Secondary Flight Controls – Part Three: Trim Page 2
Back To Page 1 Section One -Trim Aerodynamics The issue of balance We’ll start with Archie again…with his lever actually. Let’s take a stroll over to the local playground and watch some kids on a teeter-totter. What we see is two kids trying to play on the teeter-totter, but they aren’t doing very well. […]
Secondary Flight Controls – Part Three: Trim
by Andy Bush So we find ourselves at the third part of this series on secondary flight controls…trim. The subject that really started me down this road. Its place as the last of the topics is not by accident. As you will see, trim is affected or has an effect on the two previous subjects, […]
Secondary Flight Controls – Flaps Page 5
Back to Page 4 Let’s remember what we’ve 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 […]
Secondary Flight Controls – Flaps Page 4
Back to Page 3 But you say, “Lift and G are the same, right”? Well…not quite! They seem to be the same, but, in an air combat maneuvering sense, they are not. Here’s why. The difference lies in what you are doing. If your maneuvering requires one G flight, then think of flaps as […]
Secondary Flight Controls – Flaps Page 3
Back to Page 2 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 what’s really important to us is what we can expect to get […]
Secondary Flight Controls – Flaps Page 2
Back to Page 1 What are the typical types of flaps? Flaps come in two basic forms…leading edge (LE) and trailing edge (TE) devices. Most fighters with LE flaps are modern day jets. The F-104 is a good example. Don’t confuse a LE flap with other types of LE devices that open up or extend. […]
Secondary Flight Controls – Flaps
by Andy Bush In our ever-present search for realism in our sims, we continue to ask developers for more and more realistic flight models. They have done a good job in responding to these requests. One aspect of the flight model issue has been the introduction and refinement of flap and trim use. Today, we routinely […]
Secondary Flight Controls – Rudder, Flaps, and Trim Page 7
Back to Page 6 Using Rudder To Adjust Weapon Aiming A third specific application of rudder is its use in adjusting weapons aiming, in particular, the gun. Two main points on this…one, while the concept is technically valid, its execution requires considerable skill. Two, because of this, I strongly suggest that you do your […]
Secondary Flight Controls – Rudder, Flaps, and Trim Page 6
Back to Page 5 Specific Examples of Rudder Use Using Rudder To Improve Lookout Let’s finish this rudder discussion by describing several ways in which the rudder can be used to our advantage in sim flying. The first is the use of rudder to improve our lookout ability, particularly to our six o’clock. Not […]
Secondary Flight Controls – Rudder, Flaps, and Trim Page 5
Back To Page 4 Countering Crosswinds On Takeoff and Landing Crosswind is something that we control directly when we configure our gameplay. It’s an option. If we don’t want it, we don’t have to include it. But for advanced gameplay, we can spice things up a bit by tossing in crosswind. So, if we […]
Secondary Flight Controls – Rudder, Flaps, and Trim Page 4
Back To Page 3 Techniques For Using the Rudder To begin with, we must stress that you do not need to use rudder if the sim does not need it…or if the sim is not programmed to respond to rudder input in the manner that you expect! This is critical. If your sim does […]
Secondary Flight Controls – Rudder, Flaps, and Trim Page 3
Back To Page 2 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 […]