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Secondary Flight Controls - Flaps
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Lets remember what weve
seen so far. Our flaps are tools. Tools to do certain things.
Things like improve takeoff and landing performance. Or improve
turn performance.
Takeoff Flap Tips
- Unless specifically directed not
to use them in your sim, I suggest the use of the takeoff
flaps. Some sims designate a particular position as the
"takeoff" setting. Others have a range of flap
positions from a three-position range to a five-position
range. Use the first "notch" for a three-position
system and the first or second notch for the five-position
system.
- Use takeoff flaps anytime you
are carrying external stores such as bombs or fuel tanks.
Missiles may be excluded from this generalization.
- Use takeoff flaps anytime your
runway length is shorter than normal or you want to get
airborne as quick as possible. Consider using flaps for
carrier takeoffs for this reason.
- As a rule, do not use WEP (War
Emergency Power) for normal takeoffs when flying WW2 prop
aircraft,. Remember the adverse effect of engine effects
(torque, propwash, gyroscopic precession). These are more
of a danger when you are slow, so do not "jerk"
your aircraft into the air. Instead, fly it off as you sense
that the tail is getting "light". Maintain a shallow
climb angle and accelerate to about 150mph/240kph before
raising the flaps. If you have to turn immediately after
takeoff, leave the flaps out during the turn. If possible,
accelerate to climb speed (160-190mph/220-300kph) before
increasing your pitch or turning.
- For Korean War-Vietnam War era
jets, engine effects are not a factor, however, slow initial
acceleration is. Be prepared for a longer takeoff roll.
If available, use afterburner (AB). Non-afterburner fighters
will accelerate slower and climb out at a shallower angle.
This will often require you to keep the flaps out longer
than is the case for jets with ABs. Fly these non-AB aircraft
much the same as you would a WW2 prop plane.
- AB equipped fighters generally
accelerate quickly. You can expect to raise the flaps very
soon after gear retraction. Do not horse the nose up. Instead,
keep a shallow angle until you have built up some speed
300KIAS
minimum is a general rule of thumb. As you accelerate through
300KIAS, secure the AB and establish your climb speed. 400KIAS
is a good number.
- Overall, the takeoff is not the
time for aggressive maneuvers, particularly if you are heavy.
Use flaps and fly the plane smoothly and cautiously until
you have the flaps retracted and are at climb speed.
Landing Flap Tips
- Remember the reason for landing
flaps
slower speeds, steeper approaches, power on throttle
settings, reduced rollout distances, and improved visibility
over the nose.
- Lower your landing gear
and maneuver to the final approach glide path using the
takeoff flap or "maneuver" position (one or two
notches). Fly at a speed that is approximately 20% above
your landing speed. For WW2 prop planes, do not extend landing
flaps until the landing is certain. That means no more than
about 500 feet AGL
then slow to your final approach
speed. For jets, you may establish a longer final approach
and put landing flaps down sooner.
- Practice flying at landing pattern
speeds to familiarize yourself with the "feel"
of the two flap settings (maneuver and landing flap). Practice
flying a shallow descent and memorizing the "glide
path picture". Remember, your flight path will be low
in the gunsight area.
- Do not "chop"
power until you are in the flare. Smoothly retard the throttle
to idle. Be aware of torque effects in prop planes if you
cut the throttle quickly. This means for the typical prop
plane that the aircraft will tend to roll to the right as
the engine slows down.
- If you have to abort the
landing for any reason, do not jam the throttle forward.
Your final approach speed should give you a comfortable
stall margin. Instead smoothly add power as you raise the
nose. Once your descent is stopped, raise the gear. Then
begin raising your flaps. Go first to the takeoff position
and keep the flaps there until you reach normal flap retraction
speed. This raising of the flaps in stages is called "milking
the flaps up".
Turn Performance Tips
- Well, takeoffs and landings are
important, but what we all want to know is how to use flaps
to knock the bandits socks off! Answers wont
be easy on this question
the sim flight models are
hard to figure out in specific detail, and few model flaps
the same anyway. How about some more generalizations to
begin with?
- Well start with the practicality
of using flaps. By now, you should understand that flaps
are used at fairly low speeds. Here is the main question.
Should you be planning on getting slow in the first place?
There are no simple answers. If all you want to do is "turn
and burn" in a 1v1 knife fight, then thats one
thing. But if you are engaged in a multi-bogey furball,
then that may be entirely something else
you may decide
that slowing down is the last thing you want to do.
