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Tutorial for beginners
This tutorial in intended to be given as a presentation using demonstrations and flight simulators. It is aimed at prospective new members who are beginners to the hobby and would usually be given after the monthly meeting, as the need arises. John Corkill, November 2010
Purpose of this tutorial
A raw novice can get his first plane into the air
quite easily just by placing it on the ground and opening the throttle.
What happens after that is largely down to luck, but the chances of an
unaided safe return to earth are quite low. Prior to his first flight the
novice will have spent much time thinking about flying his new pride and
joy. Logic tells him that the elevator makes the plane go up and down,
the ailerons make it bank and the rudder, well it sort of steers it,
doesn’t it ? The
throttle, of course, makes it go faster or slower. Reality is a bit more
complex than this but an explanation of how the basic controls really
work, plus demonstrations on the simulator, will, hopefully, help soften
the novice’s undeniably difficult learning curve. Before discussing control inputs it’s helpful to
understand what we’re trying to control, and why, so let’s start by
talking about the plane itself.
Natural Stability
It is
important to stress that a lot of development work has gone into
aircraft design over the last century or so to enable aeroplanes to fly
themselves successfully
in spite of a
pilot’s attempts to persuade them to do otherwise. One built-in property they have is Natural Stability,
which continually attempts to restore the plane to a stable flight path
following a disturbance. Flying a model aircraft is a continuous battle
between the natural stability of the aeroplane and the pilot’s attempts
to overcome this using the controls. It’s no coincidence that there is a
mode of stability corresponding to each of the four transmitter stick
movements. The easiest stability to understand is yaw stability,
that is the response to a sideways movement of the aircraft tail. This
is exactly the same as an arrow, or a dart. The fin is the “flight”. In
a similar manner, the tailplane acts as the flight in the pitch
direction, controlling the nose up/down attitude of the plane. The fin
and tailplane will always try to align themselves with the airflow over
them and they have lots of leverage to help them do this. A little more difficult to grasp is roll stability
i.e. what makes a plane try to level its wings if disturbed. Two primary
factors influencing roll stability are dihedral and the position of the
wing i.e. high or low. We’ll come back to this later. Finall,
there’s speed stability. If a plane, for whatever reason, is travelling
too slow to support itself, we don’t want it to stall and fall out of
the sky. Rather, it is desirable that it speeds itself up. It does this
by dropping its nose as it slows, thus converting energy from height
lost into forward speed. One of the important factors here is something
you may have heard of :
Centre of Gravity position.
It really is important in making a model behave in a “friendly” fashion.
All aircraft possess natural stability to a degree.
Passenger aircraft and trainer models have high natural stability whilst
aerobatic aircraft and full-size fighters have low natural stability.
We’ll talk about whether stability is “good” or “bad”, later.
Disturbances may occur for many reasons, including natural inputs such
as wind gusts, but we’ll be concentrating here on the most significant,
and unpredictable, cause of disturbance known to man:
the novice
pilot. Many older and experienced
modellers will have done their apprenticeships on “Free-flight” models,
which have high stability and are capable, when properly trimmed, of
take-off, flight and landing all by themselves. The problems only arise
when we install radio control, so make sure this is switched off for
your first flight ! (only joking !!). The concept of learning to fly a
model being a “battle” is not too far from the truth, as most slightly
experienced novices will confirm. The fastest learning novice
pilots are those that recognise the models
flight characteristics and make use of, or work with, them. If you fight
the model it often wins.
_______________________________________ So let’s get going with the interesting bit, what do
the controls really do. We’ve talked briefly about the four primary controls,
and how they relate to model movement, so let’s look at them in a bit
more detail and see exactly how they control the model.
The four primary controls
(using ‘control_demo_1’)
Demo 1
Movements about the plane axes
Demo 2
Movement of control surfaces
Demo 3
Effect of controls on plane The
rudder is relatively straightforward ;
it simply moves the tail to the left or right. Note that this, on its
own, does not cause the plane to turn, just ‘crab’ sideways. Remember,
the fin/rudder assembly
always aligns itself with the airflow. The
ailerons
are the wiggly bits on the wings; when one goes up the other goes down.
When the aileron goes down the effective angle of the wing to the
airflow increases so this wing generates more lift and rises, and vice
versa. Worth remembering when you’re installing and setting up your
servos :
aileron down = wing up.
Note that the ailerons themselves, do
not cause the
model to turn. The next
two controls,
elevator and
throttle, we’ll consider jointly since
they tend to work together to make the plane go faster and slower, and
up and down, both fairly important in keeping the plane off the ground.
