Left: Cockpit view from X-Plane 5.60.
Click on the picture to see the full panel.
Flight simulators running on personal computers are useful to the IFR pilot.
The FAA gold standard for training devices is fidelity. Unfortunately, only a full motion simulator or an airplane in actual instrument flight conditions has adequate fidelity for some things that must be learned. Forget the former, flying a Cessna is cheaper. ASF suggest three hours' night instruction in aircraft. Frasca express concern that PCATD training is no substitute for training in aircraft or in their high end devices. It just happens that Frasca do not manufacture a PCATD. AOPA's ASF has an excellent overview of PCATDs.
Personal Computer Aviation Training Devices (PCATDs) come with a number of expensive amenities that increase their cost. The most important of these is a real live CFII (Certified Flight Instructor, Instrument). Thirtysome years after Elisa ("The Doctor in In") was running on timesharing systems we still do not have a virtual CFII. At least I haven't come across one. Only an ex Air Force CFII would tell me to squawk 0187 just to see if I were awake (I wasn't). (Actually there is a CFI in some of the MSFS adventures, like the one who told me I was too high just before I splashed into Lake Michigan while on approach to Meigs Field.)
PCATDs come with high quality yokes, pedals, throttle quadrants, and avionics panels meant to simulate an aircraft and avionics stack. I'm not convinced all of that is necessary or even useful, let alone cost effective for training.
The flight dynamics and instrument displays should be accurate, to help the student learn how to handle the real aircraft. When homing in to a VOR, it would be nice if the VOR CDI (Course Deviation Indicator) responded to twisting the OBS knob the way real ones do. I get by with pausing the emulation while zeroing the CDI.
In real IFR flying, radios must be retuned in real time. Sometimes there isn't a lot of spare time to do this. You can't pull over and stop while you twiddle knobs. (But you may be able to activate an autopilot, which is almost as good.) Very high end sims have radios that work just like the radio stack in a real airplane. PCATDs come with tabletop panels with knobs that can be twiddled while the student watches the results on a display. With either of these, your CFII can insist you twiddle the radios in real time, without pausing the sim.
In MSFS one pulls down menus to retune the radios. This creates an artificial separation between flying and adjusting radios that does not exist in real life. Beyond that, I question the value of fidelity in how the radios are tuned in. It may be sufficient that the pilot know which frequencies to enter into which radio. Real radios can be dialed in so quickly that it is acceptable to simply pause the sim while new frequencies are entered with the keyboard or mouse. On the Jepp FS-200, turning knobs quickly gives erratic results. I don't see much point in paying thousands for a fake radio rack that doesn't work like the real thing. Not to mention that not every cockpit is equipped with KX-155s.
Inevitably the question of turbulence comes up. This is difficult to simulate without artificial gravity. Time in a full motion simulator may not be cheaper than wet rental in a 172. The current approach of making instruments twitch in response to turbulence works better in Flash Gordon than in IFR cyberflight. Perhaps the panel itself could be made to jump around a bit while displaying accurate information on the instruments themselves.
It is paradoxical that IFR flying involves decoupling your thought processes from your senses, yet sims that don't give a good control feel detract from the training effect. I was taught to make small course corrections with the rudder pedals to keep the CDI centered. When the wind is calm this trick works wonders in my real Skylane. But not with any computer pedals I care to afford. CH Pro pedals with the mechanical interconnect are better than cheap pedals designed for automobile sims.
If you fly a sim using a Sidewinder Pro 3D, you may not have as much trouble learning to fly right seat. (Forget about the force feedback version, it does not resemble aircraft controls in any meaningful way.)
The FAA do not sate a currency requirement for partial panel operations. Just because your attitude indicator doesn't fail regularly doesn't mean it won't pull a Clinton next time you're up in the clag. Recognition of gradual gyro instrument failure is a critical skill, one that cannot be practiced in the air when the only way to fail an instrument is to cover it up. MSFS2000 does a decent job simulating gyro failures caused by spin down. Flitepro also simulates stuck gyros. Once the AI has failed, the more faithful turn coordinator in Flitepro makes it easier to control the airplane then the less faithful Microsoft TC.
I'm working on my flight training for the IFR (Instrument Flight Rules) rating. I own and fly a 1964 Cessna Skylane, N2469R. To fly on the gauges one must be able to hold a course and altitude solely by reference to instruments as a matter of habit, requiring little conscious thought, much as one drives a car without thinking about it. This skill is commonly called "instrument scan and interpretation". Unless this skill is developed (and maintained), the pilot will not have sufficient "spare time" to deal with navigation, procedures, communications, and other requirements of IFR flight.
I've been playing with Microsoft Flight Simulator for years. The first time I fired up FS95 I flew the virtual Skylane into a virtual Sears Tower and was rewarded with an awesome crash. I still remember parts of the plane floating down to the street in silence, in a virtual out of body experience. (Or would that be out of virtual body?) I've flown Wart Hogs up the Columbia River at 500 feet, ferried jet airliners from Troutdale to PDX, and launched Air Force One from the Carrier Enterprise. For my private pilot ground school I put together a video with internet crash files interspersed with FS95 exploits including crashing Klatuu's Spaceship (UFO2) into the building where the ground school was being taught.
