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Help needed with rudder and turn coordination parameters (Read 1464 times)
May 12th, 2010 at 8:38pm

snippyfsxer   Offline
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I am trying to adjust the turning behavior of a particular airplane.  It requires too much rudder, and I have to sustain that throughout the turn.  I'm not a r/w pilot, but I've flown a couple of sim planes that are more accurate.  Now I'm somewhat at a loss and trying to understand the various parameters in the .air file. (I'm using AirEd) or the aircraft.cfg file.

We know that when you bank the plane, you will have to apply some back pressure.  What parameters can I fiddle with to adjust how much back pressure is needed in relation to the bank angle at a given speed?  What should I be tweaking to adjust the amount of adverse yaw?

Just as an academic question to help me learn:  What parameters should I be adjusting, If I wanted the plane to darn near naturally coordinate itself?
 
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Reply #1 - May 12th, 2010 at 9:44pm

olderndirt   Offline
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All aircraft have different control input characteristics, much the same as cars handle differently.  Each flight sim modeler is trying to duplicate those individual characteristics when he produces a plane.  To reduce this to some common demoninator would be false and extremely boring.  I've been a pilot going on fifty years and I can assure you that, if they all did the same push/pull, left/right, left foot here right foot there, I'd have found something else to do.  What all this boils down to is, adjust your behavior rather than the aircraft - it's part of being a pilot Smiley.
 

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Reply #2 - May 12th, 2010 at 10:36pm

snippyfsxer   Offline
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olderndirt wrote on May 12th, 2010 at 9:44pm:
All aircraft have different control input characteristics, much the same as cars handle differently.  Each flight sim modeler is trying to duplicate those individual characteristics when he produces a plane.  To reduce this to some common demoninator would be false and extremely boring.  I've been a pilot going on fifty years and I can assure you that, if they all did the same push/pull, left/right, left foot here right foot there, I'd have found something else to do.  What all this boils down to is, adjust your behavior rather than the aircraft - it's part of being a pilot Smiley.


With all due respect, olderndirt, this sounds like a blow-off.  I am not a real pilot, but just like you, I've flown my share of high fidelity payware planes in the sim, developed by master class dynamicists (the RA Duke comes to mind as a masterpiece), and have a feel for how each "class" of planes should handle.  Chances are, I'm experienced enough to say that if I think the plane's handling is fishy, and unlike any other in its class, there is probably a problem with the FDE.  My simming philosophy is that if I'm forced to "adjust" to a sufficiently unrealistic FDE, and there is nothing I can do, the plane instead comes off my hard drive.  I'm not expecting 100%, but if, after hundreds of hours of flightsimming, I find there is one plane that I can't even manage to coordinate a simple standard rate turn in, and that plane happens to be a "twin-engine trainer" style plane in the real world, I think it is the FDE, not me.   I wish someone would just give me some general answers to the questions, please.  Whether I happen to be modding an existing plane, or designing one myself from the ground up shouldn't matter.

(I've posted handling questions on these forums, for those who have flown the real article, the PA-30, but didn't get any responses, and only a few reads, so all I can do is continue to make some informed assumptions ("this doesn't feel right to me") that my interpretations of the FDE being off are correct)
 
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Reply #3 - May 13th, 2010 at 2:45am

Hagar   Offline
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FS flight dynamics is a highly specialised subject & not many people know much about it. Your best bet on this forum might be Brett Henderson. You could try sending him a PM. http://205.252.250.26/cgi-bin/yabb2/YaBB.pl?action=viewprofile;username=Brett_He...
 

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Reply #4 - May 13th, 2010 at 3:00am

JakesF14   Offline
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Brett Henderson will be able to help you, and you can also ask Fr. Bill

http://205.252.250.26/cgi-bin/yabb2/YaBB.pl?action=viewprofile;username=n4gix
 

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Reply #5 - May 13th, 2010 at 9:27am

Brett_Henderson   Offline
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I'm here ..   Cheesy

It would take a whole forum section; and many contributions from many people, to do this subject justice..  And it would be an on-going thing.. everyone learning as we go along  Smiley

In quick response.. best I can do is relate the theories.

First.. If you start chasing an aircraft handling goal in the air-file.. you're fighting a battle that can't be won. Most of what's in there is over-ridden by the cfg file... and the parts that aren't, are pretty generic relationships that are tied closely to the MSFS flight-model. Any tweaking of consequence done in the air-file, would be for a VERY unconventional model.

