| Feature Article
Secondary
Flight Controls - Rudder, Flaps, and Trim
by
Andy Bush
Despite your best efforts, you have
managed to trap a bandit at your six. Hes closing in
to guns range and you need to do something fast! With the
bandit in hot pursuit, you pull sharply up into the vertical.
As your speed slows in the climb, you notice the stick getting
"heavy", so you add a little bit of nose up trim
to help you hold your pitch attitude. A quick check of your
6 oclock snap view shows the bandit coming up after
you. Not to worry! You check your throttle at full power,
punch the WEP (war emergency power) key and unload your back
pressure to keep your flight path straight up. You think you
can outzoom this guy!
Another look to your six and you see the bandit hose a futile
burst your way as his nose starts to fall away towards the
horizon. Thats what you were waiting for! You are too
slow now to rely on backpressure and elevator to reverse your
climb, so you neutralize your elevator and ailerons and smoothly
feed in full rudder. You hold the rudder in as your nose slices
sideways towards the horizon and correct with aileron for
any tendency to roll. Simultaneously, you follow with your
snap views to keep the bandit in sight. Your nose is now falling
rapidly through the horizon and as it nears the vertical,
you release your rudder input and add opposite rudder as needed
to stabilize your nose in the ensuing dive. A quick roll aligns
your lift vector with the bandit and now the chasee is the
chaser!
Quickly your speed builds. You dont
need WEP anymore, so you punch that key again. Accelerating
quickly, you raise your nose towards the bandit and start
thinking gun kill. As you try to stabilize the pipper near
the bandit, you have to push harder and harder forward on
the stick. Of course, you remember! Pitch trim! Quickly you
tap the nose down key a few times to release the forward pressure
you were holding.
Checking your range, you smoothly
position the pipper on your aim point. Just before pulling
the trigger, a little voice makes its way into your consciousness..."rudder
trim...check the ball!". You take a quick glance at the
turn and slip indicator and see the ball slightly right. "Step
on the ball!" the book said, so you add a little pressure
to your right rudder pedal. As you do, the ball moves left
in the trace and you hold it there with rudder. Your nose
is steady and youve corrected for yaw. Its time
to spank that bandit and head for home!
It used to be that flying such as
this was only possible in real life, but, as the old song
said..."the times, they are a changin"!! It wasnt
too long ago that we only had the most basic of controls in
our flight sims...roll and pitch. But times and technology
have changed, and today we have a much more sophisticated
control set up in our newer sims. For purposes of this article,
Im going to classify aircraft flight controls into two
categories...primary and secondary. Ill call the pitch
and roll controls (elevator and aileron) the primary controls.
In the secondary category, Im going to include the rudder,
flaps, and trim controls. Now, I realize that in real life,
the rudder is considered a primary flight control, but this
isnt real life! Rudder is a fairly recent addition to
our sims and requires extra equipment to effectively actuate
it. For this reason, Im going to classify it along with
two other additions to our simulation control set up... flaps
and trim.
Well take a look at these three
secondary controls in this article. I want to discuss three
areas for each. Well take a brief look at the real world
theory and mechanization of each control and then touch upon
how each is actuated in the typical sim set up. The third
part, and the meat of the subject, will be a discussion of
how you use the control in a typical sim. With that in mind,
lets get going!
Go
To Page 2
Click here
to go to top of this page.
Copyright 2009, SimHQ.com. All Rights Reserved. Contact the webmaster.
|