FLIGHT SIMULATOR STUDENT INFORMATION

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1 Area of Study: Transportation Objectives: FLIGHT SIMULATOR STUDENT INFORMATION Students will explore the basic principles of flight and the parts of an airplane. Students will fly a plane in a simulated airplane flight. Related Occupations: Aircraft Pilots and Flight Engineers Pilots are highly trained professionals who fly aircraft and carry out a wide variety of tasks. There are two pilots in the cockpit crew in larger aircraft Some pilots may be in smaller craft and fly to complete a specific task such as a test pilot, dusting crops, forest reseeding, fire fighting, tracking criminals, monitoring automobile traffic, or performing rescues and evacuations. Most pilots have learned to fly in the military, but there are many individuals who have learned in civilian flying schools approved by the Federal Aviation Administration (FAA). Air Traffic Controllers Air traffic controllers coordinate the movement of air traffic to make sure that planes stay a safe distance from each other. Air traffic controllers also must manage traffic delays, and flights between airports as well as keep pilots advised about weather conditions. Nearly all air traffic controllers are employed and trained by the Federal Government. Cessna 172N Skyhawk 100 Australia - Western Australia, April 22, 2001 Airliners.Net - Neville Murphy Photo - Aircraft and Avionics Equipment Mechanics and Service Technicians Avionics Mechanics and Service Technicians perform scheduled maintenance, make repairs, and complete inspections required by the FAA. Inspections take place on aircraft following a schedule based on the number of hours an aircraft has flown. The mechanic or technician may inspect, engines, landing gear, brakes, pumps, instruments, control surfaces, etc. Flight Attendant Flight Attendants primary responsibility is to ensure that safety regulations are followed. They also try to make flights comfortable for passengers. Flight attendants may work nights, holidays and weekends. An intensive formal training administered by an airline carrier will last from 4 to 7 weeks once hired for the job. Flight Simulator 1

2 Flight Simulator Occupational Choices Focus: Aircraft Pilot Classes to take in School: Algebra Geometry Computer Science General Science Drafting Electricity/Electronics Physical Education After High School: All pilots who are paid to transport passengers or cargo, must have a commercial pilots license with an instrument rating issued by the FAA. To qualify you must be 18 years old and have at least 250 hours of fight time. Pilots must pass a written test that includes questions on safe flight, navigation techniques, and FAA regulations. Pilots usually start with smaller commuter airlines to gain experience needed to qualify for higher paying jobs with the large airlines. Airline pilots who fly the large passenger jets must fulfill additional requirements. Experience in the Armed Forces may give the prospective employee an edge. Earnings: Earnings vary widely depending on factors such as type, size, and speed of the plane and the number of miles flown. For example, jet pilots generally earn higher pay than turboprop pilots. Earnings also vary depending on weather you are flying for an airline or flying as a commercial pilot. In May 2006, median annual earnings of airline pilots, copilots, and flight engineers were $141,090. Median annual earnings of commercial pilots were $57,480 in Employment Opportunities Military Commercial Airlines Flight Schools Police Force The Work: Pilots must plan their flights very carefully. Pilots have to be able to read their instruments at all times as they can not always see where they are going. They have paperwork to fill out on their flight once completing it. By law, airline pilots cannot fly more than 100 hours a month or more than 1,000 hours a year. Pilots are gone often from home as many flights are at least overnight trips. Personal Characteristics Good Communications skills Quick thinking Unafraid of Heights Overall Good Health 20/20 vision with or without glasses. Ability to read and write technical reports Must work in team situations Source: Occupational Outlook Handbook Edition Flight Simulator 2

