Advanced KnowHow



A B-1B starting from KNUQ, Moffet Federal, San-Jose, California, USA


Theories: Why What!

After we proved that you can fly, let us see "why you did what you did" - and how you can improve!

May be you still believe that the motor is pulling the aircraft into the direction you point at with the nose/propeller, i.e. dropping the nose a little makes you lose altitude and raising the nose a little makes you gain altitude. You may think this is quite straightforward. This is not the best way to think about it. That model would be fine for a rocket, but not for an airplane. A rocket is lifted by its engine, while a plane is lifted by its wings. That’s a huge difference.

Similar with turns: You may think an aircraft just follows the rudder like a car follows the direction given by the front-wheels, that you define by the steering-wheel (which looks similar to a Yoke)! But if you ever tried turning a car on ice, you probably noticed that there needs to be something else than just turning the wheels! For a car that is called the "road grip", i.e. between the street and the tires! But there is no such thing in the open skies - so we need something else to juggle our attitude to the surrounding air - we call that "Lift"!

So we do similar movements by car and aircraft - but we need different kind of forces for it. Let us see just a little piece of theory that might help us to understand those. We will not teach the "Theories of aeronautics" - there are lots of books available for that. For this basic manual just a few basics will do!


Interacting Forces

Let us compare the required forces for a car and for an aircraft:
  • Lift || Weight: The vehicle + payload + fuel + pilot(s) + passengers have some weight, which have to be neutralized in order to not climb or sink.
    • For a car that is done by the pavement of the streets, and because that is very strong we do not care very much how much weight there is - the street will hold it! Also we do not need to care about going up or down - the street does it for us by it's construction!
    • For an aircraft that works only while on ground - what we are not interested in now. In the air we have to produce that counterforce by the so called lift, that is produced based on the surrounding == Air. And that lift must change depending on going up or down or cruising leveled! That is the big freedom we have in an aircrafts: We do not (have to) follow the predefined ways! We are free to move into all 3 dimensions - while in a car we are restricted to only 2 dimensions!
  • Air-Drag || Thrust: These forces are much more comparable, except that there is one more drawback for the car, called "rolling friction". Otherwise you could move a car by propellers - and would find everything pretty much the same, independent of car or aircraft!


Freedom of Movement


Let us see how we move in an 3dimensional world, i.e. around 3 axis:
  • Normal axis (also called "Top axis"): This is the only axis we also know from cars: It is just turning left/right. All other movements are enforced onto a car by the terrain! That is a so to say "2 times more freedom for pilots"! The only problem: The pilots also have to (learn and then do) balance three interacting forces - a real juggling!
  • Longitudinal axis: Tilting a car sideways is usually not wanted - mostly it is called a "bad accident"! While flying we need that all the time - very intentionally and very controlled.
  • Lateral axis: Also this up/down is not really advisable for a car - unless you want to jump e.g. from a bridge into a river - and that would be a "very uncontrolled flying". In a car we better let us "force by terrain"! Of course you could do the same with an aircraft: Just keep the gear down and fly low! The next hill will force you upward like a car - but the "Public Health Authority" believes that to be very un-healthy"!
Did you notice that I talked about the 3 axis, without relation to the controls - although the sketch proposes such a relationship? That I did very intentionally, because that relation deems obviously - but does not really exist! See the following:


Lift

In the forgoing we learned already, that we need a force called "Lift" to keep us in the air when the "Weight" pulls us down. We produce that "lift" by pulling the wings through the air and giving them a special form. Have a look at that picture: The wing is formed so, that the air going over the top of the wing has a longer way to go compared to going underneath. But of curse somewhere before and after the wing the air will be reunited. So each tiny piece of air that is going the longer way needs to speed up and stretch over the longer distance. And stretching an equal amount of (air-) pieces over a longer distance means those pieces are less dense to each other. In the total context that means that the air-density above the wing is considerable lower. In other words: There builds up some kind of a vacuum above the wing - which pulls the wing upward (like if you suck something with your mouth, or whatever)!

Surprised? Yes me too (some time ago). And yes: There is something added to this by the air pushing the wing up because of the angle of the wing to the air - but that is just about 25% of the Lift, and varies with the so called AoA (Angle of Attack).

That picture also explains the stall: Imagine you increase the AoA towards 90°, then certainly there will come a point where the air above the wing does not follow the wing-surface any more but just tears off, thus you loose at least 75% of your lift --> and the winner is: "the Weight!". And your job will be getting the air back onto the surface and then pull up again very gentle, so that it does not tear up again!! (See "Stall and Spin")

Also notice that the aileron (blue) will even lengthen the way that upper air has to take, while the green one does the reverse!

For more details see: http://en.wikipedia.org/wiki/Flight

And notice that propeller-blades actually are the same as a wings (just have a close look onto the form!) - and they act accordingly. Thus "Lift" and "Thrust" are produced the same way. The only difference is:
    • "Lift" is produced by pulling the wings through the air by "Thrust"
    • while "Thrust" is produced by the propellers being moved/rotated through the air by the engine.


Dependencies

Now let us have a look what happens when we use this freedom of moving in all 3 Dimensions, i.e. around the three axis. And let us analyze this by doing a turn:

Theorie: DependenciesAs we did already during the "Solo-Flight" we will start the turn by using the ailerons, that means we tilt along the Longitudinal axis. So we get the picture on the left. What you should see is that the "Weight" (== gravity) remains the same - and also the "Lift" remains the same size. But because it is acting 90° upward to the wings, it now is not the direct opposite of the "Weight" - actually now only the part "L-1" works against the "Weight", while the other part ("L-2") pulls us into the turn.

Obviously "L-1" is not strong enough to equalize the "Weight", so we have to increase the Lift. We do that by pulling the elevator (=Lateral axis) and thus raising the nose and thus changing the "Angel of Attack" -- actually we do initiate a climb (as usual! But hopefully that "climb" does not change our altitude!).

Now we are circling - and thus we get into a new problem! May be you know that from kids-playing or from "Holiday On Ice" or just try it with a couple of friends: Grab your hands side by side and start turning in circles. You will see pretty soon that the innermost guy is just about standing still (just rotating) while the outermost one runs like hell! Look to the picture and compare the right most wink-tip with the inner guy and the left wing-tip with the outer guy. You got it? The outer wing (left) is altogether moving faster through the air then the inner wing (right)!
  • As a nice side-effect that does add to the tilt produced by the ailerons
    • = faster wing through the air produces more lift on that side --> raises that wing --> and thus supports the ailerons (may be even that strong that you have to use the ailerons into the opposite direction! It's magical: At that point you steer the ailerons to the left - while wanting to turn to the right!)
    • = faster wing through the air also produces more drag --> that means the outer wing "hits the break" and thus tries to turn us to the left! So what do we do against that? Yes: We need to work against that by using rudder and thus we need also a turn around the Normal axis!
Now you know why a pilot could easily earn his money in a circus, juggling different things at once!
And you should know now why I had problems to define which control-unit to be used for what:

You always need to adjust all 3 controls just to move around one axis !!!

If you did not really noticed that yet - remember: You still might have the option "--enable-­auto-­coordination" active! As a good pilot you will not always fly with that help, because it prevents you from performing special procedures for different situations, e.g. Slips, Cross-Wind-Landings, etc. Let us prove what we said so far:

Do one more solo
  • but this time without the option "--enable-­auto-­coordination"
  • and when in level flight try to apply only 1 of the controls
  • and watch what all 3 axis do!!
In the chapter Turns we will extend our knowledge about that even more!


