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#131
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![]() "Mxsmanic" wrote in message ... It's an attractive conclusion (for those who wish to disdain simulation), but not a logical one. Seems to work real well for eveyone but you, but then were not taking the same meds either. |
#132
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"Mxsmanic" wrote ...
Which aspects are inaccurate? All, to a lesser or higher degree. I already pointed out one of the most glaringly inaccurate areas. Read what I wrote. A coordinated turn is neither a stall nor a spin. It is an area within the flight envelope. Read what I wrote. Table-driven models are often more accurate. Show me scientific proof. I don't fly at the edges of the envelope--on that path lies danger. That's why pilots train stalls. Accurately knowing the signs of approaching the danger zone gives safety. |
#133
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Well figure it out- you've been wasting all of this bandwith stating that
MSFS does a coordinated turn with the AP, and now you're saying that the ball is not centered when you make a turn? If the ball is centered it is a coordinated turn, if not, the turn is uncoordinated. If you were accurate in reporting the behavior of the game, it does in fact mimic the real life situation. The AP does not command a coordinated turn, the ball is not centered exactly during a standard rate turn. If this were the true behavior in the game, the MSFS model was correct, and your interpretation was incorrect. The simulation is grossly inaccurate in many aspects, and I have tried it extensively. It's main value may be to practice instrument approach procedures, but the flight model, inability to recreate the "feel" of flying, are lacking, which is no surprise since it is not a multimillion dollar full motion sim. The Extra model is pathetically weak- the roll rate, stall characteristics, ability to spin and tumble are non existent. The game may provide satisfaction and enjoyment at many levels, but by your own admission you have no basis of comparison to assert that it is accurate and a realistic representation of actual flying. |
#134
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Mxsmanic wrote in
: "Capt. Geoffrey Thorpe" The Sea Hawk at wow way d0t com writes: Your simulated autopilot in your simulated Baron appears to make "coordinated turns" without using the simulated rudder because that's how Microsoft wrote the software. No, that's not it. That would require special coding. I can't imagine writing special code just to simulate something that doesn't match real life, when not writing the code would result in behavior that _does_ match real life. And the Baron I fly wasn't created by Microsoft. Who cares? the actual reason is it's not writen for pilots, it's written for idiots like you. Bertei |
#135
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Mxsmanic wrote in
: george writes: Why don't you like flying real aeroplanes? Not having piloted a real airplane, I cannot say with certainty that I would not like it. Irrelvevanty, you wouldn';t be able. bertie |
#136
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Mxsmanic wrote in
: Snowbird writes: MSFS has for a long time been known to have a rather inaccurate flight model. MS tends to focus on the eye candy aspects of simulation. Which aspects are inaccurate? All of them bertie |
#137
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Mxsmanic wrote in
: Viperdoc writes: OK- one more time: I fly a real Baron with an autopilot, and I can categorically tell you that the autopilot does not command a coordinated turn. However, the plane itself does not have a lot of adverse yaw, and even at a standard rate turn it only goes around half a ball into the turn on the TC. It is not noticeable by any seat of the pants criteria. I'm in the Baron right now. With altitude and heading hold set, the ball moves about 3/4 out of its cage as the AP rolls into a turn, then settles at about 1/5 of the way out of the cage during the turn. It moves about 2/3 out of the cage as the aircraft rolls back to level flight. If I turn off the altitude hold, the excursions are a bit worse, and the aircraft loses 1200 feet or so in altitude during a 90-120-degree turn (from stable flight at 3000). This is the way a real Baron flies, and I have been in more than a few. See above. If you believe that your game is more accurate than a real plane with a real pilot, you are more delusional than you appear. If you believe the simulation is grossly inaccurate, you haven't tried the simulation. Unless you've flown a real Baron (or Extra) as well as played MSFS, you have no basis of comparison. My main handicap is that I don't know what the excursions of the ball represent in terms of magnitude. The ball is pegged to the right and left stops during even the gentlest turns on the taxiway, which implies that it must be very sensitive, but since I have no sensation in this sim I try to keep it centered, and that is not easy. I'll have to practice turns with no rudder to see if I can meet or exceed the performance of the AP. Bwawhahwhahhwahhwhahwhahwhha1 Hey, now you're a test jerkoff! Bertie |
#138
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Mxsmanic wrote in
: Bob Crawford writes: How do you substantiate your initial claim that "[Real life GA] autopilots make coordinated turns even when they cannot control the rudder"? By watching the ball in the turn indicator. You don't have a ball, you don';t have a turn indicator. you have a computer, fjukkwit. bertie |
#139
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Bertie the Bunyip wrote:
Mxsmanic wrote in : Paul kgyy writes: They also start the turn rather gradually, which minimizes the adverse yaw. They turn quickly considering that they are not touching the rudder. I want to know how they do it. Tough ****, noone is going to tell you. Unless you send me $300 You're forgetting about the $1500 pain in the ass troll charge. MX, that's in US dollars, none of that euro crap. |
#140
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On May 30, 8:25 pm, Mxsmanic wrote:
Bob Crawford writes: How do you substantiate your initial claim that "[Real life GA] autopilots make coordinated turns even when they cannot control the rudder"? By watching the ball in the turn indicator. It moves far less in an AP turn without rudder than it moves when I make a turn without rudder. But you're watching the ball in a simulator. What's that got to do with ANY claim about a real life GA plane? Watch the ball in a real life plane, (or pay attention to someone who has actually watched the ball in a real life plane) and you'll see that autopilots that can't control the rudder turn in the same way that a hand-flying pilot turns when he keeps his foot away from the rudder pedals. Generally speaking, both will be slightly uncoordinated. The degree of uncoordination varies from one plane to the next, but at least in cruise, it's normally not enough to matter too much. In those planes where the AP can't control the rudder, the decision was made that the lack of coordination is not severe enough to justify the extra expense and weight penalty of giving the AP control over the rudder. Everyone's telling you the same thing -- real life planes don't behave the way you're describing the simulator to behave. Furthermore, the fact that you've asked the question that started this thread indicates you find some cognative dissonance in the simulator's behavior on this point. It simply doesn't make sense that an autopilot with no rudder control could maintain coordination in a situation where a human would require rudder control to maintain coordination. You have two choices: Either the simulator's right, all the real pilots and real planes are wrong, and there is some unexplainable magic that allows the autopilot to maintain coordination in a situation where rudder input is required but not available, or else there's no magic, real planes behave the way real planes are observed to behave, and the simulator is wrong on this particular point. It's obvious that you've made your choice as to which alternative you want to believe. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Question: Standard rate turns, constant rate turns, and airspeed | Robert Barker | Piloting | 5 | April 15th 07 04:47 PM |
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Is rudder required for coordinated turns? | Mxsmanic | Piloting | 41 | September 24th 06 06:40 PM |
DGs and Autopilots | Andrew Gideon | Products | 11 | April 14th 05 06:04 PM |
Coordinated turning stall and spins | Chris OCallaghan | Soaring | 20 | November 18th 03 08:46 PM |