-The biggest factors regarding control surface function/use; is where the CG is located, and where the wing-apex is located. The CG is the mathematcal focal point for gravity.. the wing-apex is the mathematical focal point for lift. The first indicator that those are problematic in the cgf file will show up on the loading screen (where the loaded (not empty) CG is shown in realtionship to the center of lift.)

-Next is the 3D location  of the control-surfaces (of course assuming the wing/stabilzer areas in square-feet are accurate). Think of an elevator(or rudder) as a hand on a lever... and the longitudinal location, as the length of the lever. A too long lever has a stronger effect, but is less responsive.. and vice-versa. This is where I've found the need to cheat a bit. Real-world dimensions for vertical/horizontal stailizer location gives you a "sloppy" sort of stability.. especially at low airspeed (which consequently works out nicely for something like my V-tail Bonanza.. notoriously "wobbly" at approach speed). This is where lengthy experimentation comes in.. mixing stabilzer location, with control-surface area/deflection.

-The turn-coordinator only knows how the "mass" of the airplane is moving, relative to its loaded CG and center of lift. Now, this is mostly realistic, as the amount of rudder needed to coordinate a turn, is indeed a function of the loaded CG.. but that is  NOT  where you start the tuning process. This is where olderndirt's suggestion comes in.. After you've set the numbers up realistically (and are getting good, in-flight, non-turning perfromance).. you adapt your flying, to fit the aircraft (and its loading)

Now.. as you're doing all of this tuning.. the climb/cruise performance aspect of the model are getting bounced around.. so at several points during the tuning, you might have to adjust thrust and wing efficiency, too.

As you can see.. it's a very tedious process. The best thing to do; is to start from scratch .. because picking just one aspect of in-flight performance, and trying to tune just THAT aspect, will have you chasing your tail while opening cans of worms  Cheesy

"From scratch" means.. Make the reference-datum, the same as the model-origin (without access to the source-files, you'll have to estimate the origin by noting the focal point in 'spot-mode').. then  sit down with 3D drawings, re-do all of the 3D coordinates, lights, contact points, engine locations, etc.

THEN, load the model.. empty it completely (no pilots/passengers/fuel/cargo), and just go look at the loading screen and see where the EMPTY CG lies..

Keep in mind that many light GA, SHOULD have their empty CG well forward.. and then with light fuel and just a pilot, it should be reasonably near center (on the loading screen).. If your weight stations are accurate, you'll confirm it by trying different loading scenarios.. and start to get an idea of how to load an airplane (and why its important). I've seen too many 3rd party models where ALL the loading stations are very close to the empty CG.. making everything short of an over-load of no consequence  Angry


OOPs.. got carried away  Embarrassed

ANYway.. a quick-fix for too much rudder, could be handled three ways (stay out of the air-file until you're ready to tune things like gear-drag, and gauge response)

1) Increase the rudder area
2) Increase rudder deflection
3) Last (and most cheat-like), is to increase rudder effectivenss in the 'Flight_Tuning' paragraph

Just keep in mind that too much rudder needed, is likely a function of a bad CG, or center of lift, and/or poor rudder placement..  Smiley
 
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Reply #6 - May 13th, 2010 at 9:43am

olderndirt   Offline
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snippyfsxer wrote on May 12th, 2010 at 10:36pm:
olderndirt wrote on May 12th, 2010 at 9:44pm:
All aircraft have different control input characteristics, much the same as cars handle differently.  Each flight sim modeler is trying to duplicate those individual characteristics when he produces a plane.  To reduce this to some common demoninator would be false and extremely boring.  I've been a pilot going on fifty years and I can assure you that, if they all did the same push/pull, left/right, left foot here right foot there, I'd have found something else to do.  What all this boils down to is, adjust your behavior rather than the aircraft - it's part of being a pilot Smiley.


