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Activity 1.3.

2 Flight Simulator Introduction Using


Fly To Learn Powered by X-Plane
Introduction
The aerospace industry is considered to be a high-risk industry due to the
associated high cost of equipment and the industrys high regard for human life.
Within the aerospace industry, the initial preparation of crew members regardless of
role has the greatest risk associated with it due to lack of experience and familiarity
with equipment. To reduce the impact and risk associated with preparing aspiring
aerospace crew members, ranging from small aircraft to space shuttle pilots, robust
training programs have been developed that utilize equipment and task simulators.
Aerospace simulators consist of highly sophisticated user interfaces that provide
crew members with the opportunity to develop and master skill sets in a controlled
environment that eliminates the risk factor. Aerospace simulators are not new to the
industry. In fact an aircraft flight simulator was developed as early as World War I to
train pilots for aerial combat. In this activity you will use a flight simulator to explore
and gain the basic skills required to safely and accurately pilot an aircraft during
takeoff, level flight, and landing.

Equipment
Engineering notebook
Computer with Fly to Learn Powered by X-Plane software
Aircraft control interface such as a joystick

2011 Project Lead The Way, Inc.


AE Activity 1.3.2 Flight Simulator Introduction Using Fly To Learn Powered by X-Plane Page 1
Procedure
During this activity you will work in a team to gain experience related to aircraft
control. You will utilize a flight simulator and supporting video. All team members are
required to complete all activity-specified missions individually. As team members
follow the instruction in the video, non-controlling team members will take notes of
the experience.
1. Create a comfortable work environment free of obstructions and consisting of a
computer with an aircraft control interface and the application Fly To Learn
Powered by X-Plane.
2. Launch Fly To Learn Powered by X-Plane software.
3. Open the Activity 1.3.2 Flight Simulator Introduction Joystick Configuration file
and then prepare the joystick to respond to your inputs. Use the image below as
a reference when flying.

4. Play the tutorial video. You or you and your partner can pause the video and
recreate the maneuvers using the Fly To Learn Powered by X-Plane software or
practice after the video ends. Below is a summary of the steps.
a. Select Aircraft, General Aviation, Cesena 172 SP, and then Open.
b. Select Location, Global Airport, and then search Colorado Spring
Municipal Airport. Select RWY 35R 10 NM.
c. Pause the simulation with button 2 on the joystick.

2011 Project Lead The Way, Inc.


AE Activity 1.3.2 Flight Simulator Introduction Using Fly To Learn Powered by X-Plane Page 2
d. Change view to chase view by moving the hat switch to rear. Zoom out for
a better view using the key on the keyboard.
e. Select the / key on the keyboard to display the lift vectors.
f. Use the Q and E keys on the keyboard to rotate view around aircraft.
g. Unpause the simulation with button 2 on the joystick.
h. Move the elevator up and down with joystick movement forward and
backward. This controls the pitch. Note the change in lift vectors.
i. Move the rudder left and right with joystick twist movement forward and
backward. This controls the pitch. Note the change in lift vectors on the
vertical stabilizer.
j. Move the ailerons up and down with joystick movement left and right. This
controls the roll. Note the change in lift vectors on each wing.
k. Return to the cockpit view by moving the hat switch right or left briefly.
l. View the six most commonly used instruments:
i. Airspeed Indicator. This displays the airspeed of the aircraft in
knots relative to the air not the ground. Decrease the throttle while
keeping the pitch up and the airspeed decreases. Increase the
throttle and the airspeed increases.

ii. Attitude Indicator. It tells us our position in roll, pitch, and yaw in
relation to the horizon and flight path. Change the roll, pitch, and
yaw while watching the attitude indicator.

2011 Project Lead The Way, Inc.


AE Activity 1.3.2 Flight Simulator Introduction Using Fly To Learn Powered by X-Plane Page 3
iii. Altimeter. It uses air pressure to tell us how high we are relative to
sea level. The airport may not be at sea level, so the ground might
not be at 0. Pitch up slightly and watch the altitude slowly climb on
the altimeter. As the altitude climbs note that the attitude indicator
shows a positive pitch and the airspeed slowly decreases. Many
instruments are interrelated.

iv. Turn and Slip Indicator. It displays the rate of turn and the slip of a
turn. Rate of turn indicates how fast the airplane is turning direction.
A perfectly coordinated turn has no slip, and passengers will not
feel that they are turning. Slip is when the airplane is moving
through the air sideways. Turn with different amounts of roll and
yaw and watch the turn and slip indicator.

v. Magnetic Compass. It displays the magnetic direction the aircraft is


pointing, 0 being north and 180 being south. Turn the aircraft to a
due north heading, 0 degrees, and then back to due west, 270
degrees, towards the mountains.

2011 Project Lead The Way, Inc.


AE Activity 1.3.2 Flight Simulator Introduction Using Fly To Learn Powered by X-Plane Page 4
vi. Vertical Speed Indicator. It displays the rate of climb or descent.
Pitch up while keeping your airspeed above 80 knots to avoid a
stall. Watch the rate of climb increase on the vertical speed
indicator. Pitch down and the indicator will show a negative rate of
climb or descent.

5. Explore the terrain while using your instruments in the cockpit. Use visual
references, like mountains, as well as instruments when you are flying. In
Colorado springs the mountains will be to the west. Use these instruments to try
to maintain straight and level flight.
6. Try to hold a constant altitude, airspeed, and heading. When you are able to
maintain straight and level flight, move on to the next instructional resource.

Conclusion
1. What errors did you make during this flight?
2. What could you do to avoid these mistake(s)?

2011 Project Lead The Way, Inc.


AE Activity 1.3.2 Flight Simulator Introduction Using Fly To Learn Powered by X-Plane Page 5

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