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#2892261 - 11/01/09 09:35 AM
Why use Rudder in an established Turn?
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Ground Looper
SimHQ Member
Registered: 04/17/08
Posts: 118
Loc: Crissy Field, CA, USA
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Why do planes from this period need so much rudder applied in an established turn?
My (possibly incorrect) understanding of an coordinated turn in the 'ideal' plane is: 1) Use aileron and rudder into the direction of the turn until roll angle is established. Ease in elevator at the same time.
2)Once roll angle is established, center ailerons and rudder. Use elevator to adjust nose angle above/below horizon in order to control altitude gain during turn.
3)As desired heading is reached, ease in opposite (high) aileron and rudder and ease out elevator. This will bring you back to level flight.
I notice that in all RoF planes I have flown so far I feel I need to apply low side rudder to control nose attitude during step 2, established turn. Elevator is not enough. Without rudder the nose wanders high and into a stall. A single wing stall I think, thus leading to a spin. The severity varies by plane, but it seems to be in all of them.
So... are my assumptions about ideal flight correct? If so, why do these crates differ so strongly from ideal?
Thanks!
Edited by pakfront (11/01/09 10:21 AM)
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#2892286 - 11/01/09 10:05 AM
Re: Why use Rudder in an established Turn?
[Re: pakfront]
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SimHQ Member
Registered: 11/22/05
Posts: 579
Loc: Toulouse France
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So... are my assumptions about ideal flight correct? If so, why do these crates differ so strongly from ideal?
About ideal flight with correctly centered planes, you're right... ... but most of WWI biplanes were heavy back centered, which oblige you tu use elevator constantly in level flight, and rudder while inclined in a turn, to keep the nose level. Moreover (but isn't really represented in this sim, since you can't control Joystick stiffness), a lot of these crates were also aileron heavy... and inclination was obtained and controlled more with rudder induced roll than ailerons.
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#2892337 - 11/01/09 11:53 AM
Re: Why use Rudder in an established Turn?
[Re: Rama]
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Just upgraded from intern
SimHQ Lifer
Registered: 09/02/01
Posts: 12437
Loc: Alabaster, AL USA
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Yo, that's because that's how we rolled back in the day, dawg!
Seriously.
Especially in the case of the powerful rotaries some planes used, the normal twist put on the plane by the motor and prop induced a lot of inherent roll on flight.
So one could either roll towards a turn with the ailerons and then compensated for the additional roll from the engine with the rudder (which is what I'm trying desperately to unlearn in the Camel), which is a game of catch-up, or simply work the roll with the rudder (and keeping the engine torque/progression/whichever in check) and then fine tune with the ailerons.
The latter works best with these crates and their abusive engines and off-of-centers of gravity.
And yeah, they actually wanted this design setup, as it gave the best controllable instability (which is the hallmark of fighter planes) using the materials at hand.
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The opinions of this poster are largely based on facts and portray a possible version of the actual events. More dumb stuff at http://www.darts-page.comFrom Laser: "The forum is the place where combat (real time) flight simulator fans come to play turn based strategy combat."
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#2892413 - 11/01/09 02:43 PM
Re: Why use Rudder in an established Turn?
[Re: Rama]
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SimHQ Member
Registered: 06/27/09
Posts: 118
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So... are my assumptions about ideal flight correct? If so, why do these crates differ so strongly from ideal?
Moreover (but isn't really represented in this sim, since you can't control Joystick stiffness), a lot of these crates were also aileron heavy... and inclination was obtained and controlled more with rudder induced roll than ailerons. That is true. Since you raised the aileron feel, just like to take the opportunity to point out that RoF does ailerons SUPERBLY compared to any other WW1 game. Not just realistically in terms of roll rate and various forces, but also in smoothness of the roll/aileron action. The ailerons in RoF are not smooth, they are "jerky" - whilst in other WW1 games they are very smooth, maybe because most of those games around now were built originally for WW2 or later planes, where aileron action would have been smoother. They would not have been like this in WW1 planes. RoF has done an excellent job here - best around by a proverbial mile. I think it is quite an achievement.
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#2892415 - 11/01/09 02:49 PM
Re: Why use Rudder in an established Turn?
[Re: intramile]
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Just upgraded from intern
SimHQ Lifer
Registered: 09/02/01
Posts: 12437
Loc: Alabaster, AL USA
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Moreover (but isn't really represented in this sim, since you can't control Joystick stiffness), a lot of these crates were also aileron heavy... and inclination was obtained and controlled more with rudder induced roll than ailerons. Are you trying to say that a person's legs are stronger than their arms?
_________________________
The opinions of this poster are largely based on facts and portray a possible version of the actual events. More dumb stuff at http://www.darts-page.comFrom Laser: "The forum is the place where combat (real time) flight simulator fans come to play turn based strategy combat."
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#2892429 - 11/01/09 03:15 PM
Re: Why use Rudder in an established Turn?
[Re: Dart]
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SimHQ Member
Registered: 11/22/05
Posts: 579
Loc: Toulouse France
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Are you trying to say that a person's legs are stronger than their arms?
I'm not trying to say anything, I'm saying that most of theses planes (at least french and brittish) were aileron heavy. This what most of most pilots testing replica or real planes (from the memorial flight for exemple), are telling. I posted on this forum a few month ago a translation of such a repport (for the memorial flight Spad SXIII flight test).
Edited by Rama (11/01/09 03:18 PM)
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#2892470 - 11/01/09 04:57 PM
Re: Why use Rudder in an established Turn?
[Re: Rama]
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Just upgraded from intern
SimHQ Lifer
Registered: 09/02/01
Posts: 12437
Loc: Alabaster, AL USA
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Forgot the smiley, sorry. 
_________________________
The opinions of this poster are largely based on facts and portray a possible version of the actual events. More dumb stuff at http://www.darts-page.comFrom Laser: "The forum is the place where combat (real time) flight simulator fans come to play turn based strategy combat."
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