How to Fly (Better)

gecko

Charter Member
While my ability to fly and mod CFS3 remains a bit limited these days, I thought I'd try something different and start a series of posts aimed at helping people learn to fly and manage their aircraft better and more realistically. By way of personal background, I am a professional pilot and aircraft mechanic (or engineer, to use the more globally prevalent term) in real life. I certainly don't claim to be anything exceptional in those categories, and sadly, I have no warbird experience, but I thought it might be helpful to share some of the experience I do have here. I'm of the opinion that the more realistically you try to fly, using real world techniques, the more fun, rewarding, and even easier experience you will have. But that can be an intimidating road to start down, so I hope to provide some tools that will make it an easier and less intimidating goal to tackle. And even if you have no interest in it and prefer to keep it very casual, I think there may still be some material you will find worthwhile.

I think I will aim for a roughly weekly post, focusing on a small, bite sized skill or technique. Eventually, some of these may build on each other. I know there is a wide range of skill levels represented here, so I'm sure some may find it a bit basic, but all are welcome to comment, contribute, ask questions, or suggest topics. Sound like fun?
 
I think this is a long time coming, too many, like myself first came to CFS as blood thirsty warriors with no real flight experience other than MS FS. Realizing that piston powered aircraft cannot fly like a rocket ship, buying rudder pedals etc, using realism to make it more accurate is a big challenge. Never crossed my mind to do touch and go's or stalls to figure things out. Your input will serve us all well!
 
Yea Dan!:applause: IIRC most serious flight sims expect one to do a bit more than CFS3 does, with the exception of your ac. Of course my remark is a bit hypocritical, as I seldom fly in CFS3 for fun these days; just checking Ted and Co's great work or my missions. Your daytime single engine fighter aircraft are a whole new level though.
 
Cool, glad there seems to be some interest. The first post is being written. This one might end up being split into two parts, in the interest of keeping things bite sized both for learning's sake and for me in writing it.

James, you are right about CFS3 not being as demanding as more modern sims. My goal with the planes I have worked on was to change this to keep things more interesting and enjoyable for me and anyone else who wanted a more realistic experience. CFS3, in fact, steps up to the challenge rather well.

But that said, at least initially, I will be focusing the posts on things that apply to all of our aircraft in CFS3. Eventually, I may get into some things that are a little more detailed and thus not applicable to every CFS3 model. I will probably reference the SJ Spitfire Mk.V fairly frequently, because some of the extra animations allow you to experiment with what I'm talking about and see results visually, whereas most CFS3 aircraft may be able to be handled in the same way, but lack anything visual going on to show you.
 
Every help I can get to finally learn to understand CFS3 is more than welcome! I have it for years, sometimes force myself to fly it, and it still ends in disappointment. :banghead:

hertzie.
 
This is an interesting thread.I wait to see where it goes being a pilot myself.

In another thread some time ago I spoke of flying several vintage WWII aircraft over the last 25 years.I now have a replica Fokker Dr1 since 2022,It's so much fun to fly.

Hiede
 
A replica DR.I, so cool! Are you running it with a rotary, or a modern substitute? Either way, I'm sure it's a blast. I'd give at least one kidney to fly a warbird, maybe both! :biggrin-new:
 
I'm going to keep everything in this thread. Whether that thread gets stickied - up to admin.
 
Ok, got the first one written. But before I post it, I'd like to point out a couple of things.

1. I'm keeping things pretty simplified in the main posts. This will hopefully keep it accessible, and more directly applicable to CFS3. I'm not getting much into aerodynamics for example, and there are plenty of great resources available online that do it better justice than I can anyway. If discussion gets more complex, great; but I want to start things at a simple level so the most people can engage with it.

2. With the previous point in mind, and with the knowledge that stupidity is nearly as plentiful as hydrogen in our universe, please don't take this stuff and decide you can go fly a real airplane on your own. Stranger and dumber things have been done, and this is the internet. Just sayin'.
 