With all due respect, olderndirt, this sounds like a blow-off.  I am not a real pilot, but just like you, I've flown my share of high fidelity payware planes in the sim, developed by master class dynamicists (the RA Duke comes to mind as a masterpiece), and have a feel for how each "class" of planes should handle.  Chances are, I'm experienced enough to say that if I think the plane's handling is fishy, and unlike any other in its class, there is probably a problem with the FDE.  My simming philosophy is that if I'm forced to "adjust" to a sufficiently unrealistic FDE, and there is nothing I can do, the plane instead comes off my hard drive.  I'm not expecting 100%, but if, after hundreds of hours of flightsimming, I find there is one plane that I can't even manage to coordinate a simple standard rate turn in, and that plane happens to be a "twin-engine trainer" style plane in the real world, I think it is the FDE, not me.   I wish someone would just give me some general answers to the questions, please.  Whether I happen to be modding an existing plane, or designing one myself from the ground up shouldn't matter.

(I've posted handling questions on these forums, for those who have flown the real article, the PA-30, but didn't get any responses, and only a few reads, so all I can do is continue to make some informed assumptions ("this doesn't feel right to me") that my interpretations of the FDE being off are correct)
Nicely said - didn't mean to step on your toes.  You obviously take this stuff pretty seriously and your knowledge of creating sim aircraft far exceeds mine - hovering at zero  Smiley.  Not many multi-engine pilots learned on the Twin Commanche.  Early on, it acquired a reputation as being a dangerous trainer due to the closeness of the VMC and the stall speeds.  I believe Piper did a fix but it was too late.
 

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Reply #7 - May 13th, 2010 at 10:00am

JakesF14   Offline
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Wow Brett, now I've also learned a lot! Thank you very much!!
 

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Reply #8 - May 13th, 2010 at 12:29pm

snippyfsxer   Offline
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Thanks Brett,

This certainly gives me a lot to think about.  I downloaded the freeware version of AirWrench and was looking at all of the various parameters.  The dimensions of the control surfaces and the Center of lift and gravity are all by the book, and I have the POH in front of me. 
When I say "too much rudder" is required, I think I might not be describing it correctly.  What I think is happening is that the plane isn't doing enough....shall I say, "self-coordination".
I think I need to be playing with the yaw moment of inertias.  Looking at it, I wonder if this parameter "Yaw moment due to Sideslip" doesn't have something to do with it?  Doesn't that mean that as I bank the plane and induce a slip, that the nose will tend to yaw into or out of the turn, depending on how I set this parameter???
This is much more complicated than I had hoped, and gives me new found respect for all the flight dynamics people.  Doing the actual math is no doubt way beyond me, so I do feel very much restricted to the trial and error method.  This is obviously a good learning moment for me.  I will experiment (hopefully not endlessly) with the aircraft.cfg file tweaks that you are suggesting Brett, and maybe some more things in the .air file on a one by one basis.
Thanks

P.S. Here is a description of the real plane, from some guys site somewhere: "Control forces are light, roll rates are reasonably fast, and the aircraft turns like it's on rails."
 
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Reply #9 - May 13th, 2010 at 1:24pm

Brett_Henderson   Offline
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THe MOIs are as tricky as everything else. As you'd assume, they're the inertia for rotation around a CG.

We can get so deep into fighting within the MSFS limitations, that we lose track of the area between easy, and realistic.. trying to avoid outright erroneous.

I use MOIs for in-flight "feel" only (bigger models feel heavier)... and then try to get control responsiveness to fill in the gaps. If you get a yaw MOI to feel correct during control use.. it's likely to be "off" when representing the "heaviness" of the model in general.. and can really mess up ground-handling. Like, on some larger models; enough yaw MOI to make in-flight turning realistic, could result in ridiculously sluggish ground handling.

When you get in-flight MOIs "feeling" proper.. then you can sneak into the cheat-zone of 'Flight_Tuning', and tweak the pitch/bank/yaw stability.

It's truly an endless fight, because of the limitaions of a desktop simulator trying to realistically mimmick what  should  require a warehouse full of super-computers  Cheesy

You could end up cheating so much that a third party reader of you cfg dile, will think you're a nut  Grin

TRy downloading my Bonanza... Load it with two, 200 pound, front-seat passengers (pilot and right-seat).. give it 60% fuel, add 100 pounds to the rear cargo bay.. set trim to neutral (by the indicator), and go fly it.  Cool
 