The "Flaps“ 

Already during your first flights you used the flaps - now we should get a better understanding about the "why":

In the left picture you see the Flaps fully lowered. In the right picture you see the lever that operates the flaps and the little indicator to the left of it indicating the actual setting, inclusive the transient movement (sorry: Both pictures do not show the same situation!). But there are no hotspots to operate the Flaps by mouse - use the keys "]" to set and "[" to retract. To check the flaps position visually, either use the mouse view mode to look at the back of the wing, or type "Shift (to look left) or "Shift (to look right) and then quickly "Shift ↑" to get back to the front view.
Airspeed  with AMrkingsSo watch out: The flaps are somewhat delicate: See the white ring inside the "Airspeed Indicator"!
  • do not deploy the first step of flaps above 100 knots. (Or they may disassemble and fly away!)
  • do not deploy the second or third stage of flaps above 85 knots.
The flaps create a large amount of drag on the aircraft and brake the plane at high speed. This is one more reason not to forget to retract the flaps as soon as you fly above 85 or 100 knots.


The Normal usage of the Flaps:

The fact that the flaps brake during landings makes you need more engine power during the landing. This may seem odd! Why not simply throttle the engine down to minimum and use less flaps? The answer is that it is better to have a strongly braking plane and lots of engine power, as the plane reacts faster to your commands. Should the engine fail on short final, you can just retract the flaps as needed and glide to the runway.

What can you do if you have full flaps extended and need to increase your rate of descent further? Slowly push the rudder pedals on one side. This will make the plane present its flank to the air stream and brake. Compensate the turning by using the ailerons (yoke). This is known as side-slipping, and is a very effective way to lose height progressively, as it is easy to stop at any point. (Of course that is not possible to do with the option "--enable-­auto-­coordination" active!)


"Stall“ and "Spin“

As we learned above an aircraft relies on the smooth flow of air over the surface of the wing to produce lift. However, if the wing is at too high an AoA
, this flow is broken, and the wing no-longer produces lift. With no lift, the aircraft cannot fly, and quickly drops back to earth. This is known as a stall. This stall can happen at 2 very different occasion:
  1. The High-Speed Stall: Looking at the picture "Lift" you surely can imagine that, if in a worst case the wing would be close to vertical to the airstream, then the air would not have any chance to  follow the surface of the wing. The airstream would break off the wing and in between the surface of the wing and that broken airstream would be created many many vortexes, which cannot carry anything! That is pretty much the situation if e.g. you do a "power dive" and then try to pull up with all your strength. Then it is no problem at all to produce such a stall - in a Jet - but with our beloved, sweet-tempered Cessna that takes a lot of hard work to produce such a "High-Speed-Stall" - you might not be able to do it at all!
  1. The Low-Speed Stall: This is physically the same as the High-Speed one, but you need no force at all to produce it! You just need to get that slow, that the produced "Lift" (remember: Airstream-speed over wing-surface is lift!) is reduced that much, that it cannot hold the plane in the air any more! The aircraft will start falling  down vertically - and that means we have the same as in 1, just at a much slower speed! And remember: A "Stall" is an ideal landing -- but only if it occurs just 1 inch above ground - not some hundred yards above it! This close relation between stalling and a "perfect landing" is the most critical area for stalls!
It would be nice, if after a "Stall" happened you could just push the nose down a little, to gain some more speed and everything would be fine -- but it is not! Remember: We said above that not just the airstream broke off from the surface, but also there are created many many many many vortexes, which all together do everything to obstruct the reunion of airstream and wing! So you need to recover:
Did you notice that we still can use the Elevator to steer down? Thanks heaven! Actually that is one of the most critical tasks during the aircraft development: Making sure that the elevator "stalls" much later! But do not wait too long to react!

Surely you are beating me now with: "You stupid - during a final I do not have enough altitude and time etc. - that is absolute nonsense!". And you are right - it is! It is as stupid as jumping from a Skyscraper without a parachute! But for your support there are 4 early warnings within your aircraft:
  1. Aircrafts are equipped with stall sirens that sound when the critical angle of attack is approached (of course you might not hear it if you chose the FlightGear-option "--disable-­sound" or turned down the volume!). In reality You have no (legal) possibility to switch that alarm off!
  2. Before a Stall you will notice that the steering-controls start acting delayed and somehow give a "soft" feeling (of course not with Autopilot active!)
  3. Know your Stall-Speed and watch the airspeed!
  4. Actually a Stall is not really critical if you are high enough and know what you are doing --> Thus you can always test what your Stall-Speed is and watch for it!
To find your Stall-Speed:
The "Stall Speed" for our C172p should be at about 50 kn without Flaps and 45 kn with Flaps, so I would start pulling up again at about 70 to 80 kn!

You should try that several times, with flaps and without -- and I hope you agree:

You must know the Stall-Speed for every aircraft you are flying prior landing it!

And be aware:  The faster an aircraft can fly -- the worse its stall characteristics are (usually)!

The Spin occurs when one wing stalls before the other. Remember: In turns the inner wing moves slower - and that means: In a turning movement it will "stall" first! And while one wing is still flying, the aircraft turns around the stalled wing, spinning tighter and tighter. To get out of a spin, you need to kick the rudder very strong against the turning direction, in order to convert the spin into a normal stall, then recover as above. Again you have to apply the rudder fast and energetic - but then watch out not to overdo it: It is easy to get into another Spin - just to the other side!

But again: In enough altitude it is no problem at all to practice - it even is a MUST in a real flight-school prior to your first "SOLO".
So do the same as above for exercising the stall - but just before it really stalls hit the rudder to the side you want.
And now: Have a "Merry-go-Around" practicing it!

But as said before: You must avoid significant turns on short final - because if you do that when already close to "Stall-Speed", then you will definitely go into a spin - which at that altitude you cannot recover from!

If you want to know more about Stalls see e.g.: http://en.wikipedia.org/wiki/Stall_%28flight%29


Standard Procedures

The following procedures are based on the C172p. But the principles are the same for all aircraft - even if some technicalities do differ depending of the model: Prop, Jet, Amphibian, Zeppelin, Helicopter, etc. Also they may differ based on what the designer of that model intended: Did he design for a "most realistic model with all auxiliary functions" or did he concentrate on "easiest to fly".

Engine Control

An airplane engine is designed for simplicity, reliability and efficiency. You are probably aware that the fuel inside a car engine is ignited by electric sparks, produced by advanced electronic ignition and fuel injection systems. If that system fails, there is no real hazard: You pull to the side and call a mechanic. But if that happens in an aircraft during flight that will be a real thread for death -- for both: The human (you) and his beloved aircraft! So the aircraft system does not really on those complex systems but they use older technologies that do not rely on electrical power: The good, old-fashioned, but most reliable magneto ignition. That way, the plane can still fly even if it suffers complete electrical failure. For redundancy, it even contains two magneto systems: the “left” one and the “right” one. Should one of the two magnetos fail in flight, the other one will keep the engine running. The failure of one magneto is rare - the failure of both simultaneously is almost unheard of.

You find the controls for the engine and magnetos on the bottom left of the instrument panel:



For the C172p-model there are two types available.
  1. The modern style "Ignition Key" like in a car - used in the 3D-models.
  2. The old style "Ignition Switch" - still used in the 2D-panels.
To switch between those two types use "P" or "menu view Display Options   Show 2D panel":

In the 3D-Panel you can zoom in/out by using "x"/"X" or by the mouse-wheel in "View-mode" (after you clicked the right mouse-button twice!). "Ctrl-x" will reset the view to the original.

