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#11
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![]() Mxsmanic wrote: Tony writes: Your model is wrong. What is wrong with the model? It's wrong. |
#12
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Tony writes:
Look up the meaning of coordinated flight and the errors in your model should be obvious. In other words, there aren't any errors. Why did you claim otherwise? -- Transpose mxsmanic and gmail to reach me by e-mail. |
#13
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Newps writes:
It's wrong. That doesn't answer my question. Do you really believe that a blanket assertion that it is "wrong," followed by a refusal to explain why, would be credible to anyone seriously interested in an answer? I suppose that technique might work on the school playground, but it's not very useful in productive discussions. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#14
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This might be a productive discussion in a sim group.
On Feb 8, 1:57 am, Mxsmanic wrote: Newps writes: It's wrong. That doesn't answer my question. Do you really believe that a blanket assertion that it is "wrong," followed by a refusal to explain why, would be credible to anyone seriously interested in an answer? I suppose that technique might work on the school playground, but it's not very useful in productive discussions. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#15
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![]() "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. |
#16
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d&tm writes:
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) Thanks! -- Transpose mxsmanic and gmail to reach me by e-mail. |
#17
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Mxsmanic wrote:
Gig 601XL Builder writes: In the real world we don't have that little V superimposed on the wind sheild. What we do have is that little dodad ball in most cases in the turn coordinator. Keep that little ball so it looks like this |O| and you will be in a coordinated turn. I know, but under VFR I'm supposed to be looking out the window, not staring at the ball. It isn't a binary set solution. One of the things you learn in basic flight training is to use the instruments you have without fixating on them. |
#18
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On Feb 7, 2:47 pm, Mxsmanic wrote:
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. Nope, that's not true. It may be true on a windless day in absolutely level flight with no changes in pitch, altitude, or airspeed, but it's not true in a real plane. In coordinated flight, the tangent of the bank angle is the ratio of the horizontal component of lift to the vertical component of lift. The horizontal component of lift is what produces centripetal acceleration, and thus turning. But if you change total lift, you change both components of lift simultaneously without changing bank angle. Try this. Set up a 30 degree bank angle, keeping things coordinated, and then pull back on the stick sharply. Your turn rate will increase as your lift increases. Push forward on the stick and your turn rate will decrease as your lift decreases. I know, you're going to say "but I just have to maintain level flight during the turn!" True enough, but now your head has to be down in the cockpit watching the altimeter and VSI, which is a very indirect way of getting the information that you would have gotten from looking at the ball (or still more directly by feeling the seat of your pants in a real plane). Furthermore, as already pointed out, the centripetal acceleration is related to the turn rate by an equation that includes airspeed. If your airspeed changes during the turn, your turn rate will change. And your airspeed WILL change. When you set up the bank, you must increase total lift in order to maintain the vertical component of lift, and thus maintain altitude. You increase total lift by increasing angle of attack. This increased angle of attack increases drag. Absent a corresponding change in power setting, this causes a drop in airspeed. The drop in airspeed causes a further requirement to increase pitch in order to maintain altitude, causing more drag, etc. Most small planes don't have enough power to maintain cruise airspeed if the pilot attempts to maintain altitude while steeply banked. Even in a plane with plenty of power in reserve, it's not easy to precisely judge exactly how much additional power must be applied to keep airspeed exactly constant through the turn -- typically, the pilot doesn't worry about such things for small turns, and keeps the throttle at its cruise setting. Also, it seems that in a coordinated, level turn, this V should stay at the same distance above the horizon throughout the turn. No. As stated before, you've got to increase angle of attack to maintain lift. And as your airspeed drops, you keep having to further pitch up. |
#19
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This is an interesting question. My first guess is you would have to have a
massively uncoordinated turn to detect it by looking out the window. If you have rudders in your sim, try a turn with the rudder almost full left. Then try it with the rudder full right. The only thing I can think of showing up in the visuals would be a turn rate either more or less than it should be based on the bank angle. Give it a try and tell us if you can tell on your sim. Danny Deger |
#20
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MX always experiences 1 g straight down. That's as coordinated as you
can get. Feb 9, 10:43 am, "Danny Deger" wrote: This is an interesting question. My first guess is you would have to have a massively uncoordinated turn to detect it by looking out the window. If you have rudders in your sim, try a turn with the rudder almost full left. Then try it with the rudder full right. The only thing I can think of showing up in the visuals would be a turn rate either more or less than it should be based on the bank angle. Give it a try and tell us if you can tell on your sim. Danny Deger |
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