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Secondary
Flight Controls - Rudder, Flaps, and Trim
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Part One - The Rudder
Background Concepts
Early
aviation pioneers discovered that an airplane had three control
axes...vertical, lateral, and longitudinal. After a few bruising
ground impacts, they also found that these had to be balanced
together in order to maintain any semblance of controlled
flight.
For these early pilots, controlled
flight meant maintaining a level altitude and successfully
turning to a planned heading. Maintaining an altitude was
not a major problem but heading control definitely was. "Controlled"
flight meant coordinated flight, and the key to coordinated
aircraft control was the use of devices that "controlled"
aircraft movement in three different axes. They called the
vertical axis "yaw", the longitudinal axis "roll",
and the lateral axis "pitch". The control devices
for these axes were rudder (yaw), aileron (roll), and elevator
(pitch).
The focus of this section is on the
aircraft rudder. How it is modeled in our sims is an issue
of directional control. Were going to talk about directional
control, and our attention is going to be on four main problem
areas that we have to contend with when flying our missions.
These areas are engine effects, crosswinds, directional stability,
and adverse yaw.
Lets start with how every flight
begins and ends...with the takeoff and landing. In our newer
sims, we find getting airborne and getting back on the ground
to be every bit as challenging as in real life. Our first
two problem areas - engine effects and crosswinds - present
the greatest challenge to a successful start and finish of
every flight.
Later, in the technique section, well
go into more detail on these effects and how we use the rudder
to deal with them.
Engine Effects
Engine effects are something that
the newer prop sims have included to make our lives miserable!
I dont want to make this discussion an aerodynamics
lesson, and Im no aero engineer anyway! There are several
engine/propeller effects that affect how we fly our sims...Ill
just lump them all together for simplicitys sake. Jet
sims usually do not have engine effects to deal with. However,
in prop aircraft, especially small fighter sized aircraft
with powerful engines and large propellers, the rotational
effect of the prop as power is added and the flow of the propwash
can introduce directional problems that must be countered
with rudder input to keep the aircraft "going straight".
This directional problem is seen as a strong tendency to veer
sideways opposite the direction of the prop rotation, and
the rudder is used to correct this problem.
Crosswinds
How do crosswinds enter the equation?
Simple...a crosswind wants to do the same thing that engine
effect does. It wants to land you in the weeds! The crosswind
will make runway alignment a real challenge in your takeoff
as well as your final approach and touchdown. The answer again
is to use rudder to align your aircraft with the runway as
you takeoff or touch down.
Directional Stability
Another area in which rudder can play
a role is that of flight path directional control. What exactly
is this? Simply speaking, directional stability is keeping
your fuselage aligned with your flight path. We dont
want any sideways flying! Sounds good, you say...but how do
I do that in the cockpit? What is my "directional stability"
meter? And do I have such an indicator in my sim?
We sure do! Its commonly referred
to as the "turn and slip" indicator, and is an instrument
that goes way back to the early days. For the purposes of
this article, were only interested in the "slip"
part. This part of the instrument has a trace with a ball
in it. It looks somewhat like a carpenters level. Just
as the ball in the carpenters level tells him if the
level is, in fact, level, the ball in the slip indicator tells
the pilot if the aircraft fuselage is aligned with the flight
path. If the fuselage and flight path are aligned, the ball
is in the middle of the trace. If not, the ball will be to
the right or left of the center position. We call this out
of center position "yaw". Why it got there and what
we do about it is the heart of directional stability. Fine,
you say. Is this a big deal for me in my sim?
Maybe, maybe not! It all depends on
how accurate your sim AI and flight model is. If the sim is
modeled to accurately portray the flight model, then you may
well have to watch your slip indicator to ensure that no yaw
is present. This is particularly true of sims that model WW2
aircraft.
As we saw earlier, flight is a balancing
act that varies as an aircraft moves through the air. For
WW2 fighters, it was typical that their designers accounted
for yaw stability at what was expected to be "normal"
(cruise) speeds. At speeds above and below this area, then
the aircraft would need a rudder input to maintain coordinated
flight. For example, in a Me-109 it was usual to apply a little
right rudder in the climb and then, once the aircraft reached
cruise speed, the rudder was returned to the neutral position.
Aircraft rudders were designed in
several ways to balance the aircraft in flight. Some, such
as the Hurricane, had their vertical stabilizer offset slightly
to help in directional control. Others had a small tab attached
to the movable rudder that was bent in a given direction until
the aircraft flew "straight" at cruise speeds. This
was done through trial and error during the aircrafts
initial acceptance phase of testing. Still others used trim
tabs to keep the ball centered.
Today,
things are much easier in most cases. The modern fighter has
automatic devices that help keep the "ball" centered.
We call these "yaw stability augmenters". These
tend to make flying less complicated as the pilot does not
have to constantly check his slip indicator to check for directional
instability. But the jet pilot is not totally off the hook.
Rudder is still important in some situations, and well
see these further on in this article.
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