However, things are not as straightforward as they appear and this area
is one of the main causes of grief to the novice pilot. It’s worth
spending a bit of time.
Throttle demo : Fly straight and level at part throttle, note speed. Open throttle a bit, note speed. Note altitude. Close throttlea bit, note speed. Note altitude. Conclusion
: stable condition is
throttle controls rate of climb,
not speed. Sounds odd, but actually, this is quite logical. As
mentioned previously, if the plane is flying too slowly its natural
stability causes the nose to drop and the plane to lose height to
maintain flying speed. Here, we’re seeing the opposite effect : if we
try to force the plane to fly faster, the nose lifts and the plane
climbs to prevent speed rising.
Elevator demo : Repeat above, having trimmed to a higher speed in
level flight. Same happens in response to throttle, but speeds are
higher in all cases. Conclusion
: overall, elevator controls
speed,
not rate of climb. Again,
although not obvious this is logical. Lift generated is related to both
wing “angle of attack”
and airspeed.
Elevator, like the rudder, behaves like an arrow flight and alters the
pitch angle of the whole plane relative to the airflow. Reducing the
wing angle of attack by means of down elevator means it
must
fly faster to maintain lift. Conversely, if we increase the angle of
attack using up elevator it need not fly so fast.
Summary So, we’ve
discovered so far that, in the main, the throttle does
not make it go
faster or slower, the elevator does
not
make it go up or down, and the rudder and ailerons do
not
make the plane turn. Thank heavens birds aren’t as clever as us. In order to execute even the most basic manoeuvres,
the control inputs required are a combination of the above primary
inputs. Let’s move on to look at these.
__________________________________
The level turn
Probably the most important manoeuvre since it needs
to be carried out every few seconds and it is probably the first
manoeuvre the novice will encounter (assuming the tutor has taken off.
It actually involves three main control inputs. i)
The plane needs to be banked using the
ailerons to a suitable angle. ii)
This is followed by some up elevator and
the plane will then start the turn iii)
Finally, the elevator input is removed and
some opposite aileron is applied to
level the wings and complete the turn
Demo 4
The level turn What is a
“suitable” bank angle is determined solely by how tight the turn needs
to be and this is entirely at the pilots discretion. When banked, the
elevator is now acting partly as elevator, to raise or lower the nose,
and partly as rudder to turn the plane into the turn. There is only one
correct elevator input for any model particular speed; too much and the
plane will climb as it turns, too little and the nose will drop.
Don’t worry
if you don’t get this right, it’s not a
problem. It just looks untidy. Practice will soon sort this out. Novices often initially run into trouble by holding
on aileron for too long on entering the turn The plane banks very
steeply and loses height, and the natural (i.e. panic) reaction is to
give “up” which simply tightens the turn into a spiral dive, or worse,
which could be terminal. Once banked into the turn, a
small amount of aileron may still be needed to maintain the bank. This
is actually required to counteract the planes natural stability which is
trying to right itself, as it should. How much sustained aileron is
required is dependant on the individual plane’s design.
At this stage, the use of rudder
and throttle in the turn can be ignored completely. The novice will have
quite enough to concentrate on with just aileron and elevator controls.
In fact, virtually all early flying can be done using these two controls
plus a little throttle input.
Just
remember the three main inputs :
i) bank
ii) apply up elevator
iii)
“unbank”
Take off
Demo 5
The take off
Probably the second inportant manoeuvre encountered.
Fortunately, planes are quite good at taking off. If full throttle is
applied, and the plane stays straight, then the natural state of the
plane is a steep climb – the pilot needs only to make sure the plane
does not climb too steeply by using the elevator. Note : Ailerons do little when the plane is on the
ground (since it can’t bank) and the main steering input is rudder or
steerable nosewheel. At least one of these is desirable.
Important tip :
do not try to gently “ease” the plane off
the ground using small throttle openings. As it lifts off it is at its
most vulnerable to stalling and safe flying speed must be attained as
quickly as possible. In this condition “power is good”.