How to Fly (Better) Entry #1 - Straight and Level (part 1)

OK, I said it would start basic, and what could be more basic than flying straight and level? Also, this is COMBAT Flight Simulator, doesn't straight and level get you killed? Why bother? Well, it's pretty useful if you ever want to do something other than dogfight, but even if that's literally all you do, knowing how to do this well will give you better control of your plane while maneuvering. Now, most of us can probably fly a more or less straight and level line. But how hard do you have to focus to do it? Can you do it without thinking? Without looking? If you can't, are you really always in control of the airplane, or only when you're thinking about it? If you can, you will find that your mind is much more free to focus on figuring out where that runway is, or that target you were supposed to bomb, or what's for lunch. Thankfully it isn't as hard as it sounds. We have trim tabs.


Trim Tabs


Trim tabs are small control surfaces built into the main control surfaces which help the pilot move that control surface. For example, an elevator trim tab is positioned on the trailing edge of the elevator and functions as the "elevator's elevator". Just like when the elevator is deflected upwards, the aircraft's tail is pushed downwards (and the nose upwards), when the elevator trim tab is deflected upwards, the trailing edge of the elevator is deflected downwards. Unlike the main control surfaces, which tend to return to a neutral position when the pilot lets go of the controls, the trim tabs stay in the position they are set. This allows the pilot to use the trim tabs to apply a constant pressure on the controls in the desired direction without having to physically hold them there. The trim tab is holding the control in place aerodynamically. In CFS3, by default all the aircraft have all three types of trim available to them, elevator, rudder, and aileron. In reality, elevator trim was universal by WWII, but many aircraft lacked either aileron trim or rudder trim, or both. You will find in the SJ Spitfires, I have removed the aileron trim, and in the Fw 190, I have removed both aileron and rudder trim. If you want to see an example of a trim tab moving and deflecting a control surface in flight, try the SJ Spitfire MK.V and look carefully at the elevator, and elevator trim tab while you adjust the elevator trim.


Using Trim

To use trim, you are going to want to map your trim controls in game to convenient keys or buttons, since you are going to start using them a lot. Prioritize elevator trim as it is the most used, followed by rudder trim, and finally aileron trim. The goal will be to adjust your trim tabs such that your airplane is flying straight and level without you touching your joystick or rudder. Later we are going to talk about flying without referencing gauges, but for now, use your gauges to verify this: wings level, vertical speed indicator showing zero, compass not moving, altimeter not moving, and the ball centered on your slip indicator. Depending on your aircraft, it may not be possible to get the wings level and the compass not moving simultaneously. In which case you may need to chose just one of those and get the other as close as you can. You will probably start with bigger adjustments. Start with elevator and get it close to right, then do the same for rudder and then aileron trims if you have them. Then start fine tuning each in turn until those gauges rock solid. Be patient. Give it your full attention as much as you can until it's behaving. It will take some time for the plane to settle in. As a flight instructor once told me early on, babysit it. It is worth the investment of focus on the front end to be able to start thinking ahead and planning your next move, knowing the plane is flying itself, instead of constantly having to react to whatever the plane started doing when your focus was elsewhere for two seconds. Once that is done, you can monitor the gauges and make tiny corrections as needed as you fly.

In the next part, we will talk about the things that influence trim, which will help you predict what your aircraft is going to do next, and act proactively. But for now, try your best to use the trim controls to get your plane flying straight and level hands-free.
 
A replica DR.I, so cool! Are you running it with a rotary, or a modern substitute? Either way, I'm sure it's a blast. I'd give at least one kidney to fly a warbird, maybe both! :biggrin-new:

A VW conversion is being put in the Dr1 now and should ready to fly soon.

Other vintage planes I've flown over the years,

P-38,P-47,P-51 and F4u.

Hiede
 
That's an impressive list! I'll bet your Dr.I is a bit more forgiving to fly without a spinning rotary up front.
 
That's an impressive list! I'll bet your Dr.I is a bit more forgiving to fly without a spinning rotary up front.

Actually it was a rotary engine.The cruise was was 64 mph with the original one.with the new VW conversion in will be a little faster.