3 Key Words and Definitions 1. Air Speed Indicator - gauge that shows the speed of the plane through the air. 2. Altimeter - gauge that shows how high above sea level the plane is. 3. Altitude - distance above sea level. 4. Attitude Indicator - (Artificial Horizon) an instrument in the cockpit that uses a miniature airplane and a horizon bar to reflect what your plane is doing in relation to the ground and sky. 5. Control Tower - In larger airports, clearance or approval for takeoff must be given by the aircraft controller who monitors traffic in the control tower. 6. Descending - opposite of climbing, coming down to a lower altitude. 7. Flight Plan - A destination is picked and the route mapped before takeoff. 8. Global Positioning Satellite (GPS) - Navigation between destinations may be done with on-board GPS systems. 9. Kneeboard - Clipboard in the cockpit of the plane that holds charts and other things that the pilot needs to have. 10. Pitch - the movement of the airplane s nose up and down. 11. Roll - the sideways tilt of the airplane, sometimes called bank. 12. Taxi - to move an aircraft under it s own power on the ground. 13. Throttle - the control that applies power to the plane, like a gas pedal. 14. Traffic Pattern - Traffic flow prescribed for an aircraft on taking off and landing at an airport. A complete landing pattern includes a down wind leg, a base leg, and a final leg. 15. Transportation Technology: All the means we use to help us move through the air, in water, or over land Yaw - the movement of the airplane to the right or left. The vertical stabilizer and rudder control this movement. 17. Visual Flight Rules (VFR) - flying your plane in clear weather without cloud cover and not having to use special navigation instruments, but flying by things such as landmarks and a compass. 1 Brusic, S., Fales, J. and Kuetemeyer, V. Flight Simulator 3

4 Transportation Technology: T ransportation technology is all the means and processes by which we move people, animals, products, and materials through the air, water, or over land. A mode is a method of doing something. There are many different modes of transportation for moving people or goods over land, water, and air. Modes of transportation are classified by the way goods or people are transported. Consequently, these are the general classifications of transportation: Land, Air & Space, Marine, and Pipelines & Conveyors. Regardless of the mode of travel, all the collective parts that are used in the method of travel form a system of transportation. For instance, flying an airplane would include, the runway, the control tower, the aircraft controller, the fuel for the vehicles, a means to transport the fuel to the airplanes, the airplane, the airport, and the pilot and navigator for the airplane. Many more components could be listed to describe all this transportation system which would be required for it to operate efficiently. Every transportation system, no matter how simple or complex, (from walking to a flying an airplane) will be designed with these common elements which are input (energy, people, and money), process (actions required to move the goods), and output (result of arriving). Introduction: The taxiway and control tower at Ogden s Hinkley Airport are part of a aircraft transportation system There are two major categories of aviation: Military Aviation and Civil Aviation. Civil aviation includes scheduled air transport and general aviation. In this curriculum, the focus will be on general aviation and consequently you will be flying a smaller plane. Before a person can fly an airplane and get their pilot s license, they usually have to complete a program in a flight school. The training includes learning about the forces that govern flight such as gravity, lift, drag, and thrust. They must also learn the parts of the plane and how they affect the flight of the plane, the gauges and flight controls. You will now have a short training so that you can be successful flying the computer simulator. This flight simulator program, just like a real aircraft, has many controls. All the controls are necessary for a safe flight, but only the primary flight controls are needed to get you flying. Flight Simulator 4

5 Some of the primary flight controls include the following and are visually shown in the cockpit in figure 1. Control yoke - a steering wheel-like control on most planes that operates the ailerons and elevators to control pitch (up and down movement of the plane s nose) and roll (the sideways tilt of the plane or bank ) Control Yoke Throttle Rudder Pedals Rudder Pedals - pedals that operate the rudder on the vertical stabilizer controlling the The virtual cockpit Figure 1 plane s yaw movement (sideways movement from right to left). Throttle - the throttle applies power to the plane much like the gas pedal of a car. Brakes - the brakes are used to slow or stop the plane when it is on the ground Joystick Operation When using the flight simulator program, the four controls listed previously will be operated through the use of a joystick. Moving the joystick will move control surfaces on your virtual plane. The plane that has been chosen for your flight is the Cessna 172 Skyhawk. It is a plane that most pilots have some time in as it is a common aircraft trainer and rental plane. Now you know what plane you are in lets become more familiar with the controls and what they do. The virtual Cessna 172 Skyhawk Figure 2 Moving the joystick will move the controls in the virtual cockpit. The control yoke will move when the joystick is moved back and forth if you are viewing the cockpit when you are flying your plane. These movements also are controlling surfaces on your virtual Cessna Skyhawk just like it would in a real plane. Flight Simulator 5

