|
Flight Basics: Take Off, Fly, and Land in Flight Sims
by Michael Flaminio
These instructions are intended to provide only a basic understanding of flight
navigation to help gamers use flight sims.
A few months ago I picked up novelty book detailing what to do in any worst-case
scenario. The book provided helpful hints on what to do in numerous bad situations
such as a bear attack, delivering a baby in a taxi and of course landing a plane.
Who would have thought that you could learn to land a plane in a few short paragraphs?
Well, I won't be volunteering to land any planes in the near future, but I will offers
some basic tips for flying planes in virtual airspace on your computer.
The Gauges 
With the exception of a couple displays, most airplane gauges are pretty self-explanatory.
The knobs and switches controlling things is another story, but an airplane's information
displays are pretty easy. Here are some of the most important displays.
Airspeed
This is usually around the top left of the pilot's controls. This tells the airspeed
of the aircraft at sea level. The airspeed is measured in knots, which is approximately
1.15 miles/hour. Actual speed of the aircraft will vary based on altitude and temperature.
Horizon
The Horizon gyro is a device for displaying your plane's heading with respect to
the horizon. This is useful if you can't see the sky or ground outside the window.
Altimeter
The altimeter displays the plane's altitude at sea level. Note that this is not the
distance to the ground, but instead where the ground would be if it were at sea level.
If a runway is located at 500 feet above sea level, the altimeter will read about
500 feet when you are on the ground. Altimeter works much like a clock, with the
minute hand representing 10 - 100 feet intervals and the hour 10 - 1000 feet intervals.
There may also be a numerical "odometer-looking" display within the altimeter
giving the altitude.
Vertical Speed Indicator
The Vertical Speed indicator shows how fast your plane is raising or falling. This
is useful for maintaining smooth changes in elevation, and also can help determine
the lift capacity of your aircraft.
VOR/ILS Indicator
The VOR indicator is our main radio navigation tool for our tutorials. It's used
to track courses based on tuning to navigation radios. It can also be used for the
instrument landing system, providing both vertical and horizontal guidance to the
runway.
Auto Pilot
Autopilot works differently from sim to sim. Some sims have buttons to push, while
others offer just a keyboard toggle. Autopilot can essentially do two things, first
maintain the current status of the plane, and second be used to fly the plane to
new headings and altitudes.
By setting the heading and altitude autopilot, users can effectively fly the plane
without using a stick or yoke. While not as much fun, it is almost essential to navigating
your way around with any degree of precision. Using autopilot to fly basically entails
setting a heading, altitude and if need a vertical speed setting and letting plane
do the work.
Controls
Now that we can understand the aircraft, lets look at some basic controls.
The main control is the flight stick or yoke. This is fairly intuitive to use, but
first lets talk about the three axes of movement in a plane. First is roll, where
the wings move up and down on the x-axis, next is pitch, where the front and tail
of the plane move on the y-axis, and finally in yaw where the plane pivots on both
axes.
Stick and Yoke
By pulling back, you will cause the plane to rise and pushing forward will cause
it to decline. This is pitch, and doing this controls the elevators on the horizontal
tail fin. Pitching the plane up or down causes the plane rise or decline as it travels
through the air.
Moving from left or right will cause the wings to tip from side to side. This is
roll and controls the plane's ailerons, located on the trailing edges of the wings.
When turning the aircraft, you will need to roll from one side or the other and the
aircraft will slowly change direction, depending on the degree of roll. You can also
accelerate heading changes by simultaneously rolling and pitching the aircraft.
Yaw is a bit more confusing. The rudders on the plane control the trailing edge of
the vertical tail fin, and this causes the plane to yaw. In real planes, foot pedals
control rudders. Unless you have a pedal system with your computer, you likely will
use another control to handle rudders. Most popular joysticks have a twist feature,
intended for rudder control. Using yaw, you can pivot your aircraft without changing
the aircraft's direction. This is helpful especially during landings and take offs
when slight changes need to be made to the aircraft's heading. If you apply full
rudder or apply too much rudder at high speeds, you'll cause your aircraft to sort
of spiral turn downward. Using a plane's rudders can make things a little easier
if you know what you're doing. If you don't want to use them, it's not really going
to hurt your flying.