You move the key/switch by typing  "{" and "}" or click into the hotspots. For the upper 3D-version you use the third hotspot to start the engine. When you change the magneto switch to "OFF", both magnetos are switched off and the engine will not run. With the magneto switch on "L" you are using only the left magneto - on "R" you are using only the right magneto. On BOTH you use both. In normal flight you must use BOTH.

If you turn the switch to OFF, the engine noise stops. If you quickly turn the switch back to L, the engine starts again as the propeller is still turning. If you wait for the propeller to stop, placing the switch on L, R or BOTH won’t start the engine. (Once the engine is halted, always place the magneto switch to OFF.)


Starting the Engine

The Cessna allows you to start the engines the "realistic" way - and/or take an "unrealistic shortcut". Let us see both:
(If you cannot see the "Ignition-Switch" in the lower left part of the instrument-panel, remove the yoke: "Menü → Cessna C172P → Show/hide yoke“).
You could also switch multiples by typing e.g.: "!$" would select 1 and 4

I admit: That is shocking easy and you probably will not use the "realistic way" very often - at least not as a newbie! And if you never want to become a true "Simmer" thank the designers for making it that easy - and do not talk about it any more!

Anyhow: That lengthy procedure is a nice demo of what you might expect if in future you will fly nicely modeled, complex aircrafts. Those require lots of more actions prior to start! In some cases it may take you several minutes to go through the required procedures! But even in those complex models you may have a look in the menu-bar: Often you will find an extra entry with the name of that model - and in that there might be an extra routine to start up with one keystroke!)


Switching Off the Engine:

As a true "Simmer" you will of course not just exit FlightGear or even just switch of the PC -- You will of course be kind to your aircraft and:

Throttle

ThrottalYou already know that you increase the engine power by pushing that throttle in - and reverse:
  • To push in use the Page Up key", to pull out use Page Down
  • You can also use the mouse:
    • For the 3D just move the cursor over the Throttle and rotate the mouse-wheel.
    • For the 2D model click into the hotspots, with the left mouse-button or the mouse-wheel (here: Click, not rotate!)

But what does “increase the power” actually mean? Does it mean you increase the amount of fuel delivered to the engine? Yes, but this is not enough to fully understand what you are doing. You need to be aware that the engine is also fed with a huge amount of air. The engine’s cylinders burn a mixture of fuel and air. Fuel alone would not burn - neither would the air alone! Only a mixture of fuel and air can detonate and move the engine pistons. So when you push the throttle in, you increase both: The fuel and the air fed to the engine

Mixture

Operate the Mixture-lever as you did with the Throttle - except when using the keys use "m"/"M"!

The amount of air compared to the amount of fuel is critical. The proportion of the two has to be tuned closely. This is the purpose of the mixture lever. The picture shown displays the mixture lever, pulled out far too much (for a startup!).

When the mixture lever is fully pushed in, you feed the engine with lots of fuel and little air. This is known as a “rich” mixture. When the lever is pulled out completely, there is an excess of air, known as a “lean” mixture. The correct position to produce maximum power is in between these two extremes, usually quite close to fully pushed in.

When you start the engine and when you take off, you need a "rich" mixture. That means the mixture lever should be pushed in. A "rich" mixture allows the engine to start easily. It also makes the engine a little more reliable. The drawback is that a part of the fuel is not burned inside the engine. It is simply wasted and pushed out the exhaust. This makes the engine more polluting, it decreases the energy the engine can deliver, and it slowly degrades the engine by causing deposits of residues inside the cylinders.

Once in normal flight, you have to pull the mixture lever a little, to get a more optimal mixture. Check this out by doing the following. Start the simulator. Put the parking brakes on with "B" (that is Shift-b). Push the throttle in to its maximum. The engine RPM should now be close to the maximum. Slowly pull
on the mixture lever. You will see the RPM increases a little. You get more power, without increasing the fuel intake. You waste no fuel and it pollutes less. If you continue to pull the mixture lever, the RPM will decrease back away, because now there is too much air. The excess of air slows the explosions down inside the cylinders and decreases the explosion temperature, hence the thermodynamic yield decreases. You have to tune in the optimal mixture. For thermodynamic reasons, the best mixture is not exactly at maximum power - it is better for the engine to be running very slight richer or leaner than maximum power. This also avoids the possibility of the fuel detonating explosively - that could damage the engine. You can find the maximum power point by the fact that there you get the highest RPM. (Another method is to check the engine exhaust temperature. Roughly, this is the point at which you get the highest temperature.)

Thus the mixture control allows you to burn less fuel for the same speed and distance, and therefore let you fly farther and pollute less. However, if you mis-manage it, it can cause serious problems! e.g.: At high altitudes there is less oxygen available - so the correct mixture will be lean (less oxygen requires less fuel for the ideal mix) - thus you pull out the lever more and more while climbing. If you then descent and forget to push the mixture lever in, the fuel/air mixture will become far too lean and the engine will simply halt.

The "instable" RPM

An important warning: you may think the RPM indicator reflects the engine power. Wrong! Two things make the RPM increase: the engine power and the airplane speed. To check this, fly to a given altitude then pull the engine power to minimum. Try out diving to the ground then rising back to altitude. You will see the RPM varies significantly as does your airspeed. It rises while diving and decreases while climbing. That is the same effect on a car: Going downhill will increase the RPM (and speed) - uphill it will decrease the RPM (and speed). That is because the motor power setting remains the same - while the needed power varies!

One pitfall of this occurs when you intend to tune the engine power in for landing. Suppose you’re descending towards the airport, flying fast. You know the ideal RPM for landing is around 1,900 RPM. So you pull the throttle till you get 1,900 RPM. After some delay you get to the low flight speed you wanted - but may not notice that the RPM dropped significantly. You will either lose altitude or stall. Or both. So be cautious with the throttle and with the RPM indicator: Either pull on the throttle more steadily or be mentally prepared to push it back in quickly.


Starting

Also in the Simulator you should stick to some rules and standard checks to avoid problems:
After TakeOff You should climb at a steady speed of around 75 knots. But when you raise the nose slightly at 40 knots, the aircraft will probably TakeOff and start climbing at around 55 knots! To accelerate quickly to 75 knots, lower the nose slightly immediately after take-off - and raise it again once 75 knots has been achieved. Thus you are using the yoke to control the speed of the aircraft. Putting this all together with what you have learned previously, a normal take-off will consist of the following:

Holding Direction

Knowing the direction you are going is obviously a good idea. There are four basic ways to determine the direction you are flying. Let us have a closer look to those techniques:

  1. By looking through the windows:
As we have noticed during our first Solo the easiest type of navigation is to use visual landmarks, e.g.:
At your Homebase you certainly will discover lots of those "personal landmarks" to use. But also for long cross-countries into unknown areas you should be able to find "landmarks to look for" on street-maps, Atlas, MPmap, Google, etc. And even if those are not exactly shown in FlightGear as on photos or what ever - you will spot them easily.

Sorry that in a simulator, we can only offer you  a narrow view of the virtual outside world. Several ways exist to allow you to pan your virtual head
inside the airplane (if you do not want to set up several scenarios around you, see e.g. "Using Multiple Screens"):

  1. By Magnetic Compass:

This is located above the instrument panel. The compass is simple, but reliable (as discussed for the Magnetos). Sorry enough it is affected by the acceleration of the aircraft, and magnetic abnormalities as well from the construction of the aircraft as well from the geography. Also, the compass points towards magnetic north rather than true north. This deviation varies depending on your location.