6 Forward or backward movement of the joystick operates the plane s elevators which control the airplane s pitch (nose-up and nose-down) causing the plane to go up or down. The elevators are highlighted in figure 3. Cessna Skyhawk s elevators Figure 3 Left and right movement of the joystick operate the ailerons which controls the bank (roll) causing the plane to turn right or left. The ailerons are highlighted in figure 4. Twisting the joystick handle Cessna Skyhawk s ailerons operates the rudder which controls the Figure 4 yaw of the plane which will move the planes nose slightly to the right or left. The rudder is highlighted in figure 5. The pilot of an airplane has to keep in mind the four forces working on an airplane in flight as they manipulate the controls of an airplane. The forces on the plane are: Drag - the force that is known as air friction which opposes forward motion. Gravity - the force that works to pull the plane back to the ground. Cessna Skyhawk s rudder Figure 5 Lift - is the force that overcomes gravity and is created by the wings. It is the shape of the wing that creates a difference in air pressure above and below the wing that creates lift. Thrust - A forward movement which is created by the airplane s engine and propeller. Thrust is controlled by the amount of throttle that is used on the engine. Now that it is understood about the forces acting on an airplane and that the movement with the joystick is moving the Forces on an airplane. Cessna 172M Skyhawk Ramona (RNM) USA - CA, April 18, Airliners.Net - Tony Zeljeznjak - Photo Figure 6 Flight Simulator 6

7 controls in the cockpit as well as the airplane control surfaces, we can move on to the rest of the joystick controls. Figure 7 shows you what the buttons do. The pilot may need to refer back to this page if he/she does not remember what the button does. The joystick buttons are also numbered. As directions are given, the button number will also be given. The pilot will make small movements with the stick or control yoke. A little movement will go a long way when using the joystick. Joystick Buttons: Button # 1 = (Trigger) Brakes - (only good on the ground) Button # 2 =Cycle Views Button # 3 & 4 =Elevator Trim This is changed if your plane wants to drift up or down - move it ever so slightly. Button # 5 & # 6 =Flaps - used for flying at low speeds almost always used on an approach for a landing. Button #7 = Kneeboard - Will be used for viewing other controls and the pre-takeoff check. Button #8 = Landing Gear - not used as our wheels do not retract on this plane. Lever = Throttle - pushing the lever forward will give the engine more gas. Hat Switch = lets you look around (if you have time) while you are flying. Important Keyboard Commands: Joystick controls Figure 7 Occasionally you may want to use a keyboard or the mouse. You can control anything on the instrument panel with the mouse. In some cases, keyboard commands are still the fastest way to get done what you want done. Here are a couple of the more important ones : CTRL + E = Restarts your Engine if it should quit as you are looking at the directions. CTRL + P = Releases your brakes. P = pauses the simulation W = Maximizes the view. (Instead of cycling between views use this button when you are staring at the instrument panel and you will be able to see better.) ~ = (Accent Key [by the number 1]) Used to turn on and off airtraffic control Flight Simulator 7

8 The Cockpit The cockpit of an airplane is where the pilot is when flying the airplane. From the pilot s seat, the pilot can control the airplane, see the instrument panel, and look out the windows. The graphic in figure 8, shows a view looking straight ahead from the pilot s seat. The top half of the picture shows a three-dimensional view looking out the front window of the airplane. The air crew (pilot and copilot in this case) is looking down runway 3 of the Ogden-Hinkley Airport. The bottom half of the picture shows the instrument panel of the Cessna Skyhawk 172 Airplane you will learn to fly. This panel has many different instruments, indicators, and The Instrument Panel Figure 8 radios. The pilot and copilot will only use a few of these on your first flight. Let s learn about the ones you need to know to fly the airplane. Airspeed Indicator - The first gauge in the top left corner of the instrument panel is the airspeed indicator. It measures the airplane s speed through the air and is measured in knots (similar to miles per hour). Airspeed Indicator Figure 9 Artificial Horizon - The next instrument to the right is the artificial horizon. The darker bottom half of the instrument represents the ground and the top half represents the sky. This instrument shows you if the plane is going up and down and if it is banking right or left. Altimeter Figure 11 Altimeter - The next gauge to the right of the artificial horizon that looks like a clock is the altimeter. The altimeter shows how high above sea level Artificial Horizon Figure 10 the plane is. It does not tell how high above the ground you are since sea level is not the same as ground level. Each number represents 100 feet so if the needle is pointing at 6, the plane is 600 feet above sea level. The airport you are flying out of is at 4600 feet above sea level keep that in mind when you are making a landing. Flight Simulator 8