Hiede
 
How to Fly (Better) Entry #2 - Straight and Level (part 2)

Understanding and Predicting Trim Changes

One important thing to remember about trim tabs is that they are applying aerodynamic forces to your control surfaces to hold them in a particular place. This means that when the aerodynamic forces acting on your aircraft change, the forces applied by the trim tabs change as well, and suddenly, you are no longer trimmed for straight and level flight. Fortunately, these can be anticipated by the pilot. The primary factors are airspeed, engine power, and angle of attack. Other secondary factors are flap position and landing gear position. In addition, features unique to the type of aircraft you are flying such as dive brakes, spoilers, oil cooler flaps, or radiator flaps, may also have an effect on trim. For instance, opening the radiator shutter on early Spitfires up to the Mk.VI, causes a tendancy to roll to the left. Aircraft weight also has an effect, as you will notice when you drop 2,000lbs of bombs all at once. I won't get into all the aerodynamic reasons for all of this here, I just don't feel like typing that much! But let's look at how to predict some of these things and how to use them to our advantage. When you trim your aircraft to fly straight and level hands free, you are trimming it for the specific configuration of all of those factors you are in at that moment, at the airspeed you are currently flying at.

Airspeed changes are the most foundational of the factors listed above. Suppose you are trimmed for straight and level flight, and your airspeed decreases. The nose of your aircraft will tend to drop and you will start to descend. The reverse is true if airspeed increases. The pilot, if trying to hold the nose level, will have to pull or push increasingly hard on the controls to do so. The control forces required can actually easily exceed the pilot's strength to maintain even on fairly small aircraft. Elevator trim is used to relieve the pressure. So, you retrim your elevator for the new airspeed, and adjust ailerons and rudder trim as well as required. Now you are back to hands free straight and level.

In most aircraft, engine power is going to have an effect on trim. In the vast majority of cases, increased power will cause the nose to go up, and decreased power will cause it to drop. This couples nicely with the effect of airspeed on trim, so both the increased engine power and the resulting increase in airspeed will be working together. This keeps things nice and predictable. An exception to this rule in CFS3 is Ted's PBY. Because the engines are mounted so far above the fuselage, they exert leverage on the aircraft such that increased power will initially cause the nose to pitch down. However, as the increased power causes airspeed to increase, the increased airspeed will eventually overpower this effect and the nose will start to rise once more. The reverse of course being true with reducing power. Try the PBY and compare it to another plane and you will indeed see this happening in CFS3 (nice FM work, Ted.)

On propeller driven aircraft, aerodynamic effects caused by the rotation of the propeller will have an effect on rudder and aileron trim as well. The more power your engine is producing, the stronger the effect. Clockwise turning engines (as viewed from the pilot's seat) will pull to the left. Counterclockwise turning engines will pull to the right. Counteract this with your rudder and then trim out the pressure. You are aiming to center the ball of the slip indicator, or in British aircraft, it is the top arrow of the turn and slip indicator that you want to center. If you have counter rotating propellers, like in a P-38, the effects from one engine cancel out the effects of the other engine, provided they are running at the same power settings.

Angle of attack (an aerodynamic term referring to the angle between the wing and the oncoming wind), will tend to exaggerate the effects of engine torque in trim. The higher the angle of attack (such as in a climb) the stronger the effect.

All of the other factors are related to the effect of flaps, landing gear, various cooling flaps, etc have on your aircraft when their position is changed. The effect they have will be unique to that aircraft type, so you will need to learn them for whatever aircraft you are flying.

Why Understanding Trim Will Help

The point here is to be aware of the different things that are going to affect your trim. Being aware of these factors allows you to anticipate the change and reminds you to be ready to divert some focus to trimming your aircraft any time there is a change to one of them. Stability and, especially, predictability are the basis for everything else you will do with an airplane. You want to be able to fly with stability, and if you are not, whether intentionally not not, you want to know how to return to that state. Crucially, you want to be able to do this without thinking too hard about it, because other things on your mission are going to be demanding your attention.

You might object to putting this kind of effort into stability and predictability, on the basis that in a combat environment, those things might aid your enemy considerably in his attempts to kill you. This is true. However, if your aircraft is predictable to you, and you know how to return easily to a stable state, you are now in full control of your aircraft, which gives you what you need to be as unpredictable as possible to your enemy.

Now, since you probably want to be able to do something other than fly straight and level, in the next section we're going to start putting all of this together into a coherent method of flying that you can take with you into any airplane in CFS3. Meanwhile, pick an aircraft to get familiar with over the course of the next entries. It will be helpful as you try different techniques, to try them on the same aircraft. You will get to know what to expect from that particular aircraft and thus be able to apply the techniques consistently. Try flying the aircraft and pay attention to how changes in airspeed, flap setting, landing gear configuration, etc affect the trim on this aircraft.
 
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