Landing
Demo 6
Landing
The only compulsory manoeuvre. It’s difficult because
there are so many model control inputs to get right, in addition to
assessing both the height off the ground and the position of the model
in the air with respect to the runway. Likely to be the most unnerving
manoeuvre for the novice; fortunately the tutor and his buddy box is
available for initial attempts. Landings
are always carried out
into wind or as
close to this as possible. If your tutor is unhappy with wind strength
or direction, i.e. is it across the runway, then this does probably mean
that conditions are not right for tuition. A landing
actually starts very early, with the model travelling into wind at about
100ft right above the landing strip. It executes a large circuit, left r
right as appropriate,
in front of the pilot and finishes up
once again in line with the runway at a lower altitude. Such a circuit
allows the plane to settle into a smooth descent with the wings level
and at a steady speed. It also allows the pilot time to gather his
thoughts and, if he, or the tutor, is not happy with the circuit, they
can abort it at any point. If the model is not stable, or in the correct
position, during this circuit don’t try and recover, just start again. The main
control of rate of descent is throttle.
If the plane seems too high, or is not descending fast enough, close the
throttle a bit. The circuit describe above should bring the model to
within approximately 5m off the ground, lined up with the centre of the
runway about 50m or so away on the approach side, and with the wings
level. Even at this point the pilot, or tutor, can still
abort the landing by opening the throttle. On the final approach the throttle should be almost
closed and the model slowed down as it approaches the ground by
application of up elevator (remember throttle = climb/descend, elevator
= speed). The pilot should aim to touch down in right front of himself. Common problems with initial unassisted landings
include i)
Plane not lined up with runway. Finishes up
in field. ii)
Plane veers off to side when approaching
ground. Pilot tries to correct with aileron,. Plane stalls and
cartwheels in. Often caused by landing too slowly. Landing a bit too
fast is more preferable than landing too slowly. iii)
Pilot “landing”
several feet
above ground
level. Everything has gone perfectly and the model flares out right in
front of the pilot, but at a height of several feet (or more), stalls
and falls to the ground. iv)
Similar to the above but misjudging the
ground position and flying “into” the ground at a relatively high speed.
Usually followed by an equally high rebound. v)
Forgetting that throttle = height and
elevator = speed. Pilot approaches runway and attempts to lose height by
just giving down elevator on the approach. Plane absolutely refuses to
descend, accelerates and passes pilot at a high rate of knots
The experienced tutor should pick up and correct any
of the above before they happen. The likelihood of any of them happening
to a novice should be very small.
Plenty of practice is required here; one good
landing does not make you an expert !
Trainer types
3 or 4 channel
Demo 7
3-channel trainer
(‘control_demo_2’) The above discussion has concentrated on the
4-channel trainer (aileron, elevator, rudder and throttle). Some models,
particularly vintage and powered gliders, do not have ailerons. How do
these manage to turn ?
Three-channel, or “rudder” models all have one feature not strictly
required by aileron equipped models (although most have some to a
degree) and that is
dihedral. That is
the angle each wing is tilted above the horizontal. As demonstrated before the rudder simply slews the
tail of the plane left or right. Viewing the model from the front it’s
clear how slewing the tail sideways increases the angle of attack of one
wing and reduces that of the other, forcing the wings to behave just as
if they had ailerons. Here, rudder input is equivalent to aileron. So which is better as a first
model, 3- or 4-channel ? Dihedral is a very effective stabiliser, making
the model right itself quickly, and the models with rudder only, and
dihedral, tend by their nature to be very stable and forgiving aircraft.
On the other hand, rudder only as a means of turn is not as precise or
responsive as aileron. Overall, if you stay out of trouble the 3-channel
model is very relaxing, but if you get into trouble then the response
given by ailerons may get you out of it better. On the other hand,
ailerons, themselves, can get you into trouble if over-applied at low
speeds, i.e. when landing. Yes, you’ve guess it, there’s no straight
answer. However, both will do the job if you’ve got a good tutor, (and
both will can you into trouble).
Final points
You’re possibly trying to reconcile my previous
advice that elevator controls speed when you may have seen the club
experts carrying out repeated loops or bunts using elevator – where
elevator’s definitely making the model go up or down (or round). Well, I have said that flying is always a “battle”
between stability and disturbance which, in this case is the pilot’s
control input. A trainer will have high stability (lots of dihedral,
high wing position) and control input will be low (small surfaces, small
movement). In this case gravity is a significant input, pilot input is
relatively mild and stability tends to dominate, with the model flying
mainly according to its inbuilt features. For obvious reasons I have
concentrated on describing this type of model in these notes. An aerobatic model, on the other hand, has low, or
zero, built-in stability and large control inputs, and relatively high
power, enough to make gravity relatively unimportant. Here, power and
disturbance, or pilot input, dominate. This is an obvious design
feature, since the pilot does not want the plane fighting, or resisting,
him when he is trying to carry out precision manoeuvres. These types of
planes do behave differently to trainers.
Final point to novices :
Spitfires tend be towards the latter category.
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John
Corkill |
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