9 Heading Indicator Figure 12 Heading Indicator - The next gauge straight below the artificial horizon is a gyro instrument that accurately and quickly shows changes in aircraft heading. It works like a compass. The 3 the plane is pointing at in Figure 12 represents 30 degrees - add a zero to the number to get the degrees. There are many other instruments, but these will be enough to get you flying. Other instruments will be introduced to the aircrew in flight as you may need them to get to where we are supposed to go. The pilot will also be using the joystick to control the throttle, elevator, aileron, and rudder. Planning your Flight When the program loads, the aircrew will find themselves at Ogden s Hinkley Airport on the runway ready for takeoff. This program allows the aircrew to do things that wouldn t normally happen in real life. For instance, lets plan the flight for something that would not normally happen. Lets fly the Cessna to Salt Lake City International to mix it up with the big jets. This will take about 10 minutes. The aircrew will fly by Visual Flight rules (VFR). In many smaller airports, this means the aircrew would have to announce their takeoff over the radio but would not have to get permission to takeoff. However, this aircrew is flying out from an area where there is a lot of air traffic. Consequently, it is important to talk to the tower to get takeoff clearance. Orientation Lets also understand where the plane is located on the airport runway. The plane is on runway 3. These numbers may seem arbitrary to you but if you had a zero to the end (30) and add the word degrees, the pilot will know that three means that you are now facing 30 degrees from magnetic North. All runways are numbered in this fashion. The runway number helps establish which direction you are headed from magnetic North. Look at figure 13 and 14. Think for just a minute before we get flying. If you are flying to Salt Lake City, you would have to fly South from Ogden. Consequently, the pilot would take off and after gaining altitude, make a left turn, (left turns are standard in air traffic) called the Crosswind leg. The compass should read about 300 degrees during this time. The pilot will fly in this direction for just a minute or so and then make a heading change to fly parallel to the runway that was just exited on our takeoff. This would be 210 degrees. This is known as the downwind leg. Look at Figure 15 for a graphical example. Orientation - Locating your plane on runway 3 at Ogden s Hinkley Airport Figure 13 Runways compared to a compass Figure 14 Flight Simulator 9

10 STUDENT ACTIVITY I: The flight Simulator program should be loaded and ready to go to do our next step. If you have not already opened up Flight Simulator, click on the icon twice to open up the program. Flight Simulator 2002.lnk Pre-Takeoff Check Are you are about on information overload? A real pilot has even more things to be aware of before they take off. With this activity, the simulator has done many of these actions for you so just relax and follow along. The flight crew is going to plot a course on a map and Taking off from Ogden s Hinkley Airport determine distance and fuel needs. The crew will Figure 15 go through a preflight checklist to make sure everything is working and that controls are set appropriately. The pilot and copilot should do the preflight checklist once the program loads. The pilot should now push button #7 on the joystick. This will bring up the pilot s kneeboard. Lets look at the checklist. Click on the checklist tab ( push #7 again on the joystick ) and the copilot can scroll down with the mouse past the section labeled starting your engine until it says BEFORE TAKEOFF. You may refer to figure 16 to find the correct spot in the checklist. Look through the list and see if you can find the instruments you are supposed to be checking in the checklist. Hold the mouse over the instrument for a moment and a pop-up screen will inform you what the instrument is called if you do not already know. The pilot will not have to set the parking brakes as they are already set. As you look at your checklist, the pilot will not have to actually perform the procedures on this virtual plane as the program loads with the controls already set for takeoff. Scroll on through the checklist. The pilot should push button #7 until the kneeboard disappears. The copilot should now push the P key on the key board. This activity is going to assume that you have a copilot aboard with you. There will be plenty to do for both of you. The pilot is going to use the controls on the joystick to control the movements of the plane. The copilot in this lesson will use the keyboard to do all communication with the Control Tower Pre-flight checklist on the kneeboard Figure 16 and any keyboard or mouse maneuvers that may be required. You will have to work as a team to be successful. Each of you read and do your section and things will go rather fast. Use the P pause key when needed. The pilot and copilot will probably want to switch jobs the next time that you do this. The flight plan has been filed, now you need to review it in Figure 17. Flight Simulator 10

