-off descent at 65 knots. Maintain 65 knots all the way to
touchdown (which will be short of the runway, but that’s what I want).
4. Land short of the runway.
5. Press P to pause the simulation.
You landed short because I started you at a lower altitude
RUNWAY
than in the first example. Could you sense that you were too low on the approach and wouldn’t make the runway? You can tell that you’re descending too quickly when you observe the runway geometry changing as shown in Figure 3. First, the distance between the far end of the runway and the distant horizon decreases. Second, both ends of the runway appear to converge. Finally, you know you’re too low when desert shrubbery appears at eye level and you skid your tires on a desert tortoise. Here’s how to handle this.
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Figure 3
Microsoft
Run this simulation again. Don’t worry about being precisely on the runway centerline in this example. If you’re off to the side in the dirt, that’s okay for now. And use the wing leveler. You’ll have plenty of time to practice without it later.
1. Press Ctrl+; to reset this simulation, then press P to
begin (remember, the wing leveler is active).
2. Increase the power to approximately 12 inches of MP
(which will change the glidepath as shown in Figure
4).
3. Maintain 65 knots as before.
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GLIDEPATH
WITH POWER
Any time power adjustments are made, you’ll have to adjust the pitch to maintain the desired airspeed. In a previous tutorial you learned that, with power fixed at a specific setting, you’ll need to lower the nose to go faster and raise it to slow down.).
GLIDEPATH
WITHOUT POWER
Figure 4
Make sure you trim for this attitude, too.
4. After completing the simulation,
press P and read on.
Glidepath Adjustment if You’re Too Low
You’ll immediately notice that your descent rate decreased a little after adding power as shown in Figure 5. Small adjustments of power make small adjustments in glidepath. Ideally, your glidepath should take you straight to the runway without numerous vertical bends or curves in the airplane’s trajectory. Ah, if this were only a perfect world, eh? It’s not. Therefore, pilots frequently adjust power and vary the glidepath as necessary to make it to the runway.
In fact, if you’re too low, it’s perfectly reasonable to add power and hold your altitude until you’re in a position for a normal glide to the runway. Experience will tell you when you’re in a position to reduce power for a normal glide to the runway. Of course, if you’ve misjudged and are really low, you should start a climb. Then, when you’re high enough for a normal glide to the runway, you simply reduce power and commence the descent.
What do you do if you’re too high? We’ll talk about that in a bit. First, I want you to practice landing the airplane directly on the runway centerline. Why? Aiming for the runway’s center reduces your chances of running wheels into soft sod or catching wing tips on snow banks. Either one may invoke that word, deductible.
Figure 5
IDLE
12in of MP
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A Landing on Your Own
1. Press Ctrl+; to reset the previous simulation.
Remember, in this simulation you begin at a lower altitude. Therefore, you’ll need at least 12 inches of MP to make the runway. Here’s what I want you to do.
2. Press P to activate the simulation.
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3. Fly this approach at 65 knots all the way to touchdown.
4. Adjust power in small amounts to modify the glidepath for a landing beyond the runway
numbers (the large white numbers painted on the beginning of the runway).
Even though the wing leveler is active, you can still make small (2-3 degree) bank changes with the joystick. Remember, the wing leveler prevents you from overcontrolling the airplane. Please keep it activated.
5. When you’re over the runway, slowly reduce power to idle and maintain 65 knots until touching
down (hold the attitude for 65 knots all the way to the ground). Make sure the wings are perfectly level before landing.
6. Press P again to stop the simulation when finished.
7. After touchdown, rerun this simulation at least two more times by pressing Ctrl+;.
Feeling more confident about getting an airplane on the runway? Good. Now let’s work on the finer points of landing. Then I’ll show you how to get down if you’re too high.
The Landing Flare
Until now you’ve flown the airplane onto the runway at a final approach speed of 65 knots. You could do this because, at 65 knots, the simulated airplane is in a minimally acceptable landing attitude (i.e., the airplane is pitched nose-up, putting the nose gear above the main gear). Additionally, the descent rate in this simulation isn’t excessive at this speed and doesn’t put undue stress on the landing gear. But this isn’t the way it is with all airplanes. Nor is it necessarily this way with the same airplane when flaps are extended for landing. Therefore, to land properly under all conditions, you must learn to flare the airplane to ensure a soft, safe touchdown.
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The landing flare begins at approximately 10 to 20 feet above the runway. At this point, raise the nose with a slight and gentle pull on the joystick. How much of a pull? Once again, that’s a matter of experience. The objective is to “shallow” your descent angle and decrease the airspeed for landing. Now the airplane can settle onto the runway at a smaller descent rate and at a slightly higher nose-up attitude. This makes for a softer touchdown and keeps the nose gear higher than the
Figure 6
What if the airplane stalls during the flare? No problem, as long as it stalls a few inches above the ground. If you try to flare at 50 feet above the ground, plan on settling into the runway instead of onto it. (Ouch! Deductible!) Big difference. As you’ll soon see, the flare requires a little timing but there’s a lot of latitude in how it’s accomplished.
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