Flight Simulator Tutorial

Flight Simulator Tutorial

Saturday, August 27th, 2011 Uncategorized No Comments

Flight Simulator Tutorial Take Off

Many of the problems experienced by beginners starting with flight simulator and online flying is the result of improper takeoffs on their virtual airline flights. If you bolt down the runway and just jerk the aircraft abruptly into the air, you’ll probably have trouble with your flight simulator and the trouble will still be with you when you try to level off your virtual airline flight. First, learn to just sit back and relax: Let your fingertips convey your instructions to flight simulator, and let the aircraft do the work. Properly executed, the takeoff and climb are simplicity itself in FSX Tutorial, and a climb at the proper rate in flight simulator tutorials will allow you to level off smoothly at your virtual airline flight’s destination altitude, without the roller coaster effects that make online flying with flight simulator tutorial a headache instead of an enjoyment. When you’re ready to take your virtual airline fight into the air, first advance the throttle slightly to start your roll, and, when you’re lined up correctly with the runway, give it full power (F2 on the IBM PC). The tachometer will increase to about 2450rpm. Monitor the airspeed, and, at about 60 knots, raise the nose slightlynudge the stick back gently. Try just two little notches of up elevator in your flight simulator, referring to the vertical slot indicator on the panel.
More information about takeing off for your virtual airline flight.

When you raise the elevator in flight simulator, the aircraft will rotate; you’ll notice the nose lift slightly. You’ll still be on the ground, however, so be patient with the aircraft. The aircraft will continue down the runway, gathering speed, and, when it’s ready, your virtual airline flight will just fly itself into the air once you have enough speed. When you leave the runway, your immediate concern will be to put some distance between you and the ground as quickly as you can. Then you’ll want to establish the proper rate of climb. For this purpose, there’s another instrument on the panel in flight simulator that you’ll find to be your closest friend. The vertical speed (or rate of climb) indicator is the round instrument just below the altimeter, at the bottom center of the panel in your flight simulator.

When the needle points directly left, to the nine o’clock position where the instrument reads 0, the aircraft is neither climbing nor descending. If it points up and to the left, to the numeral 5, the aircraft is climbing at 500 feet per minute (500fpm). Pointing up to the numeral 10 indicates a climb at 1000fpm, while pointing down to 5 indicates you’re descending at 500fpm, and so on in your flight simulator tutorial. The vertical speed indicator is more sensitive than the altimeter it shows a climb or descent first; the altimeter follows. Standard procedure is to climb and descend at 500fpm. Therefore, you’ll first climb a few hundred feet above the airport in flight simulator; then you should begin to gradually throttle back until the vertical speed indicator needle settles on 500fpmpointing up steadily to the numeral 5. About 2250rpm will usually do it. After writing down the time, advance the throttle slightly; get the airplane rolling straight down the strip; then give it full power (F2 on the PC). At about 60 knots in the CEssna 172, up elevator (stick back)but just slightly (two notches). Let the aircraft fly itself off the ground. Specifications obviously vary depending on the type of aircraft you are using in your flight simulator tutorial for your virtual airline flight.

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Flight Simulator Tutorial STAR Standard Terminal Arrival Route

A STAR usually covers the phase of a virtual airline flight that lies between the top of descent from cruise or en-route virtual airline flight and the final approach to a runway for landing. A typical STAR consists of a set of starting points, called transitions, and a description of routes (typically via waypoints) from each of these transitions to a point near a destination airport in flight simulator tutorials, upon reaching which the airplane can join an instrument approach (IAP) or be vectored for a final approach by terminal air traffic controller. It should be noted that not all airports in flight simulator have published STARs for flight simulation; however, most relatively large or not easily accessible (for example, in the mountainous area) airports do. Sometimes several airports in flight sinulator that have the same area share a single STAR; in such case, aircraft destined for any of the airports in such group follow the same arrival route up until reaching the final waypoint, after which they join approaches for their respective destination airports.
How to do approaches with Microsoft Flight Simulator.

Naming conventions for STARs vary by country and region around the world. In Europe, they are often named after the transition waypoint, followed by a digit that is incremented with each revision of the procedure, and a letter designating the runway for which the STAR is intended. In the United States, STARs are named after waypoints, or unique features of the STAR, or geographical features, followed by a digit indicating the STAR revision. A single STAR in the U.S. may serve for multiple runways and transitions; European STARs are more likely to be independently published for each runway and/or transition. Not all STARs are for IFR virtual airline flights. Occasionally STARs are published for visual approaches using flight simulator, in which case they specify visible landmarks on the ground and other visual reference points instead of waypoints or radio navigation aids. STARs can be very detailed (as is often the case in Europe), allowing virtual airline pilots to go from descent to approach entirely on their own once ATC has cleared them for the arrival, or they can be more general (as is often the case in the United States), providing guidance to the virtual airline pilot which is then supplemented by instructions from Air Traffic Control.

