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#161
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Flaps on take-off and landing
Larry Dighera writes:
No. It's like increasing the angle of attack on a thicker wing section which stalls at a lower speed. Ground effect is completely different: http://en.wikipedia.org/wiki/Ground_effect The term Ground effect (or Wing In Ground effect) refers to the increase in lift experienced by an aircraft as it approaches within roughly 1/4 of a wingpspan's length of the ground or other level surface (such as the sea) http://www.avweb.com/news/airman/185905-1.html But if you are hopping over small obstacles near the runway, you're probably very close to being within the distance influenced by ground effect, aren't you? -- Transpose mxsmanic and gmail to reach me by e-mail. |
#162
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Flaps on take-off and landing
T o d d P a t t i s t writes:
It lets you look out the side window of the sim aircraft by turning your head to the side. The device tracks your head motion to the side then slews the screen display to show the side view instead of the view straight out over the nose of the aircraft. In a real landing, you are often looking out the side to check your position relative to the runway. In a sim, it's harder to do that. You can hit a key to show a side view, but it doesn't feel as realistic as just turning your head. How large a field of view do you have at any given instant? It seems that you could improve frame rates with a system that provides the highest detail only for the specific spot in the visual field at which the pilot is looking (since visual acuity is extremely localized in human vision), but it's not clear to me if this system is doing that, although apparently some advanced simulators use variations on this technique. I'm not clear on how the system you describe works--if you turn your head to look out the side window, but you are using a monitor instead of a built-in screen inside some goggles, how can the displayed view track your gaze? -- Transpose mxsmanic and gmail to reach me by e-mail. |
#163
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Flaps on take-off and landing
Chris W writes:
I don't think I explained the difference between the 2 versions very well. First think about all the ways you can move your head or anything for that mater. There are 6 degrees of freedom. You can move in x, y or z. That is 3 degrees of freedom. You can rotate about the x y and Z axis. That is the other 3. The basic tracker assumes you only have 2 degrees of freedom, rotation about the Z and Y axis. That is with the Z axis being vertical and the Y axis going from left to right. In aviation terminology this corresponds to yaw and pitch respectively. Obviously even with the low end 2 axis version you can still move your head in any way you want, but the device just senses the movement of the little silver dot it is looking at, and assumes the movement is caused by rotation about Z or Y and moves the game head in that way. But when you rotate your head in any direction, you turn your gaze from the screen (unless you rotate your eyes to compensate). So how do you see the updated display? The Track IR seems to be just a tracking device, not a display device. -- Transpose mxsmanic and gmail to reach me by e-mail. |
#164
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Flaps on take-off and landing
"Mxsmanic" wrote in message
... Was there something specifically bad about FS 2000 that is no longer present in FS 2002 or FS 2004? I've been playing with MSFS for almost two decades but I don't recall what FS 2000 was like (or even having it, although I must have had it at some point). I haven't had enough time to use the subsequent products to do a fair comparison, so I can't answer that question. Also, it's hard to make a good comparison since the hardware I was running FS2000 on was different from what I'd run the later versions on now. Mainly, it's just that the FS2000 that was released initially was still full of bugs. Rendering problems, performance problems, and general UI problems. Much of the most important things were fixed in the subsequent patch (released three months later), and I assume that someone got around to fixing up the rest afterwards, before Combat Flight Sim 3 came out (the CFS line shares a lot of code with MSFS). FS2000 got rushed out the door because of fears that the product "Fly!" (announced for release in the summer of 1999) would beat Microsoft, especially for the "Christmas rush". In truth, there was no evidence a from-scratch, brand-new flight-sim could make such a dramatic break in the market, and it's not like MSFS has as seasonal a market as other computer games anyway. In the end, when "Fly!" was released it was also full of bugs and other problems, and frankly the only reason it did as well as it did against MSFS was because Microsoft rushed MSFS out, buggy and missing important forward-looking features (*). The attitude was that it was more important to get a physical box on the shelves of Walmart than to have something *in* the box that was worthy of being proud of making. That's just not an attitude I am capable of condoning, or being associated with (and frankly, as much as people like to bitch and moan about Microsoft software, it is NOT the attitude that I was accustomed to dealing with at that company...in every other group I worked, there was a lot of pride taken in how the software was designed and written, and most people worked carefully to try to make the software as good as they could). Pete (*) One particular point of bitterness for me at the time was that I joined the MSFS team *specifically* to write the ATC simulation feature. I told the hiring manager that I would *only* come to work for the team on the condition that I would work on that feature, and that feature only. Just when I was getting to the point of having a good core design and some working components in the implementation, management decided to shift gears to respond to the "threat" of "Fly!", and cut that feature so I could be "redeployed" on other areas that were behind schedule. To add insult to injury, I was offered the opportunity to provide input on what behind-schedule feature I would work on. I gave my manager a list of three things that interested me, and named a fourth thing that I specifically did not want to work on. You can guess which one I was assigned to. As you know, the ATC feature did eventually get done. I have no idea if any of the code that I originally wrote survived. Probably not, but at least they finally have the feature. |
