[ Need sections on energy, turn rate vs radius ]
DRAFT Flight School Aerobatic Training
You may wonder why you would need to learn aerobatics for air combat.
My answer to that would be one word; control. You must learn to
control your plane at the limits of its performance and not go beyond.
You must be able to optimize the best characteristics of your plane
while preying upon the worst of your enemy's.
In this section we begin to look at the various characteristics you
will be interested in learning. We look at how altitude and airspeed
affect performance and we will explore the limits of some of these
characteristics.
The first thing we will look at is stalls and spins, how you get there,
what happens when you do and what do you do when it happens.
Remember from the discussion of the Four Forces [ ref ] that a stall
occurs when the angle of attack exceeds the maximum for producing lift.
Stalls can occur at any speed, not just when the aircraft is slow. A
stall at high speed is referred to as an accelerated stall [ glossary? ].
The only way to recover from a stall is to reduce the angle of attack.
The stick controls your angle of attack so
the only way to do that is to push the stick forward.
Remember this when you are 500' up and have stalled or begun to spin!
There's no way in the world that you are going to recover unless you push
the stick forward.
Practice
We're going to practice stalls now so you can see how they affect different
planes in different ways. You will do at least 3 stalls and recoveries
in a plane of your choice.
- Enter your first stall, by levelling at 5000 feet. Throttle back to lose
airspeed and maintain level flight. As you get close to 150 kts, drop your
flaps and continue to maintain level flight. The stall light will
start to blink indicating you are close to stall and will eventually
stay on with the stall warning buzzer blaring. To recover, go full
throttle, flaps up and push the stick forward enough to break the
stall. This may be nothing more than relaxing the back pressure on
the stick, so don't just bang it all the way forward.
If you do not get the flaps up quick enough, you may experience the
nose tuck described in the Solo Flight sections [ ref ].
Do this several times. You may wish to remain in a stalled state
by continuing to pull back on the stick a small amount and observe the
instruments for a short time. Notice that you will
begin to descend very rapidly while your airspeed is very low. As
you recover, your airspeed may jump up quite high. This has been used
to an advantage by some players and is not quite realistic, but that's the
way it is. A zipped example film showing how
not to recover from a stall and the speed jump is available for your review.
- Your second stall is a full power stall. Starting again at 5000',
make sure your flaps are up and slowly raise the nose to bleed your
airspeed. You may want to wait to throttle up until your speed drops
to 150 kts so you don't end up climbing a long ways while waiting for you
speed to drop. Again you will stall, but
you have no power to add, so the only way to recover is to reduce your
angle of attack by pushing the nose down. Again, you may want to
remain in a stalled state for a short time to observe the instruments.
- Your last attempt should be to climb as high as possible. During the
climb, you should try to find the airspeed at which you get the
maximum climb rate and observe the effects of altitude on climb rate.
Make mental notes of the climb rates are various altitudes and the ceiling
at which the plane can operate. Another good mental note to make is how
long it took you to get there. This comes in handy if you know you've
got enemy coming in at a certain altitude.
Do this again in at least the following airplanes and make a note of the stall
speeds. These will be useful in later training.
Plan your fuel load to allow for at least 15 minutes of climb to maximum
altitude, plus 10 minutes of stall testing, plus 5-10 minutes of WEP.
Use the WEP for the high altitude stall. The high altitude attempts will
probably need around 50% (100% for Bf-109) fuel.
Spins
Spins are nothing more than stalls with an angular moment. In reality,
it's when one wing is flying and one is stalled, causing a rotation
about the stalled wing. In Air Warrior, it's a mode used to approximate
the effects of a spin by taking the stalled plane and twirling it around
some. In other
words, you're still stalled and must recover from the stall, but you
have to deal with the plane
turning around and around as well. If you followed the instructions
above, you didn't spin while practicing stalls. In Air Warrior, a spin
will occur if
you stall while in a turn or rolling or sometimes just when the wings
aren't level.
Just as with stalls, each plane has it's own spin characteristics and
procedures for recovering. They are all similar in that you must
reduce the angle of attack and you must stop the rotation. However,
some are easier to do this with than others.
Recovery from a spin is similar to a stall. You must reduce the angle
of attack. In addition, you must stop the rotation. This is done by
stomping on the rudder pedals opposite the direction of rotation. Some
people also use opposite aileron, though in a real plane, this would be
foolhardy. In addition, using opposite aileron will tend to roll the
airplane, which you may not want (actually rudder only also tends to roll
the plane). Recovery does seem to be faster if you
use aileron and rudder. The following is a list of steps to perform
for spin recovery.