Landing an aircraft and following a STAR procedure can be tricky in some cases, but it’s the key to successful landings: Get the aircraft set up properly in advance, and the approach and landing will be a snap. In fact, when properly set up for the approach, the airplane will virtually land itself on the runway. When you power back, the nose of the aircraft will begin to drop, or fall off (the horizon line starts moving up on the windshield). As it begins to fall, start nudging back on the stick to keep it up, so as to maintain altitude as your airspeed bleeds off. You want the nose stable and just slightly raised, so that your altitude in flight simulator tutorial is maintained while the airspeed begins to fall. The horizon line will be just a hair lower on the windshield than it was in normal cruise while flying online. Keeping an eye on the vertical speed indicator in your flight simulator will help you prevent any loss of altitude during your flight simulation session. Lowering the flaps changes the airplane’s trim in flight simulator tutorial. As the flaps come down, the nose will tend to rise, so you’ll have to nudge the stick a few times again to keep the airplane’s attitude under control with your flight simulator control surfaces.

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Flight Simulator Tutorial Taxiing

You have completed your routine walk-around check of the aircraft prior to your virtual airline flight, have ceremoniously kicked the left-hand tire before climbing aboard, and now are ready to taxi. But before you start to move your aircraft in flight simulator tutorial, you first have to figure out where your flight simulator is and where you’re supposed to go. This is easy, however, if you can use your gyro compassand if you understand how airport runways are numbered. Runway Numbers. The number of any runway indicates that runway’s compass heading. Just add a zero to the end of the runway number, and you know which way it runs. If a runway is identified as Runway 31, for example, that means you’d have a compass heading of (approximately) 310 while landing on or taking off using flight simulator from that runway. When used in the opposite direction, the same strip of concrete will be called Runway 13. That is, 310 minus 180 equals 130 (or 31 minus 18 equals 13). Similarly, Runway 4 would have a compass heading of about 040 (zero four zero degrees), and when used in the opposite direction the same physical strip of concrete would be referred to as Runway 22, with a heading of 220 (two two zero degrees).
How to taxi in Flight Simulator 2004 and Flight Simuator X.

Taxi slowly with your flight simulator tutorial, normally not faster than 15 knots or so. If you have any questions about the route, ask the air traffic controller. Dont forget to pick up your Airport Diagram as well  it makes navigating large and tricky airports much easier. Once you approach the runway, the ground controller will hand you off to the tower; if ground is offline, the tower (or approach or center) controller will give you a takeoff clearance.You may hear several phraseologies in the takeoff (and runway crossing) clearance, including Position and Hold (which means you lineup at the end of the runway and wait for further takeoff clearance) or No Delay (which means you make your lineup and takeoff in one smooth movement  but never be so rushed to get off the runway that you endanger your takeoff). Air Traffic Control will always advise how far out the traffic is, and if you wish to deny your clearance and wait until the incoming traffic has landed, that is your right as virtual airline pilot in command.

Airport Diagram. Now get the overhead radar view on the screen and zoom in or out as required to put it into perspective (on the 68000, from the NAV menu select Map Display and then Zoom.). Go the Airport Approach section on your flight simulation charts, where you’ll find the official Airport Diagram for John F. Kennedy International. The airports appear alphabetically by location, so you’ll find it under New York. Notice that the flight simulator’s portrayal of the airport runway and taxistrip layout is surprisingly accurate. From the chatter on the COM radio, it seems likely that we’ll be taking off on Runway 31 Left. This implies that there are two parallel runways with the number 31Runway 31R and Runway 31L. Our present heading is 310, so we must be sitting parallel to the two parallel runways in question. Runway 31 Left has to be the one parallel to us on the left, while 31 Right is over on the other side of the airport in your flight simlulator. To taxi in a professional manner, you’ll first increase power enough to get the aircraft rolling for your virtual airline in flight simulator, then ease back on the throttle and let the aircraft coast at an appropriate speed; taxi patiently, and use the time to check your panel and prepare yourself mentally for the departure. Note that the nose wheel steering will be a little sluggish in Microsoft Flight Simulator Tutorial as you taxi; you’ll have to think ahead and move the stick a little bit in advance.

About Flight Planning and Flight Preparation.

