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Benefits of RC Flight Simulator
A flight simulator is an excellent tool if used properly. The big mistake that so many people make is to believe that the simulator will teach them to fly. A simulator cannot teach anything. They are simply not programmed with that ability. Many software packages have a built-in tutorial that allows the user to step through the functions of the program as it explains how to use each one. The simulator does not have this feature. For instance, the simulator does not explain that stick movements should be gentle and only enough to get the model to perform a maneuver. It does not explain that the model must be controlled into and out of a turn with the ailerons. These are the functions of an instructor. The simulator is a tool to practice the maneuvers that have been taught by an instructor. A student pilot, especially a beginner, can develop some very bad habits while using a simulator that are difficult to break later.
For beginners, flight simulators are excellent tools for building spatial orientation, motor skills, and confidence. For more experienced pilots, flight simulators help in building motor skills required in doing the more difficult maneuvers. The amount of benefit that the pilot can gain from the simulator depends entirely on how well the simulator emulates the model. On most simulators, the flight characteristics can be adjusted so that it more closely emulates the "feel" of the model. None of the simulators have progressed to the point that the flight physics are perfect but they are close enough that they can be of significant benefit.
Dne of the most difficult things to master for the beginning pilot is approach orientation. There is a natural tendency for the beginner to move the stick in the direction he wants the model to go. When the model is moving toward the pilot, the aileron and rudder controls are reversed. This means that in order for the model to turn to the pilot's left, the stick must be moved to the right. Using a simulator allows the pilot to practice approaching maneuvers for hours on end so that it becomes second nature to move the stick in the correct direction for the model to take the desired flight path. After approach orientation has been mastered, all other maneuvers start to become easier to accomplish, especially landings.
The primary benefit of flight simulators is that of building motor skills. The pilot, whether a beginner or experienced, can practice specific maneuvers for hours without having to be concerned about weather, time of day, temperature, or number of people at the field. The motor skills that are developed through hours at the simulator are basically the same as "muscle memory" in golf. This means that the skills are related more to the muscles reacting to a simple command than the brain sending a series of commands to the muscle. For instance, the pilot wants to perform a snap roll with a Giles 202 model. He thinks "snap roll" and his fingers simply move the sticks to the appropriate position rather than his having to think in what position the sticks need to be. The end result of the muscle memory is where modelers get the term "feel" for a model. Since there is no positive feedback system built into a transmitter, there is not true feel for a model. The feel of the model comes from the difference in the expected feel based on muscle memory and the actual feel from the movement of the sticks.
Many beginners do not progress as well as others simply because of a lack of confidence. This is especially true if the student is not able to fly very often due to conflicts in scheduling time to devote to learning to fly. With each trip to the field, he must re-learn some of the things that he has forgotten during his absence from the field. He must again reinforce his motor skills and regain his muscle memory or feel for the trainer. Since his progress may be much slower than that of other students at the field, he may become frustrated and much less confident. The simulator allows the beginner to practice what he has learned to maintain or improve his motor skills and not lose his confidence. When he goes to the field, he will subconsciously think, "I can do this."
If pilots get proper instruction and use the flight simulator to practice what is taught, it can be of significant value in learning to fly or to perfect various maneuvers. It can greatly increase the "stick time" that the pilot is able to achieve in given period of time. It is a tool that if properly applied can help a pilot to progress at a much faster rate than normally possible. Above all, it is up to the pilot to make sure that this tool is properly applied by getting the right kind of instruction and not try to learn on his own.
For beginners, flight simulators are excellent tools for building spatial orientation, motor skills, and confidence. For more experienced pilots, flight simulators help in building motor skills required in doing the more difficult maneuvers. The amount of benefit that the pilot can gain from the simulator depends entirely on how well the simulator emulates the model. On most simulators, the flight characteristics can be adjusted so that it more closely emulates the "feel" of the model. None of the simulators have progressed to the point that the flight physics are perfect but they are close enough that they can be of significant benefit.
