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Simulator training
Requirements
First you will need a decent speed PC
running Windows (500 MHz+) and equipped with a graphics card that's
DirectX (Microsoft 3D Graphics instructions) capable. All cards made
within the past few years are DirectX capable, some better than others;
but most will do fine.
Next you will need a transmitter, at
least a basic 4 channel with a "trainer port", a "buddybox" will also do*.
Note: A buddybox is a transmitter without the capability of transmitting
any RF (radio frequency). Usually a basic 4 channel transmitter without
batteries**, antenna, and transmitter crystal.
You will then need an interface cable
to connect the transmitter to your PC. Depending on your version of
Windows, and which port is available, you have your choice of Parallel,
Serial, Gameport, and USB port connections. Lastly you will need the Simulator
software running on your PC.
(*) To use a BuddyBox, you may need a version of the interface cable
that can provide power to the buddybox.
(**) While Futaba and Airtronics buddyboxes will get power from the
instructor (no batteries required), The JR brand of buddybox requires
battery to operate, so a standard simulator interface cable is used.
How It Works
The transmitter will send out signals
to the trainer port indicating the control stick positions. The interface cable
connects the trainer port to the PC. The simulator software will interpret
the stick positions and apply it to the (virtual) models. Note: The
simulator can only accept PPM (pulse position modulation) type signals.
Advanced transmitters can transmit in either PPM* or PCM (pulse code
modulation) mode. You will need to have the transmitter in PPM mode while
using the Simulator.
(*) Some may use the term PPM
interchangeably with FM, but technically PPM can be either AM or FM.
RC basic
Transmitter:

Trainer Model:

For the basic power model, there are
four controls: Rudder, Elevator, Ailerons, and Throttle. Some very basic
system may not have Ailerons, reducing the number of controls to just
Rudder, Elevator, and Throttle. For basic gliders, only two controls are
available: Rudder and Elevator.
The majority of flyers in north
America use
"mode 2" stick assignment (which stick motion does what):
For more on other modes (mode 1 and
3), see this section.
Basic Flying (Simulator)
Once the Software is properly
installed, as well as all necessary drivers. You will need to check the
Mapping and Calibration procedures before starting. This is to make sure
the transmitter and software are operating properly, and at the correct
mode (such as mode 2 above).
For your very first time, start with
a slow model. If you are using FMS, then load the SlowFly. For Backyard
Edition, try the GWS Tigermoth.
At the start of each simulation
session, the model will start at the end of the runway. Just push the
throttle up to increase power and the model will run down the runway
picking speed as it runs further away. Pull back on the elevator slightly
and the plane will take off, then ease the elevator back to the neutral
position to achieve level flight.
Practice with left turns and right
turn. This is done with banking the plane using ailerons and slightly
pull-up on the elevator, nudge the rudder to the same direction as
ailerons to perform tighter turns.
About the most difficult part is when
the plane is flying toward you. This is where the left-right controls are
reversed (rudder and ailerons). The beginner's trick to remember is to
push the aileron stick to the side of the
lower wing to straighten out the
plane.
Practice, practice, and more
practice. Usually at least four hours on the simulator is required before
you can take off and land (without crashing). Since landing is usually
achieved by having the model flying back toward you, overcoming the
left-right swap mentioned is the first important skill. More hours are
required if you want to land at a particular location (such as the
runway). After getting proficient on the slower models, move on to some
faster models.
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