- You must reduce your angle of attack, so immediately center and push
the stick all the way forward.
- Throttle back or shut the engine off if necessary to keep the oil
pressure in the green or prevent damage if you can't.
- Determine the direction of spin. You may use the forward view if you
are somewhat horizontal. The side views work well if you are nose down.
However, the compass is probably the fastest and easiest reference.
- Apply rudder (and optionally aileron) opposite the direction of the
spin. If you are using the compass, apply it in the direction the numbers
are heading.
- When the stall warning light starts flashing, center the stick and
rudders and begin to pull out. Be careful not to pull up too fast
or you will stall and possibly spin again. This is difficult to remember
in the heat of combat with an enemy behind you and closing, but you must
not stall again.
- Apply power as necessary (starting engine,
throttling up, etc.) to keep speed up. Don't throttle up if you are nose
down at 500 feet. You need a tight turn radius, not airspeed, at that point.
If you had to shut the engine off to prevent damage, you will probably want
to wait a short bit while under positive G forces to allow the oil to pool
up before starting. Otherwise you will damage your engine during the restart.
- Establish a positive climb rate or maneuver as appropriate if you have
sufficient altitude.
I really don't want to say this, but if you are to survive in the arena,
you'll need to know this. Using just the rudder to stop a spin is the
slowest form of recovery in AW. In fact, it's almost 2-4 times slower
than using opposite aileron and opposite rudder together. This is totally
bogus and I wouldn't expect it to stay this way, but for now, you should
probably practice using both.
In addition, there are spin warriors out there who use the rotation of
the spin to gain angles on you. They are able to control the start and
stop of a spin with enough precision to essentially warp to your six
and are typically found flying the FW190.
Beware of these people and woe to you if you are one of them.
Common problems in stopping the rotation are:
- not enough rudder authority
- negative Gs messing with oil pressure
- inverted spins
- flat spins
- no landmarks to judge direction (particularly in the Pac)
Some planes may not recover well unless the throttle is retarded.
Others need the throttle retarded or the engine shut off during
a spin due to oil pressure problems. The FW 190 is prone to
a disorienting inverted spin (with an unrealistic normal recovery
procedure) and the P-38 is prone to unrecoverable flat spins.
To combat the problem of judging the direction of the spin, get used
to using the compass as a reference. It's always visible.
Practice
We now get to practice the horrible feeling of spinning and spin recovery.
Entry altitude will be 10,000'. Enter the spin by entering a spiral climb
[ glossary ] and increasing the pitch [ glossary ] until a stall
occurs. Keep the turn shallow and
use the pitch to reduce your airspeed to stall speed. A spin should follow
the stall. If you have trouble getting the plane to spin, try a more agressive
(e.g. steeper, more Gs) turn. Be sure to try recovery with rudder only,
aileron only, and rudder and ailerons. Use whichever works best for you.
Try this with both a left and right hand turn in at least the following
aircraft:
A zipped example film of spins in different aircraft
and recovery is available. One example shows a spit pulling out too fast
and entering a stall. Another shows recovery from inverted spins while
another shows recovery with little or no visual reference to the spin
direction.
Before we get into accelerated stalls, we should look at the effect of
steep turns on the aircraft and how altitude affects the performance
of steep turns.
A turn happens because the lift vector [ glossary ] is rotated in the
desired direction of a turn by rolling the plane some amount and pulling
back on the stick. Pulling back on the stick increases the angle of attack
which causes a corresponding increase in lift. However the lift vector
is now pointing
somewhere other than just straight up, so the airplanes wants to move
in the new direction. In addition to an increase in lift, the Four
Forces [ ref ] tell us we also get a corresponding increase in drag.
Of course, if you remove the high lift and drag, you will accelerate
back to an equalized state of thrust and drag. Eventually, you may
be dogfighting someone and realize it would be best to get out of Dodge.
Knowing how fast your plane can accelerate will be important. There's
two kinds of acceleration that we will talk about. When is level or
1G loaded acceleration and the other is unloaded or zero G acceleration.
In level acceleration you are using your excess thrust to accelerate
the plane. This usually results in continual push of the nose down
since less AOA is required to maintain your altitude as the airspeed
rises.
In unloaded acceleration, you push the nose down (assuming normal
flight attitude) until the G meter reads 0. This reduces your AOA
to a minimum, therefore reducing the drag associated with that lift.
In addition, you will probably be using gravity assist to accelerate.
You must watch your oil pressure when doing this or you will ruin your
engine. Unloaded acceleration is faster than level acceleration.
Practice
Some planes are more affected by steep turns than others. In addition,
altitude
also has an affect. Use the following planes to experiment with steep
turns.