Dne of the most difficult things to master for the beginning pilot is approach orientation. There is a natural tendency for the beginner to move the stick in the direction he wants the model to go. When the model is moving toward the pilot, the aileron and rudder controls are reversed. This means that in order for the model to turn to the pilot's left, the stick must be moved to the right. Using a simulator allows the pilot to practice approaching maneuvers for hours on end so that it becomes second nature to move the stick in the correct direction for the model to take the desired flight path. After approach orientation has been mastered, all other maneuvers start to become easier to accomplish, especially landings.
The primary benefit of flight simulators is that of building motor skills. The pilot, whether a beginner or experienced, can practice specific maneuvers for hours without having to be concerned about weather, time of day, temperature, or number of people at the field. The motor skills that are developed through hours at the simulator are basically the same as "muscle memory" in golf. This means that the skills are related more to the muscles reacting to a simple command than the brain sending a series of commands to the muscle. For instance, the pilot wants to perform a snap roll with a Giles 202 model. He thinks "snap roll" and his fingers simply move the sticks to the appropriate position rather than his having to think in what position the sticks need to be. The end result of the muscle memory is where modelers get the term "feel" for a model. Since there is no positive feedback system built into a transmitter, there is not true feel for a model. The feel of the model comes from the difference in the expected feel based on muscle memory and the actual feel from the movement of the sticks.
Many beginners do not progress as well as others simply because of a lack of confidence. This is especially true if the student is not able to fly very often due to conflicts in scheduling time to devote to learning to fly. With each trip to the field, he must re-learn some of the things that he has forgotten during his absence from the field. He must again reinforce his motor skills and regain his muscle memory or feel for the trainer. Since his progress may be much slower than that of other students at the field, he may become frustrated and much less confident. The simulator allows the beginner to practice what he has learned to maintain or improve his motor skills and not lose his confidence. When he goes to the field, he will subconsciously think, "I can do this."
If pilots get proper instruction and use the flight simulator to practice what is taught, it can be of significant value in learning to fly or to perfect various maneuvers. It can greatly increase the "stick time" that the pilot is able to achieve in given period of time. It is a tool that if properly applied can help a pilot to progress at a much faster rate than normally possible. Above all, it is up to the pilot to make sure that this tool is properly applied by getting the right kind of instruction and not try to learn on his own.
Tips 1 : Weight and Balance
For RTF kits (that's Ready To Fly), you don't need to worry much about the weight and balance when you first buy the plane. However, you should always check the balance before each flight. If the airplane is not balanced, it will likely crash. Planes, whether model or full size passenger jets, all have a center of gravity which must be within certain limits for the aircraft to fly successfully.
This has a direct impact on the plane's balance. As a general rule, the center of gravity should be about one-third of the way back from the front edge of the wing (and two-thirds of the “wing-chord” forward from the trailing edge). To test, place the tips of your index fingers under the wing tip, about one-third of the way back from the leading edge.
Then, very carefully, lift the model airplane up, balancing it on your fingers. If the balance is good, the plane will be level, with the nose pointing horizontal, or maybe just a bit downward. If the plane's tail is pointing downward, then you have a balance problem and should not fly the plane until it is fixed.
Before adjusting it, think of what might have caused it. If you tested your model before leaving home and it was OK but now it isn't then what might be the cause? A loose screw or piece of material which has moved around during transit can be enough to affect the CG. If you now adjust it back to balance by adding another weight then you may have left a loose item inside your model which will surely come back to haunt you when it moves again during a flying manoeuvre.
If you are sure you have nothing loose and you do need to adjust the CG, add weight to the nose, something like fishing shots, plasticine, or even modelling clay. Add just a little at a time, checking the center of gravity after each addition. (Or, you can move the engine more toward the front.) If you do not want to lose control and maybe crash and ruin your plane, this is a crucial step.
This has a direct impact on the plane's balance. As a general rule, the center of gravity should be about one-third of the way back from the front edge of the wing (and two-thirds of the “wing-chord” forward from the trailing edge). To test, place the tips of your index fingers under the wing tip, about one-third of the way back from the leading edge.