11 STUDENT ACTIVITY II: Takeoff - Copilot 1. The copilot will now push the P key to start the simulation again. Anytime you want to read to see what to do...push P and pause the simulation. If you do not hear any sound (engine running), make sure the speakers on the computer are on and turned up. Flight Plan Figure It is time to let the airport officials know that the air crew in the plane is now ready to take off. The copilot at the keyboard will now push the accent key (left of the number 1 key = ) on the keyboard to start communicating with Ogden Ground. 3. A screen that is translucent (see through) will appear on the screen as in figure 18. The copilot will push the 2 key on the keyboard and listen to a taped message about conditions at the airport. This message has been recorded by the flight controllers within the last hour. 4. After listening to the automated terminal information Communicating with Ogden Ground service (ATIS), the copilot will now push the 1 key Figure 18 to listen to Ogden Ground. Another screen will appear. By pushing the key you have tuned the radio to a different frequency. 5. The copilot will select the 4 key which allows your plane to taxi and fly straight out. The copilot will hear the pilot of your plane talk to the tower and the ground controller reply. 6. The copilot will push the 3 key and acknowledge the taxi clearance. The program was already loaded with the plane at the end of the runway so we do not have to taxi anywhere. 7. The copilot will now push the 1 key and communicate with the Ogden Tower the radio will automatically be set to the correct frequency. 8. The copilot will push the 4 key to request flight clearance by visual flight rules (VFR). 9. The pilot talk will talk to the tower and the air traffic controller in the tower will reply. The copilot will now push the 3 key to acknowledge the takeoff clearance. Ready for Takeoff! Flight Simulator 11

12 Takeoff and Two Left Turns - Pilot If the engine has stopped while you were getting clearance, have the copilot push CTRL + E at the same time and hold them down until the engine starts. The pilot now has command. The copilot may push P at any time to pause the flight. 1. The pilot will release the brakes by pulling on the trigger (button # 1) to release the brakes. 2. To begin slowly taxiing down the runway, pull move the throttle (lever on the joystick) all the way forward and hang on to the joystick. Keep the joystick in the center and pushed forward as you build up speed. Try to keep the plane down the center of the runway as the plane moves forward. 3. The plane should be slowly moving down the runway. Slightly move the joystick back toward the center. Look at your airspeed indicator. If the needle is at 60 or above, gradually pull back on the joystick. The plane should lift off the runway and begin to climb. Do not pull back too far on the joystick or the plane will have too sharp an angle of attack on the wings and the plane will stall. If the plane stalls, you could lose control and crash. 4. On the altimeter, look at the needle moving slowly clockwise. Each number the long hand points to equals 100 feet. Each number the short hand points to equals 1000 feet. Climb to an altitude of about 5,600 feet and then begin the left turn by pulling to the left slightly then back to center. The pilot will want to change the heading from 30 degrees (3 on the heading indicator) to 300 degrees (30 on the heading indicator) or you crosswind leg. An altimeter is shown in figure As the plane makes the left hand roll, watch your turn coordinator. Most beginners try to make a turn too quickly. Pull to the left with the joystick slightly and then back to center. The plane will respond by banking slightly. You are in a good turn if the plane is banking and the little ball at the bottom of the turn coordinator remains between the lines as shown in figure 20. You loose altitude as you make a turn because the force of drag (air friction) becomes greater, so make your turn gradually. It will also help to keep your copilot from getting sick. Turn coordinator Figure 20 Altimeter at 5,600 Feet Figure After you have control and the plane is flying level again, it will be time for the downwind leg. If you have had problems getting your plane to 300 degrees (30 on the indicator) don t worry about it now. Let s get straightened out on this turn. Turning an airplane does not take much movement in the joystick and you have to anticipate when you are coming to your heading. This time the heading will be 210 degrees for the down wind leg. Start trying to straighten out your turn at about 240 degrees and you will notice the plane will still turn slightly after you make the turn. Make sure your wing tips are straight in the turn coordinator and you have completed the turn! The plane is now headed in the general direction of Salt Lake City! Refer to figure 21 if you are not sure of your heading. Flight Simulator 12 Ball