- P-51 - supposed to be at it's best up high
- Zeke - the T&B [ glossary ] plane of the PTO
- Spit - the AW superplane
- FW - a bomber buster
- Bf109 - a Spit of a different color
Practice the turns by climbing first to 5,000 feet, then leveling
for speed. Roll the aircraft approximately 60-80 degrees and pull back on
the stick enough to maintain level flight. Try not to let your plane
stall by pulling back to much on the stick. Attempt to maintain as many
Gs as you can without stalling or blacking out. What happens to your G
loading, airspeed, and turn rate? Try to maintain your best sustained
turn rate (not necessarily the most
Gs). Roll into the opposite direction and try some more. Lastly,
roll level and check your how long it takes you to accelerate to your
maximum speed and make a note of that speed.
Try this again at 15,000' and 25,000'. What did you notice?
Try unloaded accelerations at various altitudes on the way down from
your highest steep turn.
[ ref performance charts here? ]
Accelerated Stalls
It's important to return to the point that stalls can occur at
any airspeed, weight, and attitude. You should keep this in mind as
you practice vertical maneuvers later. We will explore accelerated
stalls here.
The amount of Gs you are pulling affects your stall speed. The more
Gs, the higher your stall speed will be. The reason for this is pretty
simple when you think about it. It takes a certain amount of AOA for
your plane to fly level (1 G) at a given speed. This amount is whatever
it takes to produce enough lift to counter the weight of the aircraft.
If your plane was twice as heavy, it would require either more airspeed or
more AOA to produce
the extra lift needed to support the extra weight. The more airspeed you
can get, the less AOA is needed, the more AOA is used, the less airspeed
is needed. At some point though, if you weigh something down heavy enough,
there will be a point at which you have no more AOA to use and your airspeed
won't make up the difference in lift required to stay in the air.
An example of this
is the stall speed for a B-17. A light B-17 with less than 10% fuel and
no bombs loaded has a stall speed of approximately 50 kts. If you load
it full of fuel and have eggs on board, the stall speed rises up to ~75
kts. Try it. Given the ~50% increase in stall speed and the chart
below, what can you deduce about the empty versus full weight of the
B-17?
The same principle holds for
when you are pulling Gs. When pulling 4 Gs, your plane acts as if it
is four times its weight and you must use an appropriate increased
angle of attack or airspeed to support the perceived additional weight.
You can only use up to the maximum AOA before stalling, so supporting
the G load must be done using airspeed.
The necessary increase in angle of attack (up to the maximum) required
to support the G load causes a substantial increase in the stall
speed. In fact, you
can estimate the approximate stall speed by multiplying the 1G stall
speed by the square root of your G loading. The table below shows the
effect of G load on an aircraft which stalls at 75 kts in level flight.
Effect of G Load on Stall Speed
| G Load
| Stall Factor
| Stall Speed
|
|---|
| 1 | 1.0 | 75 kts
|
| 2 | 1.4 | 106 kts
|
| 3 | 1.7 | 130 kts
|
| 4 | 2.0 | 150 kts
|
| 5 | 2.2 | 167 kts
|
| 9 | 3.0 | 225 kts
|
Practice
We will now practice an accelerated stall. In this example, you should
take a P-47 with a similar configuration to that used in your stall
practice. Climb to 10,000' and level out to gain speed. At about 225 kts
roll for a
level left or right horizontal turn and try to work your way up to 4 Gs.
Watch the airspeed, G meter and stall indicator. Try to predict when the
stall is about to occur. Are you able to do this reliably? Did you find
a correlation between the G meter and stall warning indicator? Try the
same thing in other planes of your choice.
Roll rate controls your ability to change directions quickly. The
faster you can change directions, the better your chances of escape
when on the defensive and the better your chances are of countering
direction changes when on the offensive. This can be particularly
important in the arena when warps [ glossary ] can cause substantial
direction changes in the blink of an eye.
There are two things which can affect the inherent roll rate of your plane.
These are airspeed and rudder input.
The stick controls your ailerons, the ailerons alter the lift of each
wing segment (left, right). The side with the greater lift rises. The
more stick is fed in, the more the effective angle of attack is changed
and therefore the more lift you get.
Also, the faster you go, the more lift is generated. The more lift you get,
the faster you roll. Conversely, the less stick or airspeed, the less
lift there is and of course you roll slower.
Sometimes, however, you can go too fast and the stick forces required
to deflect an aileron will become too great and your roll rate will decrease
with speed. This can also affect elevator movement.