To learn more about it see e.g.: http://en.wikipedia.org/wiki/Compass




  1. By Directional Gyro:
The gyro is powered by a vacuum system. The gyro is set to match the magnetic compass, and is not affected by magnetic issues, or aircraft movement. However, due to gyroscopic precession and friction in the instrument, over time it drifts and must be reset by reference to the magnetic compass on occasion. To reset the Gyro during cruise flight, use the black knob on the bottom left of the instrument (normal mouse pointer mode, click left or right of the knob, or use the middle mouse button to move faster, Ctrl-c to activate the hotspots). The red knob, bottom right, is used to tell the autopilot what direction you wish to fly (HDG = “heading”).


  1. By Radio-Navigation:
In chapter "IFR Cross Country" we will learn how to use the Radios for "RNAV = Radio-Navigation". But as with Autopilots: You should first learn how to navigate without "Automatic Helpers" - so you can continue even if the "Automatics" fail to serve you! You should be, and remain being the (responsible) BOSS!


Trimming

Das Trimm-RadThe trim is the dark big vertical wheel with gray dots located at the middle below the instrument panel(.

On FlightGear, the keys "Home" and "End" adjust the trim. Home rolls the wheel upwards while the End rolls the wheel downwards. You can also click on the upper or lower half of the trim wheel, or roll it with the mouse-wheel when the mouse is positioned over it.

In first approximation, the trim does the same as the yoke: it acts on the elevator. Turning the trim wheel downwards is the same as pulling on the yoke. Yet there is a key difference between the trim and the yoke. The trim remains in position after you make a change, while the yoke only continues to affect the elevator while you apply pressure and returns the elevator to neutral when you release it.

During cruise flight, the required elevator position to keep the aircraft at constant altitude will not be completely neutral - it will vary depending on the air outside the aircraft, the current fuel level, and the payload. Obviously, holding the yoke continually to retain a constant attitude would quickly become tiring. By using the trim to “trim out” the elevator, the yoke can be kept neutral.

During take off the trim should be neutral. Otherwise you may find that the aircraft either refuses to take-off with the normal level of yoke control, or takes off too quickly -- and thus you crash before knowing what is going on!

During landing, try to keep the yoke/mouse/elevator in neutral position - instead use the trim.

The resulting flight-attitudes, due to the trim wheel movements, will be noticeable much slower than than those by the yoke! So be patient!
If you cannot trim "well enough" try to support the Trim Wheel adjustments by "MICRO"-adjustments with the Throttle! Then be even more patient!


Turns

In the forgoing, and especially in the chapter "Dependencies", we learned, that, when we use some "help for beginners", we cannot perform all flight-maneuvers we need later on! So  "--disable-­auto-­coordination“ and thus manipulate rudder and ailerons as unique controls!

So let us start (without "--enable-­auto-­coordination“) and level off on 2000 ft and trim the aircraft. Then check the, for the turn, most important instruments:
Kurven Fliegen
"Attitude Indicator" (the blue/brown instrument): Adjust the little aircraft symbol inside it, so that the wings and the center-point of it are in one line with the "horizontal line", i.e. the line between brown/blue.

"Heading Indicator" (just below it): Set the "red bug" within the scale to the heading we are now flying. We will turn until that "red bug" gets back to that position again - i.e. after a full circle of 360°

"Turn & Bank Indicator" (to the left of that). That one will show us during the turn the "Turning Speed" and with the little ball in the "water leveler" how well we coordinate all three controls needed (aileron, rudder, elevator: compare "Dependencies")!

With these settings we are flying a "standard turn" that will always turn us 360° in 2 Min., independent of speed and type of aircraft! And that is the specification for any turn required in any procedures - see e..g. also in the following "Procedure Turn".

We exercised and proved that already in the part "First Solo" under "Turns".

Let us try to achieve the attitude as shown in the picture above - and hold it for a full circle:
Then do the same exercise to the right and then to the left again and the right ... etc. ect.

And as soon as possible return to our old rule:

Fly by the horizon and use the instruments to verify the achievements over time!

Try this several times until you can exercise these coordinated turns from the beginning to the end - i.e. the ball in the "Turn & Bank" stays centered.

(Do not get frenetic: I do not know many pilots who can do that perfectly! - Except the Autopilot! And that one we definitely do not want to use (for now!)).


Procedure-Turns

When you can perform that basic turns, let us try something sensible: When you fly controlled you will often be asked by ATC to perform a "Procedure-Turn"! See the following picture for what that is:
Schema: Procedure Turn
  • Look for a dominant "Fix" in the landscape and fly towards it
  • Set the red "Heading-Bug" to the current heading (all the way upward!)
  • Get your Stopwatch
    • in FGFS ver.1.9.: Menu → Debug → Stopwatch
    • in FGFS ver.2.0.: Menu → Equipment → Stopwatch
  • Over "Fix" start your turn to the right as described above - until the "Heading-Bug" is vertically down (i.e. turned 180°)
  • Start the Stopwatch and fly straight for 1 minute
  • Then do another 180° turn (the red bug is vertically upward again)
  • Then again straight for 1 minute
  • etc.etc. - until ATC calls you out of the "Procedure".
If there was no wind you are back over the "Fix" all 4 Minutes (2*1minute for the inbound/outbound legs, 2*1 minute for the standard 180° turns).

===> This one you really should try more often - because you will need it when flying in busy areas!
Watch especially your altitude: There may be many aircraft in the Procedure-Turn, vertically separated by just 1000 ft!


When you later on fly controlled (by ATC) you mostly will not use a landmark for the FIX, but a RNAV (Radio-NAVigation) (VOR, NDB, etc.). Thus you  can always return exactly to the FIX by adjusting the "Inbound Leg" as needed. See in the following a " realty" Approach-Procedure to EDDF:
Typical Procedure Turns
In the map you see three "Procedural Turns" at the VOR's "FFM", "RID", and "CHA" - and one over the NDB PSA.

Let us analyze the procedure over "CHA": We approach that normally with a heading of 285° (set the "red bug" accordingly!) and a minimum altitude of 4000 ft. But when busy ATC might advise you to start at a higher altitude. Then, later on, he will advise you to lowered down as other aircrafts below you leave the Procedure-Turn!

By the way: The official times for the Outbound/Inbound Leg are 2 minutes (in the exercise I  reduced it just for those exercises - in order that you may exercise it a little longer/more often!).

Approach

There are 3 possible procedures for an approach:
  1. "Traffic Pattern“: This is the safest, easiest and most commonly used procedure for GA. With this procedure you can inspect the airport before you land and you have common waypoints for when to be at what altitude with what speed. You approach the airport from outside on the altitude of a standard patter (800-1000 ft AGL) and join into the "Downwind" at an angle of 45°. See
  1. "Straight In“: This procedure is only advisable if you already know the airport and some waypoints - and at controlled airports this approach is (worldwide!) allowed only if explicitly approved by ATC! With this procedure it is really difficult to define what altitude and speed and flaps you should use when! Especially if that airport does not have a DME! You can train for such an approach when doing it at an airport that is equipped with  ILS - you then can follow the ILS indicators while flying manually! (Or you use the "Menu View Toggle Glide Slope Tunnel" -- but that again would be something a real simmer would never do, because it is absolutely unrealistic!)
  1. "ILS“ (Instrument Landing System): For this one you use the Radio-Navigation and approach the runway on a "localizer" (a radial sent by the ILS). All in all this is the same as "Straight In" - but supported by RNAV. 