13 7. Keep your heading toward the South and adjust your altitude by checking the altimeter so that the plane is close to 7,000 feet. STUDENT ACTIVITY III: Getting our bearings and small adjustments If the plane wants to drift up or down when the joystick is centered, check the elevator trim setting, which is in the lower middle of the control panel. Button 3 on the joystick sets the trim down and button 4 on the joystick moves the trim up. The pilot may not need to do any adjustments if the white needle is pointing to the middle notch as in figure 22. Only use these buttons sparingly, as changing your trim too much will cause you to stall, or dive. Note: If you have a hard time getting to altitude, adjust your trim up or down slightly. Now that the plane is headed South, lets take a moment and change the view so the crew can see better. The copilot can push the W key on the keyboard. This view allows the pilot to look at the objects on the ground as well as the primary flight instruments. Pushing W again will remove all the instruments. Pushing W one more time will bring back up the instrument panel. Adjusting the heading -Pilot Heading Indicator at 210 degrees Figure 21 Elevator trim adjustment Figure 22 The pilot will hold the joystick steady as the views are changed. The crew may want to look around the valley area as you fly by. Use your thumb on the hat switch and look to the left or right. If you have done this soon enough in the program, to your left, will be Hill Air Force Base and to your right will be the Great Salt Lake. The pilot s job this whole time is to fly the plane and keep it on course! The pilot may now adjust your heading slightly so that you are pointing the plane toward 160 degrees as shown in figure 23. Heading toward SLC at about 160 degrees Figure 23 STUDENT ACTIVITY IV: Navigation - Copilot 1. The copilot will push the W key until the instruments are back up on the screen like they were during takeoff as in figure The copilot will then push the shift key and hold it down. As the shift key is held down, push the number 3 (Shift + 3). Heading toward SLC Figure 24 Flight Simulator 13

14 3. This will bring to the screen a very accurate method of navigation. It is a Global Positioning Satellite (GPS) Navigation System as seen in figure 25. The pilot may check the course with GPS. Most Cessna s like this trainer are not going to have a GPS guidance system in them as there are other devices that are more commonly used to help with navigation. Many new planes are fitted with them. In figure 25 as well as on your computer monitor, the dark green line is the direct course to the Salt Lake City International Airport. Following this dark green line will let the aircrew guide the plane toward a visual of the landing strip. If you wish to at any time close the GPS navigation, hold the shift key and push the number 3 (Shift + 3) and the GPS will disappear on the screen. The copilot may wish to use the mouse to zoom in or out on this screen. The zoom function is at the top of the GPS screen. GPS Navigation Figure 25 Now that a map of where you should be going is being displayed, the pilot just needs to keep the plane flying at about 7000 feet. If the plane continues to climb, take off some throttle (don t give the plane all the gas) and make sure that you are not pulling back or pushing forward on the joystick. Enjoy the ride. Estimated Time for Arrival (ETA) will be about 9 minutes. Communications - Copilot The copilot may be wondering about communicating with the tower as you may have been told some time ago that you were leaving Ogden tower s airspace. You do not need to communicate with anyone at this time. A real pilot and copilot would be monitoring the radio, and scanning the gauges and the airspace as they fly. Airport Options Figure 26 If you closed the communications screen, open it again with the accent key. A screen comes up with two choices, pick the number 2 - Select an Airport Option. A series of airport towers will appear on the screen as shown in figure 26. Pick the number (the selection number may vary as to how close you are to SLC when this is done) for SLC International (KSLC). Then select the option 2 as shown in figure 27. STUDENT ACTIVITY V: Glides and Descents - Pilot Tune to the AITS before you make your approach Figure 27 As your plane is flying on the green GPS generated path, it is time to start mentally preparing for the most difficult part of flying and that is the landing. As the plane heads toward SLC International the plane will be over the Great Salt Lake. The key to any great landing is planning a descent of the plane from our 7,000 feet to the approximate 4,250 Flight Simulator 14

