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#21
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On Fri, 9 Feb 2007 09:43:29 -0600, "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. Consider boundary conditions. A slip, for example, could be considered to be a turn so uncoordinated that there is no turn -- what you see out the front window just goes by sideways. Don |
#22
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![]() "Mark Levin" wrote in message ... On Feb 7, 6:24 pm, Mxsmanic wrote: I know, but under VFR I'm supposed to be looking out the window, not staring at the ball. Guess what. In VFR conditions real pilots make coordinated turns by feel. True you double check with a glance at the ball but it's done primarily by feeling whether whether the force is pulling you down or whether it's pulling you to one side. Down and you're coordinated. Simple. After a while (and not a very long while either) it's just done subconciously. At least on the small GA planes I've flown. But of course in your world pilots should never rely on physical sensations for anything so I don't know how you would do it. ml This is your answer. In a sim you can't coordinate a turn realistically without the ball. Why can't you coordinate a turn with quick glances at the ball? I can do it in a light plane - by feel you can come close, so by quick glances at the ball to verify, which I think most pilots do, you're doing the same thing. If you have to sit and stare at the ball in order to accomplish a coordinated turn, it's not much of a "simulation", is it? |
#23
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Consider boundary conditions. A slip, for example, could be
considered to be a turn so uncoordinated that there is no turn -- what you see out the front window just goes by sideways. Don Well, no, it's just a slip - the plane is flying sideways through the sky. The turn needle won't show any turn, but the ball will be at full deflection. OTOH, try a "flat" turn sometime. Full rudder, enough opposite aileron to keep the wings level. With enough patience, you can turn this way, although stopping the turn on a specific heading becomes a bit of a math problem (think about it)! Watch out for spinning out of this one, though... Kirk |
#24
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If you want to see an extreme flat turn, click on the video whose URL
is in the They'e not good at straight and level -- it's a week or so old posting. On Feb 9, 4:50 pm, wrote: Consider boundary conditions. A slip, for example, could be considered to be a turn so uncoordinated that there is no turn -- what you see out the front window just goes by sideways. Don Well, no, it's just a slip - the plane is flying sideways through the sky. The turn needle won't show any turn, but the ball will be at full deflection. OTOH, try a "flat" turn sometime. Full rudder, enough opposite aileron to keep the wings level. With enough patience, you can turn this way, although stopping the turn on a specific heading becomes a bit of a math problem (think about it)! Watch out for spinning out of this one, though... Kirk |
#25
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On Fri, 09 Feb 2007 07:55:39 -0800, Don Tuite
wrote: On Fri, 9 Feb 2007 09:43:29 -0600, "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. It's almost impossible to do a coordinated turn just looking out the window in FS9 or FSX. However they are "usually" good enough. OTOH if you have a foot get heavy on one of the rudder pedals, unlike the real world you will never notice it until you remove your foot and the nose abruptly swings back. Then again that tendency is not unheard of in the real world either. "Step on the ball and put it back in the dog house" is an oft used phrase. Coordinated turns in FSX are tighter than most turns, but almost impossible with out looking at the ball. OTOH I've noticed that tendency in real life as well. I think *most* pilots who fly the same plane for years will eventually adjust to the amount of rudder pressure required to keep the ball centered on climb out and in turns. Not all, but most. However I'll defer to those on the group who fly with far more pilots than I do. I would add that after having flown the same plane for many years I decided to rent a 172 just to play. The first time I made a turn I rolled left and the nose seemed to go right. The instructor checking me out sat over there laughing. He remarked, you fly like that after how many thousand hours? Give it a try and tell us if you can tell on your sim. Consider boundary conditions. A slip, for example, could be considered to be a turn so uncoordinated that there is no turn -- what you see out the front window just goes by sideways. Or you are laying over on your side, but going where the plane is pointed as in slipping down final. Another interesting phenomena. In Real Life (IRL in simmer talk) is the slip. IRL they are easy. With no tactile feed back in the sim they can be very difficult. OTOH they will tell you how well the flight dynamics have been modeled. In the sim they are done strictly by what you see outside. For instance, in the Deb I'm used to doing full