The "Traffic Pattern“

The following applies to an airport being located in a plain area! If there are hills or mountains or other objects in the area you have to adapt this procedure (may be a higher patter, left/right pattern, etc.). Before you enter the pattern (45° In) you should have set the red bug in your "Heading Indicator" to the expected runway-heading. That means you fly the downwind (3) with the bug vertically down, the base (4) with the bug horizontally left, and the final (5) as usual with the bug on top.

You will use upwind (1) and crosswind (2) only for starting.


RPM ~2000,  Airspeed ~80 kn,  Flaps on Stage 1.

Give special attention to the following critical areas when in the patter:
If you want to know more about it, see: http://en.wikipedia.org/wiki/Airfield_traffic_pattern

Straight In:

A "Straight in“ should look like:
With other words: Do anything you like - but keep the speed on ~70 kn !!

Final

Check:
Straighten out:
Do not just look to the threshold - it is much more important to get the direction corrected! (If you settle down a little after the threshold - who cares?) i.e.

It would be wonderful, if you came in already as outlined in (a)!

But chances are: It will not be that easy!
  •   then do not aim towards the threshold (b)
  •   rather aim towards a point as far as possible in front of it (c)
  •   and then merge into the centerline
The earlier you are on that "centerline" the easier you can adjust for heading,
altitude and speed. If you need to get hasty you have lost already

VASI/PAPI

Adv_VASI.pngAt many major airports you find helpful light-signals which indicate the correct "Glideslope" for touchdown.

In the picture you see the so called PAPI. That are 4 lights side by side. When you see 2 red and 2 withe lights your altitude is perfect, more red than white means too low, more white then red means too high.

See the picture, it is nearly perfect:
» 70 kn at 1500 RPM
» "Vertical speed" -500 fpm
» 2 white and 2 red lights on the VASI
» and only a very shallow turn to the right, straightening out for the runway centerline!

If you need drastic corrective actions at this point, you better go around (see next).

For more details see http://en.wikipedia.org/wiki/Visual_Approach_Slope_Indicator.


Go Around

There are many reasons why you might or must abandon the approach and go around. e.g.:
During each approach you should count on having to GoAround. In that case you perform the following procedure:

Communication

After some time you probably get bored of just flying by yourself. To get some entertainment you have 3 options to communicate with others:

1. The Chat Menu: (Available with and without the Multiplayer-function activated)
MP-Menu.pngFirst you need to set the tower-frequency into your COM1
Then keying "'" or "-" opens the so called Chat-Menu (in the following I use the "-" because it is easier to spot!). This presents option's to communicate with AI ATC's and/or Unicom, i.e. you can advise other traffic in the area or AI-ATC that you intend to land or start etc. AI-ATC will then advise what to do. According to the numbers shown in the menu you select questions and answers by typing those numbers. e.g.:

"0" goes back one selection (e.g. you mistyped "3" but wanted "2" then type: "02")

"-1" opens an input field in which you can type any message - this is only useful if you are connected to the Internet and want to send a message to some Multiplayer. This is similar to the input-part of the "Chat Dialog" (see next) - if you are satisfied with displaying the response just on the screen, then typing "-1"+text may be preferable over sending a message via menu → Network → chat.

"-2" opens a sub-menu for Unicom messages, that are messages at airports without ATC, just to inform other pilots. e.g.:
+"2" = "-22" = Departing: Opens another  sub-menu for messages related to departures
+"8" = "-228" = "..departing runway xyz ..."

"-3" opens a sub-menu for messages to the (AI) ATC, i.e. that could be used for an artificial ATC or a human one, being connected to the Internet. e.g.
"-342" = "Tower, I am ready to taxi" (Tower will answerer "xyz taxi to runway ..."
"-347" = "Tower, I am holding short runway..."
e.t.c.

"-4" = has no sub-menu, it is just an emergency short notice ".. going around .."

"-5" = again without sub-menu, is just a "Roger" indicating that you understood (and will do!)

You close that menu by "Esc"

As well for the above generated messages ("-1text") as also for the following one (input field) FlightGear will always add your call-sign in front - so you should start your messages with the Callsign of the Addressee: "jomo ATC request taxi to active"
jomo   automatically inserted by FlightGear
ATC    the Multiplayer you want to address


2. Chat Dialog: (Only available if the Multiplayer-function is active)
MP-Dialog.png
Select: menu » Multiplayer » Chat Dialog


In the upper part you see the latest messages listed (and you see in some lines what I do not like at all: Do you have any idea who is talking to who and who should answer? In your messages you should always name the MP you want to address!)

In the yellow field you can type a message to some other Multiplayer
Click "Send" when ready with typing.

The window will stay open until you click into the square in the upper right corner


3. FGCOM: (only available if the Multiplayer-function is active and FGCOM is installed and started)
This is by far the most professional and easiest way to communicate. It is like the Radio-Communication between real pilots and/or ATC.

It especially does not require any typing - you just hit the PTT-switch ("Push To Talk") when you want to speak to pilots and/or ATC in the area - you hear their answers via loudspeaker --> and your hands are free to fly!

The only drawback is, that some guys just cannot talk without showing off their stupidities. That is bad for everybody and especially bad for girls - sorry enough some people rather do not use FGCOM because of that!!! Very very sorry!!

see the Feature FGCOM and/or the FlightGear-WIKI http://wiki.flightgear.org/index.php?title=Fgcom



The Wind

Consider a hot air balloon and think of it as being in the middle of a gigantic cube of air. The cube of air may move at high speed compared to the ground, but the balloon itself is completely static in the middle of the cube. Whatever the wind speed, persons aboard a hot air balloon experience not a breath of wind.

In the same way, an aircraft flies in the middle of a gigantic cube of air and flies relative to that air mass. The motion of the cube of air relative to the ground has no effect on the aircraft itself. But You, the pilot, are also interested in the speed of the surrounding air compared to the ground. It can make you drift off the course to the left or to the right. It can make you arrive at your destination much later or much sooner than planed. e.t.c.

So in summary:
Adv_Wind-speed.pngWind: A balloon will be moved with a speed of 20 kn to enjoy people, who do not feel any wind - while people on the ground may have to run after their blown off hats! As a pilot, taxiing on ground and thus exposed to this wind as crosswind, you should take care that the wind does not tumble your beloved Cessna onto the back!

IAS (Indicated Air-Speed) is the speed you are interested in, while controlling your aircraft to keep it up in the air!

GS (Speed above Ground) is the speed you and your passengers are interested in: When do we arrive at the target! How much fuel do you need? etc.


When (as shown) the wind blows in the opposite direction (towards the nose of the plane), the speed of the wind subtracts itself from the airspeed of the plane. Hence you move slower compared to the ground. You will arrive later at your destination and thus have more time to enjoy the landscape (for another 13 min).

When the wind blows in the same direction as you fly, the speed of the wind adds itself to the airspeed of the plane. Hence you move faster compared to the ground. You will arrive earlier at your destination (actually you will be 11 Min early).

The two cases above are quite simple. It becomes more complex when the wind blows towards the side of the airplane. Consider the following:

Wind DriftingIn picture (a) there is no cross-wind. The pilot wants to reach the green hill situated to the North. He heads for the hill, towards the North, and reaches the hill after a while.

In picture (b), the pilot keeps heading to the North. Yet there is wind blowing from the left, from the West. The airplane drifts to the right and misses the hill.

In picture (c), the pilot keeps heading towards the hill. This time he will arrive at the hill. Yet the plane flies a curved path. This makes the pilot lose time to get to the hill. Such a curved path is awful when you need to make precise navigation.