15 Time to start the descent at about six miles out. Figure 28 feet that the plane will be landing at. In landing the plane, the pilot does not want to loose all the altitude at once. It is a very gradual process. Lets try bringing your plane down to 6,500 feet. To loose altitude all you have to do is hold the plane steady. (If trim was adjusted earlier, the pilot may need to move it back to the center of the wheel using buttons 3 or 4 on the joystick -refer to figure 22 & figure 7). Do not push the control yoke (joystick ) forward or backward. To drop to 6,500 feet pull back on the throttle (take away more gas from the engine and make the propeller turn slower). Don t cut all the throttle, but cut it back about a 1/4 of the way. The plane should start a slow descent. As you do this maneuver, if the plane starts going too low, give it a little bit more throttle; if it is not going low enough, cut back on your throttle some more. In order to land the plane, the pilot has to glide the plane in from quite a distance out. At this time, work on getting the plane to the 5,800 - to 6,000 feet of altitude. You will start your final descent at about six miles out. Six miles out is about when you reach the other side of the Great Salt Lake visually; or when the plane on the GPS navigation, has reached the bright green colors as shown in figure 28. If the plane is too high as you reach the airport, the copilot may have to request a go around. The plane also needs to be on course to land also. It is time to check the course heading again. Tune to the Salt Lake Tower Figure 29 Glides and Descents - Copilot The copilot should now pull the GPS back up on the screen to check the alignment with the airport runway. The cockpit will need to be showing. Push the W key until it is. The copilot can bring this up on the screen Request your landing Figure 30 again by holding the shift key down and pushing the number 3 (Shift + 3). The pilot will need to correct their navigation with the GPS at this time.. You may change your view and close the GPS navigation when the airport comes into view as shown in figure 28. Flight Simulator 15

16 The copilot will need to tune the radio to the SLC tower and request a full stop landing or a touch and go...depending on how much time you have left in class. (A full stop landing you would taxi off of the runway.) After the plane lands, the copilot should have enough experience communicating with the control tower that the decisions to be made with the tower will be left up to the aircrew. For now, select Tune to SLC Tower as shown in figure 28 and then request your landing preference as shown in figure 29. Don t forget to acknowledge your landing instructions. The copilot then might want to push the P key to pause the simulation as you read ahead on the landing before you attempt it. STUDENT ACTIVITY VI: Landing -Pilot Flaps at 20%. Figure 30 Landing the plane is the hardest part of flying an airplane. If you have not cracked-up your plane yet, your air crew is doing really well. Try to aim for the runway and hold things steady. As you get within a mile or two of the runway and are starting to come down even lower to the ground it is important to reduce speed. To do this, a pilot will lower the flaps. Push the number # 5 on your joystick to lower the flaps. Push the button a couple of times until the flaps are at 20%. The indicator as shown in figure 30, will be in the lower right hand corner of the cockpit. This will allow the pilot to have more time to do minor corrections when doing the approach for a landing. However, with the flaps down the pilot needs to take caution as the plane can stall if it travelling too slow (below 40 knots). The flaps are highlighted and in a lowered position in figure 31. The bottom of your cockpit s windshield should be lined up with the runway. If it is not, you may be descending too soon or too late. This problem might be adjusted with the throttle. Adjust your throttle by giving the engine a little more gas if you are in the situation of figure 32. If the pilot can t see the bottom of the runway as in figure 33, the throttle may need to be cut back. Flaps highlighted on the plane Figure 31 Descending too soon Figure 32 Not enough Descent Figure 33 Flight Simulator 16