Throttle
Another important control is the throttle. This is your plane's gas pedal, except
it's on a lever. Pushing the throttle up, increasing the engine speeds, down decreases
it. Probably the most important thing to remember about the throttle is energy management.
You don't always need throttle to move the plane. When raising or decreasing your
altitude, think of it as driving a car up or down a hill. You obviously need more
gas to go up a hill than you do down.
Flaps
Flaps are basically an extension of the wing. They can extend or retract to provide
more lift . Because of this you should really only use flaps during take off and
landing. In smaller planes, you shouldn't even need them. But if you do want to use
flaps, they can help soften a landing or get you in the air faster after take off.
On the Ground
Occasionally you may want to taxi your plane on the ground. You might be making your
way to a runway for take off or clearing the runway just after landing. "Driving"
your plane is pretty simple. The only real difference is that you drive with rudders
instead of the stick/yoke. Using rudders, you'll control the tail fin, plus the front
wheels. To move, your generally accelerate the throttle to get moving then ease off
to roll forward.
When moving on the ground, you'll also want to make sure the flaps are retracted
to limit your plane's lift. Brakes are also helpful to stop or slow down for turns.
You really don't want to taxi too fast, as you'll want to keep it slow for turns
and you also don't want to be moving so fast that you'll start to lift off the ground.
Take off
Taking off is probably one of the simpler things to do in a flight sim. You basically
keep the plane in the middle of the runway using the rudders and accelerate until
you have enough lift to get off the ground.
If you're using a big or heavy plane, you may want to extend your flaps some to get
extra lift. You'll want to take off the breaks, and then accelerate the throttle
to full power. When going down the runway, you'll want to watch to speedometer until
the plane reaches an adequate speed to take off. Each plane can take to the air at
different speeds; you just need to find the best speed for your plane.
Once you're up to speed, you'll want to ease back on the stick/yoke to raise the
nose of the plane. Then all you want to do is slowly pull back until the rear landing
gear are off the ground. You don't want to pull back too much; otherwise you'll stall
out and come back to the ground. Once you're up in the air a little ways, take up
the landing gear, if you plane has retractable gear. Once you've built up a little
speed and altitude, you're free to go where you want.
Landing
Landing an aircraft is an art. It takes a good degree of practice and skill to successfully
land a plane. Hard bouncing landings are one thing, but soft easy touch downs can
be quite rewarding. I recommend reading the ILS Landing tutorial
to help ensure the best landings. If you can land a plane well, you'll really enjoy
flight simulators of all kinds. Remember, be patient when landing. A standard landing
usually starts 10 nm out and should take five to ten minutes to complete.
When landing you need to keep three things in mind. First is to keep lined up with
the runway, second keep your altitude neither too high or low, and third, keep your
speed under control. When landing, you'll want to think about energy management.
If you need to lower your altitude, this will cause your plane to accelerate, so
you may want to ease off the throttle, keeping your speed constant. The same goes
for pulling the plane higher. Commanding the plane to go higher will eat up speed,
so you may wish to increase your throttle to maintain speed. Conversely, increasing
your altitude is a good way take off some extra speed during your approach.
When you approach a runway, you will fly over navigation marker devices. These indicate
a particular distance to the runway, meaning you're almost there. Runways may have
outer, middle or inner markers, or any combination of each. When I hit the outer
market, I usually lower the gear and get ready to bring the plane down.
You don't want to come at the runway at too steep or shallow of an angle. I usually
like to kill my throttle just as I pass the front of the runway and easy myself down.
If I need any more flaps, I extend out, and I gently pull back on the controls to
level the horizon with the bottom of the cockpit window. This will bleed of any excess
speed while bringing me down slowly. You'll want to be careful not to slow down too
much. If you stall out, you'll likely nose over and things could get a little rough.
Don't be afraid to rev the throttle to keep you going for those few extra feet to
the ground.
Once you hit the ground, apply the breaks. Some planes have thrust reversers to help
slow you down too. After you slow down a little you can leave the runway to one of
the taxi ramps and you're finished. Congratulations!
|