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- Flying the Lessons
-
- Smooth corrections to your stick! Don't jerk the stick. You'll lose
- both airspeed and control that way.
-
- Experiment! Nothing bad can happen, and no one minds if you score
- badly a few times. The experiments you perform may well teach you a
- trick or two, and will undoubtedly give you a better understanding of
- what it means, both intellectually and intuitively, to fly an
- airplane.
-
- If you find yourself wanting to try something that the instructor
- doesn't want to, go back to free flying and give it a go.
-
-
- Lesson Hints.....
-
- In spite of his good intentions, our instructor sometimes forgets a
- few important tips. Here's a few hints for flying the lessons (and
- scoring well!):
-
-
-
- Level Flight:
- If you can keep the arrow icons off the screen, you are doing
- well. However, you may want to do better than just qualify. Even if
- the icons aren't there, you can still do better.... Keep an eye on
- the vertical speed indicator or altimeter to track your altitude changes,
- and try to keep that altitude rock solid. Keep the VSI as close to level
- as you can - it's good training for the level game.
-
-
- Level Game:
- We all have different strategies on this one. I like to first
- get my heading, then find out what kind of throttle setting I need to
- stay level at my target airspeed. After I have a good idea about
- where I want the throttle, I start hunting the correct altitude (if
- you feel lazy, remember the TAB and shift-TAB keys!).
-
-
- Inverted Flight:
- This one is just like level, only upside down. Use your
- altitude gauges, except this time when you lose altitude compensate
- with forward stick!
- The instructor won't grade you on your rolls, so don't worry
- about making them perfect. He will, however, keep track of your final
- heading and altitude, so when you roll to level you may need to watch
- where you are going. If you keep getting points deducted for heading
- or altitude, you might try a few two point rolls and then come back to
- inverted when you feel a bit more comfortable with the roll to level.
-
-
- Two Point Roll:
- There are a lot of things to try on this one, so I suggest
- that you feel free to experiment. You can pull back a little just
- before you start the roll, which will cut down on your altitude loss.
- When going from inverted to level, push forward a bit. Either way,
- get that nose above the horizon.
- A little bit of rudder in the same direction as your roll will
- smooth out the motion, but remember that you also need to use top
- rudder to keep altitude as you go through the knife edge position!
- "Top rudder" means rudder in the direction of the sky, so when your
- right wing is sticking up, use the right rudder.
- This means that you'll start your rudder in the same direction
- as the stick (smooth the roll), but almost immediately switch to
- opposite rudder (top rudder- keep altitude). Luckily, when you roll
- from inverted back to level, top rudder is already in the same
- direction as your roll, so you don't need to deal with the pedals
- quite so much.
- You will find that faster rolls are easier since you just
- don't have time to lose much altitude, but it's more difficult to stop
- the roll at the right orientation and, I find, a little less rewarding
- than a well-done slower roll. I'd suggest trying to do a few slow
- ones after you get the hang of it just so that you can see what kind
- of rudder inputs you need. Your faster rolls will definitely improve
- as a result. Experiment with the rudders. Maybe a touch of opposite
- rudder at the end of a roll will help out the exit back to level
- flight....
- Don't skip the inverted point in the middle of the roll!
- Major points deducted for that one.
-
-
- Loop:
- This is a tough one, and a tough one to advise. I cannot
- emphasize the smooth stick motion enough. If you just jerk the stick
- back as quickly as you can, the plane's nose will jerk upwards,
- but you'll still be flying straight forward. The air will pound into
- the flat part of the wings and all of your airspeed will vanish.
- That's what an "accelerated stall" is all about. Instead, make it a
- smooth pull. It can still be pretty fast.
- How much should you pull? How much airspeed should you get?
- Watch the demo and see what the instructor does. Sometimes, as an
- experienced pilot, he is a bit reckless, but you'll see that you can
- go a little faster than you'd expect and pull a little harder. Feel
- free to learn the limits of the Decathlon - breaking up isn't hard to
- do, but neither is repairing the plane. Feel free to overspeed the
- Decathlon, at least a little bit (how about 180?).
- Generally, the instructor will let you pick how big you want
- your loop. He'll try to get you to pull harder if the loop is way too
- big, but he'll let you learn just what kinds of loop you can and
- cannot get away with the hard way- you might just stall out of a few
- loops before reaching the top! That's okay. Recover from your stall
- and try again, pulling harder this time.
- When the instructor says to float over the top, he means it.
- You may have to push the stick forward to keep your loop round! Try a
- few loops without floating and just pull back the whole way, and check
- your wireframe in the 3-Way View cockpit. You'll see the pinch at the
- top. If you are trying to float it and follow the arrows, you
- may end up with an "e" shape in your wireframe (exiting the loop
- with a pretty low altitude). This usually indicates that you didn't
- have quite enough speed at the top, and stalled during the float. The
- loop curves the right way all around except for that second quarter,
- which is a bit sharp. Get some more speed, and harder initial
- pull, or really take to the forward stick on the float.
- If you have gyro effects turned on during the loop lesson,
- don't forget a bit of left rudder to counter it (amd if you ever try a
- loop in the Sukhoi in free flight, remember that its engine rotates
- the other direction! Use right rudder for those loops...).
- If the forward/back arrows start to jump back and forth, you
- are most likely over-correcting. The loop is a precision maneuver,
- and getting a nice circle in the sky requires a fair amount of
- accuracy. Move the stick a little bit more cautiously at these points.
- The 3D arrow will tend to point way up at the end of the loop.
- Follow it- although you are facing forward and level, your momentum is
- still carrying you downward. With a quick nose up at the end, you'll
- level your plane much more quickly and in full aerobatics style.
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