Preparation for your route is part of virtual airline online flying. Before you start, you should have all the materials you need for your virtual airline flight (charts/approach plates/etc.) easily at hand. Visit the website of the Air Traffic Control sector or sectors youll be flying. There is a lot of information on airspace rules, preferred routes, sector boundaries and much more available on these flight simulation websites. While many virtual controllers will be happy to help you with procedures when traffic is slack, do not rely on this. Start your virtual airline flight with a quick visit to the websites of the Simulated ATC sectors and youll be on your way to a much more enjoyable virtual airline flight and flight simulation experience!

Connect with your virtual airline’s aircraft positioned on a ramp or parking/gate area only when you first connect to a flight simulation network. When connecting to a flight simulation network, a virtual airline pilot should never be on a taxiway, or on a runway. If there is another aircraft on short final for the runway and suddenly another aircraft pops up on the same runway, a landing virtual airline pilot will be quite displeased because they will be asked to go around with their flight simulator.
Creating and Filing your Flight Plan for Online Flying.

Before you can file a flightplan you obviously need to select your virtual airline flight and route first. Unlike when flying offline on Microsoft Flight Simulator Tutorial it is important to file a preferred route. This will facilitate the flow of virtual airline traffic during busier flight simulator times of the day. You can find flightplans by going to V-Route, Sim Routes and Route Finder for flight simulation and virtual airline use or by going directly to the virtual airline admin area here on SimMiles. Most charts are also provided for pilots by Simmiles in the virtual airline dispatch area. Instrument Flight Rules is discussed in some other sections of these tutorial pages.

There are several ways to obtain charts for flight simulator use: or you know a real world airline pilot and you can obtain his old charts or old Japessen charts are available on the dispatch center at SimMiles. But an alternative solution (for free actually) and excellent for Flight Simulator Tutorial use is to download the charts you need from Myairplane.com for your virtual airline flights.

Always file a flightplan even when you are VFR on a flight simulation network. Primarily, a flight plan lets the virtual controller know what your plans are. Secondly, it assists the virtual controller in selecting your aircraft on his simulated Air Traffic Control screen.

Saturday, August 27th, 2011 Uncategorized No Comments

Flight Simulator Tutorial Flight Planning

Preparation for your route is part of virtual airline online flying. Before you start, you should have all the materials you need for your virtual airline flight (charts/approach plates/etc.) easily at hand. Visit the website of the Air Traffic Control sector or sectors youll be flying. There is a lot of information on airspace rules, preferred routes, sector boundaries and much more available on these flight simulation websites. While many virtual controllers will be happy to help you with procedures when traffic is slack, do not rely on this. Start your virtual airline flight with a quick visit to the websites of the Simulated ATC sectors and youll be on your way to a much more enjoyable virtual airline flight and flight simulator tutorial experience!

Connect with your virtual airline’s aircraft positioned on a ramp or parking/gate area only when you first connect to a flight simulation network. When connecting to a flight simulation network, a virtual airline pilot should never be on a taxiway, or on a runway. If there is another aircraft on short final for the runway and suddenly another aircraft pops up on the same runway, a landing virtual airline pilot will be quite displeased because they will be asked to go around with their flight simulator.
Creating and Filing your Flight Plan for Online Flying.

Before you can file a flightplan you obviously need to select your virtual airline flight and route first. Unlike when flying offline on Microsoft Flight Simulator Tutorial it is important to file a preferred route. This will facilitate the flow of virtual airline traffic during busier flight simulation times of the day. You can find flightplans by going to V-Route, Sim Routes and Route Finder for flight simulator and virtual airline use or by going directly to the virtual airline admin area here on SimMiles. Most charts are also provided for pilots by Simmiles in the virtual airline dispatch area. Instrument Flight Rules is discussed in some other sections of these tutorial pages.

There are several ways to obtain charts for flight simulator use: or you know a real world airline pilot and you can obtain his old charts or old Japessen charts are available on the dispatch center at SimMiles. But an alternative solution (for free actually) and excellent for Flight Simulator use is to download the charts you need from Myairplane.com for your virtual airline flights.

Always file a flightplan even when you are VFR on a flight simulator tutorial network. Primarily, a flight plan lets the virtual controller know what your plans are. Secondly, it assists the virtual controller in selecting your aircraft on his simulated Air Traffic Control screen.