deflection slips. Slow to maneuvering speed, roll left and add right rudder to keep you pointed straight. Use just enough aileron to require full rudder deflection. This takes a fair amount of strength both to over come the aerodynamic loads and the aileron to rudder interconnect. In the sim there is no such feedback with stick and rudder pressure remaining unchanged. BTW it can give some pretty spectacular rates of descent in the Deb. If you are only interested in losing altitude in a hurry you drop the gear and do as above, but you will find a bit more aileron is available. This puts you in a steeply descending fairly slow turn and I'd not recommend it except in an emergency. For one if you have any passengers along it'll scare the crap out of them along with the likely hood of dinner as well, but it's described in the emergency maneuvers section of the POH. Don Roger Halstead (K8RI & ARRL life member) (N833R, S# CD-2 Worlds oldest Debonair) www.rogerhalstead.com |
#26
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birdog writes:
This is your answer. In a sim you can't coordinate a turn realistically without the ball. Why can't you coordinate a turn with quick glances at the ball? I can certainly do that, but I'm trying to develop some type of automatic coordination of turns, once I figure out how exactly to move the rudder and when. It would take only a few seconds to learn this in a moving aircraft, but in a non-moving simulator it is a considerably greater challenge. It's not critical because it is so easy and natural to do in real life, but it's still something I'd like to learn. It's one of only a handful of aspects of flying that depends heavily on physical sensation in practice. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#27
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Danny Deger writes:
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. I think you're right. It seems really hard to detect a lack of coordination just by looking out the window, even with a fixed reference (which MSFS can provide). If you have rudders in your sim, try a turn with the rudder almost full left. In that case, the lack of coordination is obvious, but it doesn't help for more normal turns. One thing I'm not clear on is just how much the ball represents uncoordinated motion in real life. If it's just out of its box but still touching it, how much of a perceptible error is that in the aircraft? Is that enough to easily feel, or does the ball react before you notice the sensation? Or, conversely, do you notice the lack of coordination before the ball even begins to move. I notice, for example, that the ball moves dramatically on the ground while turning on taxiways, as one might expect, but I also know that in real life, these turns would not produce powerful sensations. So the ball must be sensitive indeed. I've also read that the ball sometimes is not reliable at certain points in a turn or during other maneuvers, but I'm not clear on exactly at what points those are (when rolling out of a turn?). 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. That would work very well if I could calculate the proper turn rate in my head quickly enough. I haven't been able to do that thus far. My main consolation is that coordinated turns come so naturally that they would not require much training in a real aircraft, only a few minutes of practice. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#28
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![]() -- NOTICE!!!! Mxsmanic is NOT a pilot, has NEVER flown an aircraft and is NOT qualified to issue competent information regarding any aspect of the operation of any aircraft. "Mxsmanic" wrote in message ... birdog writes: This is your answer. In a sim you can't coordinate a turn realistically without the ball. Why can't you coordinate a turn with quick glances at the ball? I can certainly do that, but I'm trying to develop some type of automatic coordination of turns, once I figure out how exactly to move the rudder and when. It would take only a few seconds to learn this in a moving aircraft, but in a non-moving simulator it is a considerably greater challenge. It's not critical because it is so easy and natural to do in real life, but it's still something I'd like to learn. It's one of only a handful of aspects of flying that depends heavily on physical sensation in practice. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#29
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Roger writes:
It's almost impossible to do a coordinated turn just looking out the window in FS9 or FSX. However they are "usually" good enough. That's part of my question. Yes, the ball moves a bit, but does that movement correspond to a really bad turn in real life, or an okay turn, or is the error so small that I wouldn't perceive it in real life, anyway? The ball seems to move just from looking at it the wrong way, so it must be quite sensitive (if it's like a spirit level or something, it must be quite sensitive and perhaps also prone to brief overreaction). OTOH if you have a foot get heavy on one of the rudder pedals, unlike the real world you will never notice it until you remove your foot and the nose abruptly swings back. How would you notice it in the real world? I have to be careful to keep the rudder centered when I don't need it. I set the sensitivity to maximum and removed the dead zone, because I want it to work like the real thing (in which, apparently, there is rarely a perceptible "neutral" position for the rudder). I think *most* pilots who fly the same plane for years will eventually adjust to the amount of rudder pressure required to keep the ball centered on climb out and in turns. Not all, but most. I'd expect coordinated turns to be learned very quickly indeed, since so much of it can be done by feel alone, and many people learn more quickly that way than they do in a purely intellectual way (as by following the ball). However I'll defer to those on the group who fly with far more pilots than I do. I would add that after having flown the same plane for many years I decided to rent a 172 just to play. The first time I made a turn I rolled left and the nose seemed to go right. The instructor checking me out sat over there laughing. He remarked, you fly like that after how many thousand hours? Would he laugh if you had just changed cars? Another interesting phenomena. In Real Life (IRL in simmer talk) is the slip. IRL they are easy. With no tactile feed back in the sim they can be very difficult. OTOH they will tell you how well the flight dynamics have been modeled. In the sim they are done strictly by what you see outside. It is perfectly possible to do slips in MSFS and I've done them to lose altitude quickly when landing (after studying how to do them). It's true that you don't feel anything, but you can recognize the proper attitude visually. It can be difficult to hold a steady slip in simulation, and it's particularly awkward to come out of the slip, but I don't know if it's that way in a real aircraft. For instance, in the Deb I'm used to doing full deflection slips. Slow to maneuvering speed, roll left and add right rudder to keep you pointed straight. Use just enough aileron to require full rudder deflection. This takes a fair amount of strength both to over come the aerodynamic loads and the aileron to rudder interconnect. It's awkward in the sim as well. But it is possible to do it well with practice. You do need independent rudder control, of course, and preferably pedals (with a twist throttle it's challenging indeed). In the sim there is no such feedback with stick and rudder pressure remaining unchanged. You can see what the aircraft is doing, though. If it's properly coordinated things are steady outside the window. BTW it can give some pretty spectacular rates of descent in the Deb. If you are only interested in losing altitude in a hurry you drop the gear and do as above, but you will find a bit more aileron is available. This puts you in a steeply descending fairly slow turn and I'd not recommend it except in an emergency. For one if you have any passengers along it'll scare the crap out of them along with the likely hood of dinner as well, but it's described in the emergency maneuvers section of the POH. I get very rapid rates of descent in a Baron with the technique, and the airspeed stays the same, which is very handy. My passengers trust me completely. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#30
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![]() "Mxsmanic" wrote in message ... Danny Deger writes: 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. I think you're right. It seems really hard to detect a lack of coordination just by looking out the window, even with a fixed reference (which MSFS can provide). If you have rudders in your sim, try a turn with the rudder almost full left. In that case, the lack of coordination is obvious, but it doesn't help for more normal turns. One thing I'm not clear on is just how much the ball represents uncoordinated motion in real life. If it's just out of its box but still touching it, how much of a perceptible error is that in the aircraft? Is that enough to easily feel, or does the ball react before you notice the sensation? Or, conversely, do you notice the lack of coordination before the ball even begins to move. If it is caused by P-factor it is virtually unnoticeable without looking at the ball. I notice, for example, that the ball moves dramatically on the ground while turning on taxiways, as one might expect, but I also know that in real life, these turns would not produce powerful sensations. So the ball must be sensitive indeed. NOTICE!!!! Mxsmanic is NOT a pilot, has NEVER flown an aircraft and is NOT qualified to issue competent information regarding any aspect of the operation of any aircraft. My main consolation is that coordinated turns come so naturally that they would not require much training in a real aircraft, only a few minutes of practice. -- Transpose mxsmanic and gmail to reach me by e-mail. I have been flying real airplanes since 1975 and I still occasionaly have to "step on the ball." And I'll bet every other pilot in this forum does also. Quit making statements like the one above until you go out and DO IT!! |
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