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Secondary Flight Controls
- Part Three: Trim
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Trimming
in Combat. I suggest three types of situations where
we might want or need to trim in "combat". One is
when you find your speed changing relatively rapidly
vertical
maneuvering (Boom and Zoom - BnZ) is a typical example of
this. The second is when you find yourself holding something
other than one G for more than just few seconds. High G stall
fighting is an example of this. The third occurs during weapons
delivery. We want a stable platform for gunnery and bombing
one
way to help get this is by trimming.
Trimming
For Rapid Speed Changes. When we fly yo-yos or BnZ,
we can go through some significant speed changes. Since the
general rule is to trim for changes in speed, some might want
to attempt this in our sims. My advice is to not do this!
I feel that this is ultimately counter-productive in that
your full attention is needed on solving the on-going BFM
problem. In RL, I did not do much trimming when engaged
there
was simply too much else going on. The stick feel changes
were something I just accepted and lived with. So it is with
the sims I fly. I make whatever flight stick displacement
is necessary for the relatively short time that Im going
to be in that out of trim condition. In any case, I find that
keyboard functions such as view changes, weapons and target
cycling, etc take my full attention.
There is one exception, and that is
flight into the high-speed end of the flight envelope. If
I am extending out of a fight and going for max knots, then
Ill retrim. In doing so, I know I can take my attention
off maintaining my pitch attitude and check six, or my map,
or whatever
confident that my retrimming will let me
look somewhere else except forward. Another example is the
high-speed dive where I may need trim to help pull out of
the dive.
So
my advice is to not trim during
the actual turn and burn engagement unless you have a very
specific need to do so.
Trimming
While Pulling G. There are situations where you might
find yourself in a prolonged turning fight where the G loads
(back stick pressure) are greater than usual. The Lufbery
Circle is one example. In this situation, I dont have
a problem with you using trim to help pull on the pole. I
would add the caution that in the end, the trim that you put
in will most likely have to be removed as you unload and reposition.
Personally, I would not trim in this case
but, I see
no reason other that personal preference not to.
As long as we are here, let me say
again that trim in most cases should have no effect on turn
performance. In the turn and burn engagement, trimming the
nose "up" will not increase the aerodynamic advantage
of the tail in the typical engagement speed range. Also remember
that turn performance is a function of lift
lift comes
from the wing, not the tail. All pitch trim will do for us
in this situation is help "balance" the effort you
are making in pulling on the pole.
There is an exception. This occurs
when you are flying at a speed where air loads become a factor.
For example, in IL-2, air loads seem to generally begin around
300kph. Above that speed, the sims flight model begins
to restrict the amount of elevator displacement you can get.
You may be able to regain full displacement by using a little
"nose up" pitch trim. Remember what I said about
HOTAS trimming being a no-no!
In the paragraph before the last,
I said "should have no effect" and not "will
have no effect" because we know that some sims seem to
reward trimming in pitch with an increase in turn performance.
Theres not much we can do about that until the developers
fix the sim. Until then, I suppose we all need to be on the
"honor system" and fly by the rules! As far as Im
concerned, these things are not "cheats". Instead,
I see them as "unintended consequences"
and
they should be avoided.
Trimming
During Weapons Delivery. Accurate weapons delivery
depends on a stable weapons platform
thats a fancy
way of saying a "balanced" and reliable gunsight!
The plane and weapons are designed so that the weapons are
delivered along the planes flight path. If that flight
path is skewed off for some reason, then weapon aiming will
be affected and youll likely miss your target.
From a RL perspective, there are many
aspects of how trim relates to weapons delivery. But thats
real life. Were talking sims, so lets keep to
the things that we have to deal with when we roll in on the
target. Well begin by leaving aileron trim out of the
discussion. Unless you have an asymmetric wing load on your
fighter, I dont think well have to worry about
aileron trim.
Now
elevator and rudder trim
are a different story. Here is the quick and dirty on these
two.