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Flight Simulator Tutorial Charts

As might be expected, IFR Enroute Low Altitude charts for flight simulation differ significantly from their VFR counterparts. Since virtual airline aircraft on an IFR flight plan is likely to be touting about in the soup, terrain features are not too important. A quick glance at an IFR chart for flight simulation verifies this. Lakes and rivers are vaguely visible from high above; essentially no other terrain features are shown. The IFR chart and the VFR chart for flight simulation differ to the degree that one could almost believe that the two issuing departments don’t speak to each other. Start with the coverage map for flight simulator tutorial on the front panel. To begin, gone are the symmetrical areas covered by sectional flight simulation charts. Some flight simulator charts cover very large areas, such as L-9, while others cover a small area, see L-3. No grayed-out areas to indicate which flight simulation chart is in hand, eitherbeen replaced with a heavy border. Note that low-altitude flight simulator chart titles begin with the letter “L,” and of course the high-altitude flight simulator chart titles start with the letter “H.” Forget about a cool name to help understand the flight simulator tutorial coverage area, too. Just numbers. Maybe not so surprisingly, IFR Area Charts for flight simulator are also available.

Looking at the expanded view of the coverage, note that twelve area charts for flight simulator are available. Surprisingly, there isn’t one for the New York area in flight simulator. Presumably all virtual airline traffic is under such rigid ATC control there that a flight simulator area chart would only be an amusement. One very important point before moving to the inside. The scale of IFR charts for flight simulator. No more 1:500,000, etc. L-25 is one-inch equals eight nautical miles. At last, distances that can be measured with a common ruler. But wait. L-26, which is on the reverse side of the flight simulator chart, has a scale of one-inch equals sixteen miles. L-26 has a Boston  Nantucket  Yarmouth inset with a scale of one-inch equals 40 nm. Not to worry, though. All pertinent distances (in nm) are printed on an IFR chart for flight simulation. Just be careful when “eyeballing” distances because of the way the scale bounces around from flight simulator tutorials chart to chart, but these are for flight simulation use only. On to the inside. Like the sectional, flight simulator IFR charts are printed on both sides, but with a difference. One “L” flight simulation chart is on one side, and another “L” flight simulation chart is on the other side. Unlike the sectional charts for flight simulator, which one flips vertically when navigating from the front of the flight simulator chart to the rear, one flips a flight simulator IFR chart horizontally. Flip it vertically and you’ll be reading it upside down. Well, maybe “reading” is too strong of a word. Cussing may fit better if you fly both VFR and IFR for your virtual airline flights. Apparently what’s good for the goose is not good for the gander. Let’s stay near the Nantucket airport in our flight simulator.

Many of the features on the IFR chart for flight simulator are similar to those found on the sectional airport chart. Compass roses are shown for VORs and the NDB symbol remains unchanged, also. The navigation boxes for ACK VOR and TUK NDB are very similar to the flight simulation sectional chart notation, but with one addition. The longitude and latitude of these nav-aids are listed so that virtual airline pilots may enter that data into their GPS receivers. The information adjacent to the Nantucket Airport in flight simulator is in slightly different format, but still easily deciphered: name, Nantucket Memorial, it’s in Class D airspace, 48 ft. field elevation, lighted runways, longest runway 6300 ft., ATIS available on 127.5 MHz. Restricted area R-4105A,B is shown southwest of Martha’s Vineyard Airport. The Bold 2o NE of Martha’s Vineyard is the obstruction clearance altitude for that grid on the flight simulator tutorial chart. The Victor airways are identified. Note V 146. Still shows the 27 nm. from ACK to MVY. The 2000 above the V 146 is the minimum altitude on that virtual airway to guarantee obstacle clearance and reception of signals. The triangle along V 46, the 270 radial from ACK VOR is an intersection. It is named “CLAMY” and is defined by the 180 radial from MVY. It is 24 nm. from ACK. The next feature on the flight simulation chart is not seen often. Move to just west of the ACK VOR, to the TUK NDB. Note the virtual airway inbound to the NDB with a 324 bearing. It is named A632. That is a Low Frequency Navaid airway. In this case, an oceanic virtual airway. Minimum reception altitude is 18,000 feet and it is 195 nm. to the SLATIN intersection. Move to the 349 radial of ACK. Note the GROGG virtual intersection on that radial, 12 nm. out from ACK. CRACO is the next intersection in the virtual airways on the same radial, another 5 nm. out from the VOR. The distance of the two segments, 12 nm. to GROGG and 5 nm. to CRACO is 17 nm. CRACO intersection can be established two ways: the intersection of the 080 radial from MVY with the 349 radial from ACK, or the 17 DME point from ACK. The 17 enclosed in the box as shown near CRACO denotes a DME fix. Any virtual intersection with an arrow adjacent to it can also be established by the DME mileage from the VOR.

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