Then, very carefully, lift the model airplane up, balancing it on your fingers. If the balance is good, the plane will be level, with the nose pointing horizontal, or maybe just a bit downward. If the plane's tail is pointing downward, then you have a balance problem and should not fly the plane until it is fixed.
Before adjusting it, think of what might have caused it. If you tested your model before leaving home and it was OK but now it isn't then what might be the cause? A loose screw or piece of material which has moved around during transit can be enough to affect the CG. If you now adjust it back to balance by adding another weight then you may have left a loose item inside your model which will surely come back to haunt you when it moves again during a flying manoeuvre.
If you are sure you have nothing loose and you do need to adjust the CG, add weight to the nose, something like fishing shots, plasticine, or even modelling clay. Add just a little at a time, checking the center of gravity after each addition. (Or, you can move the engine more toward the front.) If you do not want to lose control and maybe crash and ruin your plane, this is a crucial step.
Tips 2 : Test Glide
Although not all flyers will perform a test glide at every outing, you will certainly want to consider this whenever you are dealing with a new model. The test glide is designed to assess the glide characteristics of the plane, so you know what to expect if the engine should unexpectedly quit for any reason. To do this, you want to work over a long area of grass, so if something happens, the model airplane will not be seriously damaged.
For the pre-flight check, turn the transmitter on first, followed by the receiver switch. Then, pull the transmitter antenna out so that it's completely extended. Next, make sure the rudder or elevator is working properly, moving in the correct way then centre it in a neutral position.
Now hold your airplane facing away from you, at head level and into the wind. Very gently launch the plane from your hand, making sure it is level or pointed slightly downwards. If the plane is right and ready to fly, it will gently glide to the ground after a short, smooth flight.
For the pre-flight check, turn the transmitter on first, followed by the receiver switch. Then, pull the transmitter antenna out so that it's completely extended. Next, make sure the rudder or elevator is working properly, moving in the correct way then centre it in a neutral position.
Now hold your airplane facing away from you, at head level and into the wind. Very gently launch the plane from your hand, making sure it is level or pointed slightly downwards. If the plane is right and ready to fly, it will gently glide to the ground after a short, smooth flight.
Tips 3 : Taking Off
The way you take off will depend on a number of things. For example, if your model plane is designed with an undercarriage and you’re flying from a flat, smooth surface, then you would do better taking off from the ground instead of using a hand launch. To do this, you go through all of your pre-flight checks and then set the plane on the “tarmac,” facing into the wind.
Next, stand directly behind the plane. Turn the engine on to full power, allowing the airplane to accelerate while on the ground. If necessary, use the rudder to keep the plane headed straight down the runway. Just as with a full size plane, the model will gain speed and eventually lift off the ground.
Lift Off
When the plane starts to take off, give it just a little bit of up elevator. Typically you see beginners make the mistake of climbing too steeply, which causes the plane to slow down, stall, and crash. A gradual climb, as stated before, is much better. So go light on the up elevator.
Launch
If you plan to hand launch your model plane, be sure you never throw it angled up. Instead, it should be thrown firmly --but not too hard--with the nose pointed straight ahead. You want it in a nice stable flying position while you get your hands back on the transmitter box
Next, stand directly behind the plane. Turn the engine on to full power, allowing the airplane to accelerate while on the ground. If necessary, use the rudder to keep the plane headed straight down the runway. Just as with a full size plane, the model will gain speed and eventually lift off the ground.
Lift Off
When the plane starts to take off, give it just a little bit of up elevator. Typically you see beginners make the mistake of climbing too steeply, which causes the plane to slow down, stall, and crash. A gradual climb, as stated before, is much better. So go light on the up elevator.
Launch
If you plan to hand launch your model plane, be sure you never throw it angled up. Instead, it should be thrown firmly --but not too hard--with the nose pointed straight ahead. You want it in a nice stable flying position while you get your hands back on the transmitter box
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ooking for Rc helicopter Price List?
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