Pitch trim can help diminish the "bobbing"
tendency that we see in some sims. This bobbing can be an
irritant when we are trying to fine-tune our aiming. This
applies to A2A and A2G, gun and bombing attacks. One technique
that some use (I do!) is to trim slightly "nose down"
so that you have to hold just a little back pressure on the
stick. Now, this is technique only
I feel like I have
a better "feel" for the stick and better resultant
control over the gunsight if I have a stick that feels a tad
bit "heavy". How much nose down? It varies with
the specific sim
but 3-5 clicks of trim should be sufficient
just
enough so that your flight stick is out of the neutral detent.
Remember, this is personal preference only!
In an A2G attack, we often find ourselves
diving and picking up speed. Often, unless we trim nose down
as the speed builds, we end up fighting a nose pitch up tendency
as we try to get the pipper on the target. What is happening
is that the plane is trimmed for a slower speed
but you
are going fast. So the plane wants to get back to that slower
speed and it tries to raise the nose to do that. You end up
having to push the stick forward more and more as the speed
increases. This is awkward and is even more so if you have
to make bank corrections at the same time.
In RL, we would trim the jet for the
weapons release airspeed and then leave it there during the
attack. You can do something like this in your sim. Trim your
plane for the speed that you want to release at. If you forget,
remember to add trim in the dive to reduce the tendency of
the nose to rise.
Rudder trim is especially important
in A2A and A2G deliveries. If the plane is not in coordinated
flight at weapons release (no yaw), the gunsight is lying
to you. What you see is not what you get. If the rudder is
out of trim, the pipper is not your flight path. Your weapon,
gun or bomb, will not hit the target.
The only way to ensure that you are
trimmed properly in yaw is to check the turn and slip indicator.
Remember, rudder trim changes with airspeed, so a good idea
is to trim the rudder for release speed. Our sims accurately
model yaw and its effects on flight path. You must make sure
your rudder is trimmed neutral prior to the attack. The only
alternative is to use your rudder pedals or twist stick to
correct the yaw
and that is a tricky thing to do when
you are concentrating on getting the pipper on the target!
Modern jets have their turn and slip
indicators incorporated into the attitude indicator. Keep
in mind
just
because you have a HUD
this doesnt relieve you
of keeping the plane in trim!
The Landing. Of the three types of trim, only pitch trim is of significant
importance in the landing. Landing is much like weapons delivery
in that you are trying to hit a certain spot. In the case
of the landing, you are aiming at the approach end of the
runway. A balanced aircraft will make aim control a little
easier.
One secret to a well-flown approach
and landing is an early configuration. When possible, give
yourself a comfortable final in terms of distance
one
mile is more than enough. When maneuvering to the final lineup,
add some extra speed for your maneuvering (10 to 15 mph in
WW2 planes, 20-30KIAS in jets). Use pitch trim to reach a
"hand off" stick feel. Do this exactly as before.
Hold a constant pitch attitude visually and then make single
nose up pitch trim inputs until the stick forces are gone.
Prior to final, get your gear down
and extend partial flaps. "Partial" means "takeoff"
flaps, 1 notch in a 3-notch system, or 3 notches in a 5-notch
system. More flaps than this is too much drag. Be prepared
for pitch changes when the flaps are lowered
hold your
pitch steady and retrim as needed.
Once on final, extend full flaps and
slow down to final approach speed. Hold your visual aim point
steady and trim off any nose heaviness. If you have a velocity
vector "tadpole", use it and use trim to help you
hold the tadpole on the end of the runway.
In the vent of a go-around, be ready
to add nose down trim quickly to prevent too much nose pitch
up as you add power.
Do not use rudder trim to counter
crosswinds. Instead, use the rudder to fly your final approach.
Well, that should be a start to effective
trim use in your sim flying. Good luck
and always remember
that trim is a tool to make flying easier
it is not a
control to fly with!
Good shooting!
Many thanks to Sean "Lephturn"
Conrad for his excellent article on combat trim in Aces High
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