- Rather than outline a bunch of
options, Ill give you my take on what might be a "best"
one-size fits all plan. I like turning, but not to the point
that I lose situational awareness. I like to BnZ, but not
exclusively. I tend to favor a BnZ strategy until I can
get a straggler cut out of the herd. Then I might consider
turning a bit
but I never want to get too slow.
- OK. What does that mean? It means
I stay "fast" until I see an opportunity to "slow
down". I fight a "slash and extend" fight
unless the tactical situation favors a 1v1 TnB contest.
Being "fast" means keeping my speed above corner
velocity (CV). Getting "slow" means below CV.
So, I begin by establishing some speed values. I want to
know what my CV is. Now, corner velocity varies with weight
and altitude, so there is no such thing as an exact CV that
applies in all situations
so Im going to make
up a set of speeds that Ill use as a basis for planning
my maneuvering. These speeds will be a rough average of
typical CVs for a variety of classes of fighters.
- These "classes" are the
following: WW2 Light Wing Loading, WW2 Medium Wing Loading,
and WW2 High Wing Loading. Ill do the same for a range
of jets. Then Ill assume some average CVs for each
class at sea level, no external stores. They look like this
(and these are just "ball park" estimates):
- Next, lets look at a typical
EM diagram so that you understand the significance of where
CV fits into the flight envelope. By definition, CV is the
slowest speed where the plane can reach maximum G with the
flaps up. Usually, the highest turn rate occurs at CV, however,
the minimum turn radius may be reached below CV, particularly
in WW2 aircraft.
- Previously, we have explained that
it does no good to lower flaps above CV since the aircraft
can already reach max G. Therefore, from a practical point
of view, CV is the max speed for flap deployment, even though
many fighters have flap limiting speeds (for the first one
or two notches of flap) that are greater than CV.
- So, once Ive decided to engage
in a TnB fight, I use my CV "guesstimate" as the
point where I drop flaps (assuming this speed is less than
the documented flap limiting speed). How much flaps? One
notch in a 2 or 3 position flap system
one (or two
max) if Im flying a four or five notch system.
- Once the flaps are out, how slow
do I want to get? Not very slow at all! I want to stay as
close as I can to CV or the max flap speed. Why? Because
if you look at the EM diagram again, you see that turn rate
increases fairly well between stall speed and CV while turn
radius improves only marginally. The turn rate doubles from
point #1 to #2 while the turn radius only changes slightly.
Bottom line? You gain little by getting too far below CV.
- Now that I have the flaps out,
how do I manage them? Heres a short and sweet answer.
Put the flaps out to turn, raise them when you are not turning.
If you are not pulling G, then there is no reason to have
the flaps out
all they do is add drag. So in a "knife
fight", think "pull G put the flaps down"
"unload
G raise the flaps".
- Lastly, a word about vertical maneuvering.
In a BnZ vertical move, you can use flaps to help you get
"over the top". Here are some points to keep in
mind. Watch your use of power in turning at high speed.
In these situations, power tends to widen your turn radius.
As a rule, power is best used at the top of a vertical maneuver
not
the bottom. Heres how I do it. As I pull up into the
climb, I reduce the throttle while Im pulling G (assuming
of course that I am at high speed to begin with). Once I
have my nose up to the desired climb angle, I put full throttle
back in and unload G if my goal is to gain altitude. I hold
this until I approach my pull down point. Then I make sure
I have full power in and drop one or two notches of flap
as I increase back stick pressure to reverse the climb.
I keep full power in and flaps out until I have my nose
pointed back down again. Then, Ill raise the flaps
and go for speed. What results is something like the well-known
"egg" and looks like this:
OK
so much for flap generalities. Heres the bottom
line. Use my advice as basic guidance only. Then, go out and
fly your specific plane. Get a feel for how the various stages
of flap affect your ability to turn and accelerate. Determine
your own "flaps up and down" parameters. Ive
given you the basic "how tos"
now you
finish up by getting your own fine points.
Now, lets move on to another
one of those great unknowns
trim! Stand by for Part Three
of this series for that discussion!
Id like to thank my good buddy,
Leon Smith, for the excellent work he did on preparing the
EM diagrams for this article. More thanks to many of you for
your comments and remarks in the several forum threads that
preceeded this article. Your interest and enthusiasm is why
I write these things! Finally, a big attaboy to TK Kawahito
and Matt Wagner for making the upcoming sims that you have
gotten a peek at here.
Before we go, some more great screenshots!
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