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Reply #10 - May 13th, 2010 at 1:52pm

olderndirt   Offline
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For what it's worth and going along with Brett, the size of the control surface is very important.  My example would be the Super Cub - large rudder and elevators, all with counter balance versus ailerons with a fair amount of length but not much chord/span.  'Til you get the feel of it, you're leading your turns with rudder and catching up with aileron - ideally apply just enough rudder/aileron to make the nose move and roll simultaneously - in the same direction.  Cessnas have much better balance - bigger ailerons and smaller rudder.  You know the Piper TriPacer had a bungee connection between the ailerons and rudder - your automated turn idea.  Most pilots disconnected them.  Then there was the Aircoupe with no rudder pedals - saw an amazing video of a young lady with no arms who is licensed to fly her Aircoupe with just her feet - incredible.
« Last Edit: May 13th, 2010 at 5:43pm by olderndirt »  

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Reply #11 - May 14th, 2010 at 1:01am

snippyfsxer   Offline
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You designer guys are going to laugh at such a small feat, but I DID IT, and it makes me happy!

I increased Yaw Moment (Weathervane Stab) by 100%
Decreased Yaw Moment -Roll rate Adverse by 50%
Increased Dihedral Effect by 50%

The result is that the plane now requires about a quarter throw of rudder during the turn, and leans into the roll without it decaying into a spiral when rudder is applied steadily.  It certainly "feels" better, if not completely correct.  I still suspect that once I establish the initial coordination, and apply correct back pressure, that I then should be able to ease off of the rudder somewhat more.  That isn't happening, but since I'm not a real pilot, I really don't know if this steady, constant rudder input is appropriate for this particular airplane.  The A2A Stratocruiser certainly requires it, but the Beech Duke model allows me to ease off to an extent and the ball stays centered while back pressure is maintained.

In the abscence of actually flying the Twin Comanche, at least I can say that the turning now feels believable.  (it could have been right to begin with too, and the real plane is just completely disagreeable Smiley)

It feels good to tame the flight simulator beast from time to time, so thanks for your help guys!
 
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Reply #12 - May 14th, 2010 at 8:52am

olderndirt   Offline
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In real life, the amount of rudder needed in a turn is usually determined by the angle of bank.  As the bank increases so does the apparent need for rudder to the point where, if you applied enough to center the ball, you'd probably roll inverted.  A lot of pilots settle for a slipping condition (ball towards the bottom of the race) but if, as rudder is applied, opposite aileron is simultaneously applied against rudder, the ball will center and you'll have your desired bank angle in a coordinated turn.  Back pressure and additional power to maintain altitude  Smiley.
 

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Reply #13 - May 14th, 2010 at 10:29am

snippyfsxer   Offline
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olderndirt wrote on May 14th, 2010 at 8:52am:
In real life, the amount of rudder needed in a turn is usually determined by the angle of bank.  As the bank increases so does the apparent need for rudder to the point where, if you applied enough to center the ball, you'd probably roll inverted.  A lot of pilots settle for a slipping condition (ball towards the bottom of the race) but if, as rudder is applied, opposite aileron is simultaneously applied against rudder, the ball will center and you'll have your desired bank angle in a coordinated turn.  Back pressure and additional power to maintain altitude  Smiley.


Opposite aileron?  I actually increased the dihedral effect a bit to tone down this spiraling effect.  It is still present, but I'm only becoming aware of it at steep bank angles.  Right now it suffices to simply center the ailerons, and let the dihedral counteract the roll moment of the rudder. How common is this, for instance on planes that you have flown.  I'll bet you don't need to do this on a high wing Cessna?  But maybe an older Twin engined Piper?

(watch me wind up reverting back to original flight model, just like you said above Smiley)
 
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Reply #14 - May 14th, 2010 at 10:58am

Brett_Henderson   Offline
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Quote:
(watch me wind up reverting back to original flight model, just like you said above )

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You gotta be careful to not slip into the idea that accurate flight dynamics = what we'd like them to be..   Cheesy

You do seem to have a good understanding.. so that's not as likely to happen ..

As for coordinating turn.. as flawed as the MSFS engine might be (although extremely good).. it does a great job at letting you "feel" a coordinated turn, even by just the forward view. In real (light) airplanes, a pilot's best turn-coordinator is his butt..  Grin  .. combined with his view. When I fly, I wouldn't even know if the turn-coordinator is functioning. It only comes into play during instrument flight, where a standard-rate-turn needs to be executed, and un-coordination can sneak up on you, when you can't see past the prop..  Cool

Practice some Dutch-Rolls, and you'll fine-tune your visual sense of when you're coordinated, and when you're not.
 
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