Picture (d) shows the optimal way to get to the hill. The plane is directed slightly towards the West into the wind. That way it compensates for the wind and remains on a straight path towards the hill - thus keeping the "course" with whatever "heading" is needed!

Just how much to the left or to the right of the object do you have to head? At what angle? Serious pilots use geometry and trigonometry computations to calculate the correct angle. But for simple guys like us such an exact calculation is not really needed. The trick is to choose an aiming point in the direction you wish to fly, then observe how it moves. You will become aware if you are drifting leftwards or rightwards. Then let your instinct slowly head the plane to the right or to the left to compensate the obvious drift. To begin with, you may need to think about what you are doing. Very soon this will become automatic, just like when you learned to fly straight. You will no more keep the plane headed towards the object. You will rather keep it flying towards the object.

But what can you do when you want to fly 110 Miles with a speed of 110 kn and the wind is 20 kn directly from the side? Well: If you do not do anything you pass your target in a 20 miles distance - thus never ever seeing it! So you better cut the rout in small pieces that you can overlook - or start calculating!

And now you know (and never forget!) the difference between
"heading" = where the nose points to
and
"course" = the way you move above ground

The higher the IAS is, compared to the wind speed, the less corrections you will need - and reverse!
Those little challenges make flying small planes much more interesting compared to those big airliners where you just get confronted with these facts when being on final and having problems to aim towards the runway! So we will revisit that a little later - even with a nice picture!

Taxi with Crosswind

At a wind below 10 knots the Cessna 172p does not need particular precautions when taxiing. Yet any sudden increase in wind speed (e.g. a gust!) can tilt it and/or tumble it over. So we urge you to always apply the following recommendations, independent of the noticed wind! And never forget: With whatever speed you taxi - that is the same as a wind from the front! i.e when you (of course absolutely unintentionally!) taxi at 45 kn with the Cessna you will take off (if you have not taken the following precautions!).

To train taxiing on the ground when there is wind, configure the simulator for a strong wind, like 20 knots. Such a wind can tilt the plane and blow it away any moment. One single error during taxiing and the plane is lost!

So always stick to he main rule:

push the yoke towards the wind

Let us investigate some examples:
If you want to move towards the wind, you will need more engine power. When the wind blows from the rear you may need no engine power at all. Always keep the engine power to the minimum needed.

Especially when turning, move very slowly. Make little changes at a time. Take your time and closely survey the yoke angle. Constantly keep it pushed towards the wind. Constantly try to reduce the engine power. Keep in mind, that using the brakes too firmly may shortly raise the plane-tail - thus allowing the wind to attac and tilt us.

Just a little tip: In the new HUD there is a big fat arrow indicating from where the wind is coming - so steering towards the wind is easy when using the HUD!


Crosswind Take Off

Taking off when the wind is coming from the side is tricky. Airport designers avoid this by placing runways so that they face into the prevailing wind. Often airports have multiple runways, placed such that there will be a runway facing straight into wind as much of the time as possible.

Taking off with a wind blowing straight towards the nose of the aircraft makes life easier as it is the speed of the wing relative to the air that causes lift. When there is no wind, the aircraft must accelerate to 55 knots to take off. However, if there is a 10 knot head-wind, the aircraft has an airspeed of 10 knots standing still and only has to accelerate to 45 knots relative to the ground to take off. This shortens take-off distances.

Just as a headwind shortens take-off, a tail-wind increases take-off length. Anything more than a knot or two makes a huge difference to take-off distance. As (most) runways can be flown from either end, you can easily take off from the other end of the runway and benefit from the headwind.

Windsack
The main way to know the wind direction and speed is to go to the control tower or ask the control tower by radio.

A necessary and complementary tool are the windsocks at both ends of the runway. They show the wind direction and speed. The longer and the stiffer the windsock, the more wind there is.

The windsock on the picture shows an airspeed of 5 knots (see the buckling in the center!), coming from the right!

Unfortunately, sometimes there isn’t a runway facing the wind, and you have to take off when the wind is blowing from the side. Then the technique is as for a normal take-off - with two changes:

Crosswind Landings


Reality: A Boeing E-3A landing with Crosswind!
In General you need to obey the normal rules as also for the normal landing - but try to line up with the runway heading even sooner, in order to have time to get a "feeling" for how much the wind effects you and how much reaction you have to apply! You will not come in with the nose pointing in direction of the runway! So you need to differentiate (and learn) how to move along the extended centerline of the runway while holding the nose into some other direction. You may find that being not as easy as it sounds:
  • Keep the whole length of runway in your view and juggle your controls to move exactly along the extended centerline of the runway. That probably needs some rudder against the wind and some ailerons opposite to that rudder! (Did you notice that: Aileron and Rudder opposed? If you still have the option "--enable-auto-coordination" active - then you are getting into trouble right now!)
  • Keep that attitude until those last few inches above ground, then
    • use a ridged, but well dosed, kick into the rudder so that the aircraft nose "JUMPS" into the direction of the centerline
    • you then will settle down on one wheel first! Hold the direction with the rudder until all wheels settled down
  • Then taxi as described under "Taxiing with Wind".
That is the so called "Slip-Landing". You may see more details and additional methods in e.g.: http://en.wikipedia.org/wiki/Crosswind_landing

Runway & Wind

We did see, that we never should forget about the wind - especially when moving on ground! And even more so when in transient from "moving in air" to "moving on ground" - i.e. during TakeOff and Landings!
Thus we must land/start as direct against the wind as possible! This is also true if there is only a very calm wind or even none at all: In that case the pilot arriving first decides what runway to take! Otherwise we end up with plans heading towards the same runway from different ends - and there is no room to sidestep on a runway!

But how do we know which runway is the most favorable?
Let us explain it with a picture:
              • On runway "18" you land by flying South (180°), so that is the runway for all Wind-directions from below the blue line. 
              • Or mathematically: For all wind-directions between  (rw18=) 180° ± 90°

              • On runway "36" you land by flying North (0° or 360°), so that is the runway for all Wind-directions from above the blue line. 
              • Or mathematically: For all wind-directions between  (rw36=) 0° ± 90°

Yes: 090° and 270° (and values close to it) are a problem - by which it does not really matter if you take the rw18 or the rw36. The first pilot arriving at that airport (or the ATC!) define which one to take!

I must admit: The above example is very simple - and still sounds somewhat complicated. I myself prefer a simple "guessing" instead of calculating it precisely! See the following 2 exercises:
              • Wind from 050°: guess for
                • rw18: 180-050>90  180+50>90:  both results are greater 90 --> thus we cannot use rw18 (180°)!
                • rw36: 360-050>90  360+50<90:  the second result (360+50 = 410-360=50) is smaller 90 - so we can use rw36 !
              • Wind from 120°: guess for
                • rw18: 180-120<90  180+120>90: the first result (180-120=60) is smaller 90 - so we can use rw18!
                • rw36: 360-120>90    360+120>90: both results are greater 90 --> thus we cannot use rw36 (360°)!.
Notice: Although there are always 4 possibilities to consider - there is always only one valid result. So as soon as you found one fitting runway, you do not need to analyze the rest! Thus this "guessing" becomes very fast!






Flying Other Aircraft

To the end of this some hints to the future, when you fly different style aircraft.

I cross-checked all the data about the Cessna 172p, a pilot friend verified I did not write too much rubbish and I made numerous virtual test flights. This section contains less reliable data about other airplanes based on my experience in the simulator. You may find it useful as an introduction to those airplanes but bear in mind my only goal was to make flights that seem OK and acquire basic knowledge.

