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Secondary Flight Controls
- Rudder, Flaps, and Trim
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Adverse yaw
In early aviation, pilots found that
getting airborne was not a problem. Level flight was not a
problem. So what was the problem? Turning! Flying in a straight
line was fairly simple, but trying to turn these early planes
was something totally different! Initial heading control designs
were fairly crude, and improper use of these claimed the lives
of many a fledgling aviator. One early method of turning was
to change the aircraft heading by using the rudder alone.
The technique was similar to the way a boat is turned, and
this method became known as "boat turning" or "flat
turning" since the airplane remained wings level during
the turn. Flat turning, however, was slow, created a lot of
drag, and was a poor solution to the problem of heading control.
Another way was needed, and that way was to use the wings
to roll the aircraft into a bank. The result was a turn.
This raised the question of how to
cause the aircraft to roll about the longitudinal axis. One
of the first ways of creating a bank was a concept known as
"wing warping". The Wright brothers, in fact, used
wing warping on their first airplanes. The pilots controls
were used to pull cables that literally bent the outer portions
of the wing up or down to create a roll. By the advent of
WW1, most aircraft had adopted the aileron as the means of
controlling a bank. Pilots found that a combination of bank
angle and elevator determined the quickness of their turns.
They also found something else. If they rolled into a bank
quickly, the nose of their plane seemed to respond in a funny
way. If they rolled in one direction, the nose seemed to move
the other way momentarily before reversing its direction.
They quickly learned that they could control this instability
by using a little rudder to accompany their aileron input.
If the pilot added rudder in the same direction as the aileron,
the nose did not move at all, and the aircraft seemed to roll
right around its longitudinal axis. In fact, the rudder seemed
to have a pronounced effect on turn stability. The pilot was
keenly aware that there was a fine line between using just
the right amount of rudder to begin a bank...and using too
much or too little.
Clearly, the idea that if a little
was good, a little more would be even better was not going
to be the case in performing a turn! Just the right amount
was known as a "coordinated turn". Too much rudder
in the direction of bank was termed a "skid", and
too little (or rudder opposite the bank) was called a "slip".
This is how it looked to them - Note that the point of emphasis
is on how the fuselage (longitudinal axis) is aligned with
the flight path:
When asked what was happening to the
nose when a bank was initiated, these pilots determined that
they needed to call this instability something...so they named
the sideways movement "yaw"...and since the movement
was opposite the direction that they intended, they named
it "adverse yaw". Next question...what was causing
this "adverse yaw"? Those aileron things that the
pilots were using to bank the aircraft! They were the problem!
Simply speaking, the aileron opposite the direction of bank
was pulling the nose "back" or opposite the roll.
If the pilot added a little rudder during the roll, this "back"
motion or "yaw" was eliminated. And so it remains
today. Our flight control systems are a jillion times more
sophisticated, but we still have to control adverse yaw in
any airplane. Sometimes the pilot does it, sometimes a computer
does it, and other times the basic aircraft design corrects
the problem...but, regardless, adverse yaw has to be accounted
for.
Our simulations are no different.
In some, the AI (artificial intelligence) handles the rudder
input when rolling and no action is needed from the pilot.
In others, the pilot may have to use traditional rudder skills
to offset adverse yaw. And in other sims, neither case applies
since the sim programmers simply did not include adverse yaw
in the flight model! Rages Typhoon is a good example
of the first, and Il-2 of the second. The third type covers
most of the older generation sims. Finally, you will probably
find that adverse yaw is not a big deal in your sim. No matter.
Yaw control is what rudder use is all about, and a good understanding
of the subject will make your flying more immersive and, consequently,
more enjoyable. So there you have the background on the rudder.
Use it for directional control during takeoffs and landings,
maintaining coordinated flight during banking maneuvers, and
keeping the fuselage aligned with the flight path in straight
flight.
Having said that, lets move
on to the actual rudder controls themselves.
Rudder Implementation In Flight Sims
There are four ways you may make rudder
inputs in our sims...one good one, one so-so one, and two
not-so-good ones!
The best way to input rudder commands
in a sim is to use a set of rudder pedals. Two of the most
common on the market are the Thrustmaster Elite pedals and
the CH Products Pro Pedals. SimPed also offers a high quality
rudder pedal set.
The advantage of the pedal method
is that the system is a "hands off" direct simulation
of the real world pilot action. The pedals are fairly easy
to set up on your computer. The range of motion of the pedals
allows the pilot to easily vary the amount of rudder input.
Second on the list of rudder set ups
is the stick-based rudder control. Various brands of flight
sticks have a grip that can be rotated or "twisted"
either clockwise or counter-clockwise. This twisting simulates
the rudder pedal input. The typical stick grip does allow
the pilot to vary the amount of rudder input, but I have found
the twist grip too easy to inadvertently rotate in the "heat
of battle" and thus make an input when none was needed
or wanted.
Next on the list is using the default
keyboard keys to make rudder inputs. As a rule, I have found
this to be unsatisfactory in that the action requires the
pilot to take his hand off the stick or throttle at a time
when that may be very impractical. In addition, the use of
the keys does not give the pilot much of a "feel"
for what is a relatively delicate flight control input. Rudder
often requires a "fine touch", and its hard
to achieve that sometimes when using a keyboard.
Lastly, those of you with a programmable
HOTAS may choose to map the rudder keys to your throttle or
stick. My feeling is that this is not any better than using
the keyboard other than it does save the pilot from having
to move his hands off the controls. The replication of using
buttons for rudder input is a poor simulation of rudder feel.
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