17 The nose of the plane should also be over the center of the runway. The white stripes are what the pilot would ideally like to put the nose wheel on. The pilot also would make last minute checks to make sure the plane is flying level. This is done by looking at the artificial horizon and the bank indicator. If the plane is not level, make small adjustments with the joystick to get the plane level as shown in figure 34. A pilot would also lower the landing gear at this time. In this case, the wheels Cessna Centered and level Figure 34 did not retract so that is not something to worry about. One of the last things a pilot has too do before they land, is pull the nose of the plane up into the air. This is called the landing flair. If the nose of the plane is not pulled up, your plane may crash right on the runway. The pilot has to time the actual landing and the flair. The joystick is pulled back slightly just a moment before the wheels hit the ground. The pilot does not want the front wheel of the plane to hit the runway first. It is the back wheels that need to touch the runway first. The landing flair is illustrated in figure 35 and 36. The pilot knows the altimeter reading of the airport that the plane is landing at. The altimeter reading of Salt Lake International is shown in figure 37. Knowing this will give you a little more of an edge when it comes to the timing of the landing flair. The plane gliding moments before landing Figure 35 The landing flair - a split second later Figure 36 The next step for the pilot is to apply your brakes to bring the plane to a stop. This is button #1 or the trigger on the joystick. The copilot can then do the necessary communications with Air Traffic control. Altimeter on the ground at SLC Figure 37 Flight Simulator 17

18 Congratulations! You have worked as a team and landed the airplane. Depending on how much time is left in class, the aircrew can taxi to the hangers or taxi the plane to takeoff again. The actual airport you are at is shown in figure 38. In photo, the reader is looking to the North which is the direction that you just flew in from. If you have more time and you were successful on this flight, you may want to fly over Salt Lake City as in figure 39 and see what landmarks you can pick out. Another option is to see if your air crew can land at Hill Air Force Base as seen in figure 40. The possibilities are endless. If you decide to take off remember to reset your flaps and communicate with the control tower. Good luck! Impacts of Aviation on Society Salt Lake City -International (SLC/KSLC) USA - Utah, August 27, 2000 Airliners.Net - Brett Wirick Photo - Aircraft Flight has possible for just over a hundred years. Since the time of the Wright Brothers 1903 historic flight, aviation science has rocketed forward and changed society forever. The biggest positive impact on society is the speed by which a person can move from location to location. Airline flight is continuing to grow at a rapid rate as demand for this easy way to travel has not diminished. This faster means of travel has allowed people to move across countries, continents, and the world, faster than any previous generations with less stress and work. This is one piece of a puzzle that consequently, has also allowed family members to move apart from one another over greater distances. This can easily be seen at holidays, such as Thanksgiving (one of the busiest air travel holidays of the year) as people rush to get back home. Environmentally, people who live close to airports complain of the noise pollution from low flying aircraft. Aircraft also pollute by giving off nitrogen oxides and other chemicals at cruise speeds which can be harmful to the ozone. 2 Flying over scenic Salt Lake City Figure 39 Location of Hill Air Force Base from Hinkley Airport Figure 40 There are always challenges in any form of technology, and aircraft technology is no different. The industry is constantly changing and will adapt to the challenges that man finds with flying and environmental issues. 2 U.S. Global Change Research Information Office Flight Simulator 18

19 FLIGHT SIMULATOR Student Worksheet Name: Period: Date: Directions: In the blank on the left, write the correct answer to the statement or question. 1. An occupation which coordinates the movement of air traffic to keep planes a safe distance from one another is called. 2. Forward or backward movement of the joystick operates the plane s which control the airplane s pitch. 3. Left and right movement of the joystick controls the which controls the bank or roll of a plane. 4. Twisting the joystick handle operates the which controls the amount of yaw. This is movement of the nose left or right. 5. A force that overcomes gravity and is created by the shape of the wings is. 6. The airspeed indicator measures the speed of the airplane moving through the air and is measured in. 7. An is a gauge that shows how high above sea level the plane is. 8. A plane located at runway 6 is facing at degrees. (Page 9) 9. In a traffic pattern, (right or left) turns are standard in air traffic. 10. Before takeoff, a pilot goes through a checklist. During this procedure the pilot would almost always be looking at a board. 11. This heading indicator is at degrees. (Page 9) 12. The altimeter is currently at feet above sea level. 13. Glides and descents are controlled by the on an airplane. (Page 15) 14. When landing, a pilot lowers the to further reduce speed. 15. The biggest positive impact of airplane flight is the which a person can move from location to location. Flight Simulator 19

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