The Cessna 172 and the A-4 Skyhawk are two extremes. Most other airplanes are in-between these two extremes. If you trained them both (and one or two tail wheel airplanes), you should be able to find out how to take off and land most other airplanes.

Low-Wing: Cherokee Warrior II

OA-pa28-161.jpgThe Cherokee Warrior II has some advantages upon the Cessna 172p. Thanks to its low wings it is far less sensitive to crosswind. Fully extended flaps provide more lift, thus it can fly slower and thus allows it to land on a much shorter distance.

Take off is the same as for the Cessna 172p in FlightGear. In real life their take off checklists are not exactly the same.


You have to get used to some minor differences of the Cherokee Warrior II for the landing: In real life, an advantage of the Cessna 172p upon the Cherokee Warrior II is the fuel tanks of the Cessna are located in the wings close above the center of the plane and higher than the engine. What’s more an automatic system switches between the reservoirs. That means you almost don’t have to bother for the way the fuel gets to the engine in flight. On the contrary, on the Cherokee Warrior II the reservoirs are located separately, on both wings and lower than the engine. That means you have to constantly switch between the two reservoirs in flight. Should one reservoir become much lighter than the other, this would destabilize the airplane. The fact the reservoirs are lower than the engine means you have to control the fuel pumps and the backup fuel pumps.

Some links:
http://en.wikipedia.org/wiki/Piper_Cherokee

Tail Wheel: Piper J3 Cub

OA-Piper-j3cub.jpgThe Piper J3 Cub is a very different airplane from the Cessna 172p and the Cherokee Warrior II. The Cessna 172p and the Cherokee Warrior II are nose-wheel airplanes, while the Piper J3 Cub is a tail wheel airplane. Take off and landing with tail wheel airplanes is more difficult. You have to tightly use the rudder pedals when rolling over the runway. The yoke often needs to be pulled backwards to the maximum. The Piper J3 Cub is a good introduction to tail-wheel aircraft and it is quite easy to take off and land provided you follow an appropriate procedure. Stall speed seems to be a little below 40 mph (the airspeed indicator is in mph) (about 27 knots). Take-off is below 50 mph.
My take off procedure for the Piper Cub is to fully pull the yoke backwards then throttle the engine to maximum. Once the front wheels clearly rises from the ground, gently push the yoke back to neutral, towards a normal flight close above the runway. Let the plane accelerate to 50 mph. Then pull the yoke to keep a little more than 50 mph while rising in the air.

The landing procedure is quite different to that of 172, as the aircraft is very light, and has no flaps:
  1. Fly at say 500 feet constant altitude and "exactly" 52 mph speed towards the runway. Let the engine cover eat up the runway start. The engine cover will hide the runway completely. To see where the runway is, push the yoke/mouse very shortly then stabilize again in normal flight.
  1. Once the runway start matches with the set of instruments (if you could see through the instrument panel), reduce the throttle to a near minimum and begin the dive towards the runway start. Keep 52 mph using the yoke. Add some throttle if you are going to miss the runway edge. (Keep in mind just a little wind is enough to change things a lot for the Piper J3 Cub).
  1. Make the rounding and pull the throttle to minimum. Do not pull steadily on the yoke. Instead let the wheels roll on the runway immediately.
  1. Once the wheels roll on the runway, push firmly on the yoke, to its maximum. This rises the tail in the air. You would think the propeller will hit the runway or the airplane will tilt over and be damaged. But everything’s fine. The wings are at a strong negative angle and this brakes the plane. (Don’t push the yoke this way on other airplanes, even if their shape seems close to that of the Piper J3 Cub. Most of them will tumble forwards.)
  1. The yoke being pushed in to its maximum, push the left mouse button and keep it pushed to go in rudder control mode. Keep the plane more or less centered on the runway. This is quite uneasy. One tip is to stop aiming the rudder to say the left already when the plane just starts to turn to the left.
  1. Once the speed is really low (and the rudder control stabilized), you will see the tail begins to sink to the ground. Release the left mouse button to go back to yoke control. Pull the yoke backwards completely, to the other extreme. The tail now touches the ground and the nose is high up. Now you can use the wheel brakes (b). (If you use the brakes too early, the plane nose will hit the ground.)
The take off procedure mentioned above is symmetrical to the first landing procedure. There exists a second take off procedure, symmetrical to the second
landing procedure. Yet I don’t succeed it properly so I won’t write about it.

WWII-fighter: P-51D Mustang

OA-Mustang-p51d.jpgShould you ever get a chance to pilot a P-51 Mustang, just say no. It is quite dangerous to take off and land. That’s the kind of airplane you fly only when your country is in danger. You need a lot of training. Yet once in the air the P-51 Mustang seems no more dangerous to its pilot than other common military airplanes. It is quite easy to pilot.

At low and medium altitude the P-51 wasn’t better than the Spitfire and the Messerschmitts. The big difference was at high altitude. The P-51 kept efficient and maneuverable while enemy fighters were just capable to hang in the air. This was an advantage at medium altitude too because the P-51 was able to plunge towards enemy airplanes from high altitude. Another key difference was the P-51 is very streamlined. Hence it was capable to fly much further than the Spitfire. These two differences let the P-51 Mustang fulfill its purpose: escort Allied bombers all the way to their targets in Germany. This allowed the bombings to be much more efficient and contributed to the defeat of the Nazis.

To get the The P-51D Mustang in Linux use the -aircraft=p51d command line parameter.

To take off the P-51D Mustang in FlightGear, deploy one flaps step, pull and keep the yoke completely backwards, push the engine throttle to maximum and keep the left mouse button pressed to control the rudder and keep on the runway. Once you reach exactly 100 mph, suddenly push the rudder 1/3 of its total way to the right. Immediately release the left mouse button and push the yoke to rise the tail (don’t push it too much, as the sooner the wheels leave the ground the better). From now on, keep the left mouse button released. Only make very short adjustments to the rudder. Let the plane rise from the runway and get to altitude at a speed of say 150 mph. Don’t forget to retract the landing gear and the flaps.

Don’t make too steep turns. You would loose control on the plane and crash.

To land, deploy full flaps and lower the landing gear from the start on. 130 mph speed seems fine, up to 140 mph. Make an approach from 1,000 feet altitude and a dive at a low angle, like for a jet. Once over the runway, shut the engine down completely (key{). Don’t hover over the runway. Get the wheels rolling soon (like for a jet). Hold the left mouse button down to steer the plane using the rudder. Once the tail sinks in, briskly pull the yoke (left mouse button shortly released) to force the tail on the runway. Go on steering the plane using the rudder. Now the tail is firmly on the ground, use the brakes if you want.


Jet: A-4 Skyhawk

OA-Skyhawk-A-4C.jpg
Take off on a jet is easy but you must have fast reflexes. My favorite jet on FlightGear is the A-4 Skyhawk. You get it with the -aircraft=a4-uiuc parameter on Linux, provided it is installed.



