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Old February 8th 07, 09:51 AM posted to rec.aviation.piloting,rec.aviation.student
d&tm
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Posts: 92
Default Visual coordination of turns revisited


"Mxsmanic" wrote in message
...
I'm still in a bit of a quandry as to how to learn to make coordinated

turns
in a PC simulator that does not include a motion platform.

I've turned on the visual alignment indicator that MSFS provides, which is

a
red "V" that sits squarely ahead in the visual field, effectively bolted

to
the airframe. I've been trying to turn such that this V always moves

along
the horizon at a constant speed for a given bank angle. Logically, a

specific
bank angle in a coordinated turn will always produce a heading change at

the
same speed. If the speed at which the horizon is moving varies, the turn

is
not coordinated.

Also, it seems that in a coordinated, level turn, this V should stay at

the
same distance above the horizon throughout the turn.

As I roll into a turn, the speed of movement of the V along the horizon

should
increase in precise relationship to the bank angle. The opposite should

occur
as I roll out of the turn, with the speed along the horizon slowing as I
return to level flight.

Any problems with this? The only remaining problem is to figure out _how_
fast the V should be moving for a given bank angle. Maybe that can come

with
practice.


Does this help?
For a given bank angle ( theta) the time taken for the heading to change 360
degrees in a coordinated turn will be given by

t = 2 Pi v / g tan( theta)

t = time in secs
Pi = 3.14159
g =gravitational accleration 9.8 m/s2
v = speed ( m/s)

Terry
PPL downunder.