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In the beginning...

Introduction

Simulator Training

 

 

 

 

Introduction

Welcome to RC (Simulation).

You are at the beginning of an adventure that could last a lifetime. There are many aspects of the hobby, each with its own rewards and difficulties. Since we are discussing Simulators, I will focus on the key aspect: flying. The others are just as wonderful and challenging: building, competing, designing, and my favorite: mentoring. Of course, there are also many different types of aircraft to choose from; from gliders to jets to helicopters. To start, many of us will go with a single prop trainer (gas or electric).

The advent of fast PCs with great graphics capabilities is changing the face of the hobby in many fundamental ways. Starting out in RC aircraft used to be a long and difficult task of training, the RC simulator has significantly reduced the beginner's crashes. With more fun and less aggravation, more and more beginners are staying with the hobby. However, no matter how realistic simulation can be, it will never match the thrill of the real thing.

The training cycle:

  • Train to fly with with the simulator on your PC

  • Train to fly with an instructor using the buddybox <-> instructor hook up.

  • Solo!

With sufficient simulator time, and if you've chosen a slow trainer model, step 2 are usually skipped. But it's always a good idea to have an experienced flyer near by as you are starting out. An unwritten code in the hobby is to always make time to help out a newcomer, just ask and you will get the help needed.
 

 

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):

Mode 2 Stick Assignment

Left Stick : Throttle
Controls engine power. Stick up = more power
Left Stick : Rudder
Controls the yaw of the plane, left or right
Right Stick : Elevator
Controls the pitch of the plane. Stick up = nose of plane to go down; stick down = nose of plane to go up (hence the term "pull up")
Right Stick : Ailerons
Controls the roll of the plane. Stick left will bank the plane to the left (left aileron up, right aileron down)

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.