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Secondary Flight Controls - Flaps
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Section Two - High Lift Devices in Simulations
Up until now, we have looked at real
world aerodynamic academic info. Next, we turn to what these
devices actually do for us in our sims. Real world theory
is fine
but whats really important to us is what
we can expect to get out of these features when we fly. Lets
take a pilots perspective look at these devices and
then assess how they perform in some of our sims.
Why Are
Flaps Used?
We can use flaps to improve takeoff
, landing , and turn performance . Flaps do
this by improving the lifting capability of the wing. Before
we go any further, we need to distinguish between something
that increases lift and something that increases our ability
to pull more G. Both are important in flying our sims
we
just need to know which applies when.
One point has to be made regarding
this article. Most of the info here will be aimed at prop
sims, not modern jet sims. The reason is simple. When you
are turning and burning in your F-15 or Su-27, the AI will
be configuring the aircraft for maximum performance. You wont
have to worry about flap selection. So
prop-heads
pay
attention! This ones for you!!
Flap use
in the takeoff. In real life, some aircraft are designed
to use flaps during takeoff, and some are not. Some only use
flaps for takeoff under certain conditions. Dont expect
a lot of guidance in this respect from our sims. MS CFS2,
for example, has a checklist feature that allows you to use
a takeoff checklist to prepare for takeoff. Unfortunately,
all the checklist does is tell you that you have the option
of using flaps or not. Not much help, I know!. So, what kind
of general advice can we use? Here it is.
Using takeoff flaps will probably
not ever hurt you
as long as you stick with the "takeoff"
flap setting. If your sim does not have this setting, then
use the first stage, or "notch".
In the absence of specific guidance,
when should you use takeoff flaps? Basically, anytime you
want to shorten the takeoff roll. Two cases come to mind.
In the first, you have obstructions off the end of the runway
and you want to get airborne early to climb over them. In
the second case, you are carrying external ordnance that would
require a higher takeoff speed than normal if you made a no-flap
takeoff. Accelerating to this higher speed will result in
a longer takeoff distance. Sometimes, this longer distance
is undesirable. You can correct this
by using a takeoff flap setting to reduce takeoff speed. The
result is a shorter takeoff roll. The next figure is from
the real world P-51 flight manual showing the use of flaps
to minimize the takeoff roll. The objective is to clear the
trees at the end!
Here is a summation of the takeoff
flap guidance given to us in a few of todays sims (modern
jet sims are omitted since the AI will control flap selection):
IL-2 :
The manual directs that all aircraft use the takeoff flap
position.
CFS2 :
The manual directs you to refer to the takeoff checklist for
the type of aircraft that you are flying. Unfortunately, the
checklists leave flap selection up to your discretion.
MiG Alley
: Not mentioned in the manual.
Aces High
: Use the web site Help section for info on flap use.
Some aircraft are discussed and some guidance is provided
on takeoff flap setting.
Janes
Attack Squadron : The game CD includes a Training Section.
Here you will find that flaps are to be set to 20 degrees
for takeoff.
Flap use
in the landing. Every fighter that has flaps will usually
be using them for landing. Why? Two reasons. One, it allows
a slower approach speed that results in a shorter roll out.
Two, with flaps down, the aircraft has more of a nose low
pitch attitude and, consequently, the pilot has a better view
over the nose. As a result, landings are easier. Here are
two screenshots that show this
one with flaps up and
one with flaps down, same airspeed.
In these pictures, the aircraft are
both in level flight at the same speed. Note that the aircraft
with flaps down has the lower pitch attitude. Ive included
a forward view of each to show where the horizon line is
the
effect of lowering the flaps on pitch attitude is clearly
noticeable.
One disclaimer here. In simulation
forward views, the pilots line of sight is still straight
ahead, typically through the middle of the gunsight/HUD area.
The next figure shows the typical forward view line of sight
with the aircraft in level flight at cruise airspeed.
However, when flying at slow speeds,
for example, when on final for the landing, the pilot will
be looking down the nose of the aircraft as this figure shows.
Why? Because the actual flight path
of the aircraft is seen below the gunsight area. This look
angle is more obvious in our modern jet sims where the velocity
vector "tadpole" is included in the heads up display
(HUD). In the next two shots of an A-10 on short final, you
can see the "tadpole" velocity vector superimposed
on the approach end of the runway. In the external, note the
nose high attitude. I have flown the aircraft with no flaps
to accentuate the difference in pilot look angle (tadpole)
and the "normal" picture of the gunsight position
often seen as the "level flight" flight attitude.

Regardless of WW2 or modern sim, the
fact remains that the forward view still is locked into a
line of sight that is more typical of cruise speeds than slow
speeds. The typical view of "half instrument panel-half
windscreen" is a poor representation of what the real
world pilot actually sees when flying at the higher angles
of attack seen in the landing pattern. What we need is a forward
view that is aligned with the flight path
that
would be far more representative of what the pilot needs and
wants to see.
Note that in our newer sims that allow
use of the mouse to change the forward view, mere raising
of the look angle only shifts the line of sight on a line
parallel to the original (as if you had raised your seat)
it
does not move that line of sight down as we would want. The
first of the next two views shows the normal forward view.
The second shows the view using the mouse to shift the view
line of sight up. The gunsight is still pointed at the same
area and no additional viewing area over the nose is achieved.
One exception is how your seating
position can be changed in Aces High. This sim actually allows
you to get a better view over the nose by changing the view
as the following shots show.
So for landing, what are the things
to remember? Use flaps to lower your pitch attitude to improve
your view "over the nose". Keep in mind that the
typical sim does not present a forward view that looks along
your flight path line of sight. If your sim permits, try to
raise your seating position to improve your ability to see
over the nose.
Next, remember the aerodynamic results
of lots of flaps. You get a lot more drag for not much more
lift. You may need more power to hold your speed. Be careful
with your speed
the extra drag will tend to slow you
down quicker. Keep crosschecking your speed. Yes
your
stall speed is probably lower, but the stall angle of attack
is less. Your stall margins may be reduced as a result. If
you stall at these speeds and with the power up, you can lose
control due to torque effects or stall characteristics
so
dont get slow!
Flap use
in improving turning performance. Now we are getting
to the meat of the matter. In fact, I could have titled this
section "What Is Possible vs What Is Practical"
. What I want for you to get from all of this is an idea of
how to use flaps in a practical manner that comes close to
how we use them in real life. As you will see, our sims allow
you to use flaps in a wide range of ways. Not all of these
are "realistic", and some of them provide no actual
benefit to the sims flight model. Having said that,
lets begin with some general ideas.
The importance of flaps in turn performance
is their effect on the ability to produce extra G. All air
combat maneuvering is a function of pointing the aircraft
where you want it to go. To do this, you roll to orient your
lift vector in the desired direction, and then you pull backstick
pressure to move your nose to that point. In the next screenshot,
see the FAC leaving some cons as he pulls on the pole!
However, the word "lift"
in the phrase "lift vector" is a bit misleading.
Lift is not what you should be thinking of. G is what will
produce the results you are looking for when you want to maneuver
your plane. The lift vector is, of course, defined by the
magnitude of the G being pulled, but what I want to do is
to take the emphasis off the term "lift" and replace
it with the term "G".
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