#165
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Flaps on take-off and landing
"Mxsmanic" wrote in message
... You're saying that there really isn't any technical, aerodynamic reason why a large aircraft would require extensive flaps while a small aircraft would not? That is, the advantages and disadvantages from a flying standpoint are the same in both cases? Not really, no. It's mainly just that with the larger, faster airplane the effects of the more complex flaps are more easily seen. The same effects would apply to a smaller airplane, it's just that normally it's not considered worthwhile given the relatively lesser degree of effect. Which is not to say that there aren't smaller airplanes with complex lift-enhancing devices. In fact, there are a number of designs that DO include complicated flaps, leading-edge slats ("flaps" on the front of the wing...the 747 has those too), slotted wings, and other features designed to enhance landing performance. In those cases, short takeoff and landing distances are the highest priority, and usually those devices on the smaller airplanes are not designed to retract as completely as they would on a commerical airliner. The improvement in cruise speed just wouldn't justify the extra cost, weight, and complexity. But when you have to land as short as possible and be able to take off again in the same space, those devices *are* noticeable improvements even for small airplanes. I know there are economic considerations, but since small private planes seem to handle quite differently from large planes I was wondering if there are fundamental differences in the aerodynamics that might be related to scale (physical dimensions). That is, would a giant version of a small plane, three times as big but with identical proportions and size-to-weight ratio, fly in the same way? For the most part, yes. Handling differences are mainly a matter of differences in power and inertia, along with differences in the usual airfoil and wing designs used in each kind of airplane (for example, swept-wing airplanes handle differently than straight-wing airplanes...but a small swept-wing airplane will handle very similarly to a large swept-wing airplane). Google "Reynolds number". Extreme differences in size do produce noticeable differences in aerodynamic qualities. But relative to air molecules, a small airplane is dealing with pretty much the same effects as a large transport airplane. There are only minor differences related to aerodynamic and scale, and they don't affect anything significant with respect to actually operating to the airplanes. Pete |
#166
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Flaps on take-off and landing
FS2000 had the WTC.
"Mxsmanic" wrote in message ... | Peter Duniho writes: | | Anyway, that's a long way of saying I don't generally like to bring up my | involvement with MSFS. IMHO, the product released makes me look bad by | association. | | Was there something specifically bad about FS 2000 that is no longer | present in FS 2002 or FS 2004? I've been playing with MSFS for almost | two decades but I don't recall what FS 2000 was like (or even having | it, although I must have had it at some point). | | -- | Transpose mxsmanic and gmail to reach me by e-mail. |
#167
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Flaps on take-off and landing
Dudley Henriques wrote:
"Jim Macklin" wrote in message news:xXfOg.22647$SZ3.11479@dukeread04... And a Playboy magazine is safer than sex. Indeed; a good trait for any pilot is one that...shall we say....has the situation "well in hand". :-)) Dudley What about "Hood Time?" ;O) Jay B |
#168
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Flaps on take-off and landing
Mxsmanic wrote:
Margy Natalie writes: Never had someone hit me in a plane, in the car is another story. We fly VFR rather frequently and get where we are going and back. A key difference is that if you had been hit in a plane, you wouldn't be here to talk about it. Not always, there have been cases of planes landing together after a mid-air and many accidents happen on the ground also. I know a gentleman who flew in WWII and tells a great story of his first mid-air where the opponent removed half his wing. Listeners often ask how he managed to get back to the field and he explains it was going just fine when he was jumped again and had to dogfight with half a wing. He managed to get back to base and flew for many, many years after. Margy |
#169
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Flaps on take-off and landing
On Sat, 16 Sep 2006 04:58:33 GMT, Jose
wrote in : You didn't read the information at the link to the California Vehicle Code that I provided. I read the "speed trap prohibition" part, and then since it didn't say anything about what a speed trap was, I looked at the definitions area. It wasn't there. The link I provided http://www.dmv.ca.gov/pubs/vctop/vc/tocd17c3a1.htm shows a page that has six references to speed traps. The definition of a speed trap is given under "40802 Speed Traps." |
#170
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Flaps on take-off and landing
On Sat, 16 Sep 2006 08:38:09 +0200, Mxsmanic
wrote in : Larry Dighera writes: Granted, one can pull over and stop with an automobile; it's a little more difficult in a light aircraft, but nowhere near as confining as being trapped on a boat in high seas. However, unless you relish being trapped in the quagmire of congestion on today's freeways, aircraft are a far superior means of transportation for trips longer than fifty miles or so. How do you get to and from the airports? Personally, I chose to reside ten minutes from the airport, so the drive is not too bad. And if you don't own your own plane, how do you fly somewhere for the weekend? Generally the air time used exceeds the minimum daily flight time the FBO charges, so it's a non issue. Can you rent planes in the same way you rent cars--complete with the option of dropping the plane off at a different airport from the one where you picked it up? Arrangements can be made to do that, but why would one want to? For extended stays? |
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