This is the “calm” procedure to take off:
Other Aircraft: Jet-HUD
  • Ask for a red and full HUD by typing "h" two times. The engine throttle indicator is the leftmost on the HUD.
  • The airspeed indicator is the one labeled "KIAS" on the upper left side of the instrument panel. You can also use the airspeed indicator on the HUD, of course.
  • Tune in ½ engine power.
  • Keep the yoke pulled in 1 of its total way (see the picture: the red arrow on the right side of the vertical line in the middle of the picture).
  • It is not mandatory to use the rudder to keep on the runway. The airplane will take off before it drifts off the runway. (For sure it is better and more “secure” to keep in the middle of the runway. But using the rudder can make things hectic for a beginner.)
  • Once above about 160 knots, the plane rises its nose in the air. Immediately push the yoke back to neutral or almost and stabilize at 200 knots airspeed (which makes a fair climb angle) (I’ve no idea whether 200 knots is the right climb speed for a real A-4. What’s more I suppose one should rather use the AOA (see below).).
  • Retract the landing gear using key "g".
  • Either maintain ½ engine power and a speed of 200 knots to get above the clouds, or reduce the engine power to less than ¼ and fly normally. (Off course you can “fly normally” with full engine power. Great fun.)
The “nervous” take off procedure is the same but you push in full engine power. The plane takes off quickly and you need to settle a very steep climb angle to keep 200 knots. Best retract the landing gear immediately.

You don’t land a jet the same way you land a little propeller airplane. My way to land the A-4, inspired by some texts I found on the Web, is this:
Othere Aircraft: Jet 2
When you see the “distance” between the red “0” lines and the runway start is 25% the distance between the red “0” lines and the red “−10” dotted line, it is time to dive, aiming at the runway start. (In the picture below, that “distance” is 64%, far too much to start a landing.)

Let’s explain this. The two horizontal lines labeled “0” show the horizon line. Rather they show where the horizon would be if the Earth was flat. When your eyes aim at those “0” lines, you are looking horizontally. Look at the dotted red lines labeled “−10”. A feature on the ground situated there is situated 10° below the ideal horizon. In other words: when you look to objects “hidden” by the lines labeled “0”, you have to lower your eyes of 10°to look at objects "hidden" by the dotted lines labeled “−10”. This implies, and it is very important, that a person in a rowboat, “hidden” by the dotted lines labeled “−10”, has to rise his eyes up 10◦ to look at your plane. He sees you 10° above the horizon. In the picture above, the start of the runway is situated at 64% of the way towards the red “-10” dotted lines. That means you have to lower your eyes of 6,4° to look at the run
Other Aircraft: Jet 3
This also means that if you start now to descent towards the runway start, the descent path will be of 6,4◦ (too steep). So, the HUD allows to measure precisely the angle of the descent path. On a jet plane you need an angle of 2,5° (up to 3°), that is 25% of −10° (up to 30%).


The HUD in a real jet contains a symbol to show towards what the airplane is moving. It is shown in the picture. When you are flying at constant altitude, that symbol is on the ideal horizon line. Once you dive towards the runway start, you simply have to place that symbol on the runway start. This is quite an easy and precise way to aim at the runway start. (The diamond in the center of the FlightGear HUD sometimes can help but it does not have the same purpose. It shows towards what the airplane nose is pointing. For example if you descent towards the ground at low speed, the symbol would be somewhere on the ground while the FlightGear diamond will be up in the sky.) (By the way, the HUD on the virtual B-52 on FlightGear has that symbol. It is great to use while landing.)

Also, a real HUD shows a dotted line at −2,5° , to help find the correct descent path. Simply keep that dotted line on the runway thresh-hold.

In additional to airspeed, military fast jet pilots rely on using the correct angle of attack during approach. The Angle Of Attack (AoA) is the angle at which the wings are pitched against the relative airflow. The advantage of keeping to an optimal AoA
is that the optimal AoA
for landing does not depend on the plane load, while the optimal airspeed speed does. By ensuring that the AoA
is correct for every landing, you will land at the correct speed, whatever the plane load.

The Angle of Attack is displayed within the HUD, and/or as a set of three lights shown at the left. When the upper "" is lit, your angle of attack (AoA) is too high and you need to pitch down. When the lower "" is lit, your AoA
is too low and you need to pitch up. The center indicates your the AoA
is OK. Obviously, as you pitch up or down your airspeed and descent rate will change, so you will need to change your throttle setting appropriately.


Biggy: B-52 Stratofortress

OA-B-52F.jpgThe B-52F bomber implemented in FlightGear is a success. It is one of my favorite airplanes. I’m sorry it was conceived to terrify me. One single B-52 bomber can wipe out every main town of my country and rise a nightmare of sicknesses and children malformation for centuries. All B-52 bombers united can wipe out mankind and almost every kinds of plants and animals on Earth.

The differences between the virtual B-52F bomber and the Cessna 172p are these:
This is my procedure to take off the virtual B-52F:
To land, the B-52F’s HUD offers that great airplane-shaped symbol I talked about in the section about jets. So you just have to put that symbol on the runway threshold (a few pixels further seems optimal) and keep the runway start 2,5° below the ideal horizon line. 130 up to 140 knots seems a good landing speed. (Instead of the speed you can make use of the AoA
indicator displayed on the schematic instrument panel (P). ). Simply keep the AoA
at 3° . I must confess I prefer to tune the speed rather than the AoA
.) If the plane gets to the runway at 130 up to 140 knots, simply “let it smash” on the runway. Otherwise, if the speed is higher, make a rounding and a short hover. The brakes seem to be very effective ("b"). They allow to stop the B-52F on roughly the same short runway length as the Cessna 172p.

Replays of the flights are a delight. They allow to check the plane body left the runway and landed back parallel with it. One of the points of view is situated
inside the B-52F rear turret, which allows you to be your own passenger and to compare what you see with what you experienced as a passenger in airliners. The key "K" allows to visualize the airplane trajectory.

To cause an accident with the B-52 do this:

Summary off Differences

The Cessna 172 and the A-4 Skyhawk are two extremes. Most other airplanes are in-between these two extremes. If you trained them both (and one or two tail wheel airplanes), you should be able to find out how to take off and land most other airplanes.

160 knots seems an appropriate landing speed for the F-16 Falcon. Also you need to throttle down the engine to minimum just before the plane should touch
the runway. Otherwise it will hover over the runway. Don’t bother for the flaps. It seems they are deployed automatically with the landing gear. (Read the chapter about the stall).

140 up to 150 knots and all 8 flaps steps deployed seem appropriate to land the virtual Boeing 737. But don’t trust me especially on that one. I just made a few experiments and didn’t search for serious data. The landing speed varies a lot depending on the plane load, I suppose 140 knots is for a plane with no load. The Boeing 737 seems to like a gentle rounding before the wheels touch the runway.
Start the rounding early.

In the take off procedure for the Cessna 172 and the A-4 Skyhawk I recommend you pull the yoke/mouse/elevator to ½ the total way, from the start on. This seems to be a bad practice on the Pilatus PC-7. Keep the elevator neutral. Let the plane accelerate and wait till the speed gets over 100 knots. Then pull calmly on the yoke. During landing, deploy full flaps once you start plunging to the runway but don’t decrease the engine throttle. Decrease it only when the hovering above the runway starts. 100 knots seems a good landing speed.

For the Cessna 310 too you better leave the elevator neutral during the acceleration on the runway. The plane will raise its nose by its own provided you deployed one flaps step. (If you keep the yoke pulled from the start on, the nose will rise sooner and you will get awful yaw problems.)

(Some virtual airplanes, like some big airliners or fast aircraft, need faster physical computations. Then add the  -model-hz=480  parameter to the commandline. If the plane is difficult to control during landings, try this.)

The angle at which you land a Cessna 172p is far steeper than the narrow 2,5° for a jet. Nevertheless you are allowed to land the Cessna at a narrow angle too. (Provided the terrain around the runway allows for this, of course.) If you have passengers who have ears problems with the variation of air pressure...