The rudder can effect roll rate by using wing dihedral [ ref ] to increase
lift. The greater the dihedral of a wing, the more it will be affected
by the rudder. To do this, you apply full aileron and rudder in the direction
you want to pull and pull back slightly on the stick.
Practice
Climb to approximately 15,000' and use level
and unloaded accelerations to reach the following speeds:
using the following planes
- P-51
- Zeke
- Bf-109
- FW-190
- P-38
Try both unassisted rolls as well as rudder assisted rolls at these
speeds. Make mental notes of which speeds the roll characteristics
of each plane change.
The loop is a common occurrence when two opponents get into a turning fight.
It is an energy efficient maneuver used to trade airspeed for altitude and
altitude for airspeed while changing direction. In fact, a loop is nothing
more than a horizontal turn flipped on end.
A loop has an interesting difference though. While going up, gravity is
pulling you back down removing an extra 1 G load from you, but while
going down, it is pulling on you adding an additional 1 G load. This,
along with airspeed changes, means you will not be able to pull a
constant G load all the way around.
The planes we fly in Air Warrior just don't have the power to do that.
There will probably be a 2 or more G difference between the bottom and
top of the loop. If you try to pull a constant G load all the way around,
you will probably stall somewhere on the way up.
Practice
Pick several planes such as the P-51, FW, Zeke, and Bf109 to try the loop
with. Climb to 5000' and level out for speed. Try to start with an entry
speed of 220 kts or so. Determine how long it takes to complete a loop
and how much altitude is used.
Work your way down to find the minimum entry
speed you can start a loop with an still be able to nurse it over the top.
What has it done to your altitude and time to complete a loop?
Once you have found this speed, try adding 1 or 2 notches of flap just before
you go over the top to see what effect that has. Does this help any?
Does it lower your entry speed? Decrease the time to complete the loop?
Slow your airspeed even more and cause a stall?
Try the above again with different airplanes and also at 15,000' and 25,000'.
The Immelman is a maneuver used to trade airspeed for altitude while reversing
or changing the direction of your flight. It is similar to the first half of
a loop, except your you roll upright at the top. This puts you on a heading
180 degrees from where you started. A variation of this includes a
roll during the vertical portion so that you end up on any heading you choose.
The Immelman maintains your energy much better than a flat turn. This will
become very important once you begin dogfighting. Energy is life. If you
lose it, you will likely die.
This Split S is the opposite of the Immelman and similar to the back half of
a loop with a roll to inverted to enter the maneuver. It is used to
trade altitude for airspeed and usually you end up on a heading 180
degrees from where you started. Again, a variation of this includes
rolling during the vertical portion to put you on some other heading.
While the Immelman maintains your energy better than a flat turn, it also
leaves you slow at the top of the maneuver and being slow with enemy around
can make you an easy target. The Split S allows you to burn energy [ glossary
] for turn rate [ glossary ] in a high G vertical reversal or it allows
you to gain speed in a low G vertical turn.
Practice
To practice this, pick a few planes such as the P-51, Spit, FW, Zeke, etc.
and try entering a split s from various altitudes and airspeeds. Find the
minimum altitude you may use to enter a split s for each plane at typical
combat speeds (e.g. 150 turn fight and 220 extension [ glossary ]).
Choosing Your Mount and Continued Practice
At this point in time, you have been exposed to the basic mechanics of
flight in a variety of airplanes. To become proficient, you should now
start concentrating on a particular plane to learn it well. You will still
want to fly other planes to understand their strengths and weaknesses, but
you should pick one to fly more than the others so that you can become
an expert at using it. If you want to know more about the characteristics
of each plane before choosing, you may want to read Twist's description
of the fighters of
Air Warrior. [ Need a -1 section? ]
Continue practicing spins, loops, immelmans and the split s
until you are proficient at it and have a good understanding of the limits
of your mount and a decent understanding of the limits of other planes.
You will also want to start practicing oblique maneuvers. Obliques are
not carried out in strictly the pure vertical or pure horizontal. They
are tilted to some degree. An example is when you might want to use a
loop, but don't have the airspeed to do it purely in the vertical.
In this case, you may want to tilt it over some to reduce the distance
between the top and bottom altitude.
Test
Congratulations on what I hope will be a successful completion of this
section. You now should be able to maneuver at the limits without
digging too many potholes. :-)
When you are ready to take your test,
click here.
You will be given
the test, the test will be graded and you will be informed of the questions
you missed and the areas
you need to review. You may review and retest if you like or continue
on with the next
phase of your training, Aerobatics.
There are lots of additional places to go for basic assistance. The
following are all recommended reading.
Last modified:
Wed Nov 29 13:58:50 CST 1995
Jim Knutson (Red Beard), knutson@cactus.org