I figured I could use my copy of Microsoft Flight Simulator 98 to improve my instrument scan.
Many dismiss Microsoft Flight Simulator
as little more than a kinder and gentler
home computer arcade game.
I've received countless emails telling me to bug off,
FS98 only costs $20. (I've paid ten times that for various versions
of MSFS over the years.)
Microsoft advertising insists FS98 is "As Real as it Gets."TM Microsoft claim Cessna approved the flight models for their virtual Skylanes.
Microsoft's web page promotes FS98 for IFR training with an ad for Flight Safety Aviator Pro 98. Flight Safety promote their product as Bringing the realism of flight to your P.C.. on the Avweb pilots' web site. (The Flight Safety product uses the Microsoft flight models without modification.) Microsoft say their product is suitable for IFR training: is it Truth or Clinton?
Simulators are usually cheaper than the real thing,
and one can practice maneuvers that would be too dangerous,
too tedious,
or too expensive to do in real life.
The concern is that the techniques and responses
you learn in simming may not
work in real life.
It's a given that a PC based flight simulator is not going to
recreate the tactile sense of motion.
But that's no excuse for the simulator
that proudly proclaims itself
"As Real as it Gets"TM
not to accurately model basic flight dynamics
and instrument displays of the target aircraft.
I encountered a show stopper defect
when I fired up Microsoft FS98 for IFR practice.
The Microsoft 182 and 182RG
aircraft supplied with FS98
have defective Attitude Indicators.
The AI displays a representation of the horizon outside.
Controlling the aircraft in IFR flight is difficult
if the AI is wrong.
Airplane crashes have been caused by faulty attitude indicators.
The attitude indicator in the FS98 Cessna singles is way off.
The Microsoft Attitude Indicator has a superbly rendered adjustment
knob that does absolutely nothing but waste memory and CPU cycles.
I have not been able to get Microsoft to address this bug.
To get around this defect,
I tried user written aircraft.
I figured Klatuu's spaceship, the Goodyear Blimp,
and anything with jet engines was not a good candidate
for simulating my Skylane.
That left quite a few planes to look at.
I found a user written DeHavilland Twin Otter.
This plane does not fly well when converted to FS98 but at
least the AI was set correctly.
I then found a user written Feissler Storch
(storch.zip)
that also flew level
when the AI said it should.
This file has been converted between different versions of MSFS.
Apparently something was lost in the translations.
It's flight characteristics can best described as strange.
The joystick has to be turned up to control this plane.
If you enjoy adverse yaw, this is your plane.
It takes full rudder input to make a standard rate turn
(3 degrees per second, not much of a bank in a bugsmasher).
Landing the Storch is a trip in itself.
If the landing gear of this WWII tailwheel STOL plane were
accurately modeled I would have had nothing but spectacular
ground loops.
Sometimes an inaccurate simulation has its advantages.
Despite these faults, the virtual Storch responds to turbulence
in a way that reminds me of my real life Skylane.
Then I found a freeware IFR control panel for the 182RG
(cessnifr.zip).
My plane
does not have a standard instrument panel layout, so
I hacked the layout to resemble its instrument panel.
A quick examination of panel.cfg
should give you plenty of ideas on how to hack it to
match a particular plane.
The three numbers on each line represent X, Y, and size in pixels.
(Hint: do not delete items.
If you wish to "delete" an item, just move it off screen.)
You are welcome to use
this hacked panel.cfg file
as you wish.
I flew this contraption for several hours,
practicing holding course and altitude in light turbulence,
and shooting the odd approach.
As I got better I threw in more wind and turbulence.
My instrument scan was much better in my next real life lesson.
I then found
a virtual Cessna Aerobat
with 150 HP engine (c152hp.zip).
It's a recently written plane that has not suffered so many translations.
It is overly sensitive to turbulence, but so is a real 152.
(I've never been in one, it's just too small.)
The virtual 152 doesn't have a constant speed prop,
but that's actually an advantage because Microsoft's simulation of a
constant speed prop is so poor.
But, the Internet doesn't sit still,
even if Microsoft product support does.
Brian Kostick read my flames about MSFS and wrote an attitude
indicator with an adjustment knob.
This gauge is included in bckatti1.zip, available at Flightsim.
With this gauge I hacked up a copy of the Microsoft 182S with a panel
that resembles N2469R.
Yes, the Microsoft 182S is closer to my Skylane than the 152hp is.
Below is a list of inaccuracies in FS98 that detract from its
usefulness as a training aid for IFR flight.
The shame of all this is that Microsoft
could correct their attitude indicator and turn indicator
without straining their resources one whit.
Unfortunately Microsoft has not even bothered to respond to my
bug reports, let alone fix the bugs.
Why can't Microsoft straighten up and fly right?
Why such an attitude?
For practicing holding patterns, choose an airport with the navaid
(VOR, ADF, etc.) on the field.
Choose radials corresponding to the runways.
Set course tracking and display course.
A map view with the course track can be used to see how accurately
you fly an assigned holding pattern.
Use the runways for reference as the map display does not have grid lines.
Of course, a holding pattern is more interesting with wind,
say 30 or 45 knots.
If you have SIMGPS you can send GPS signals to a second computer
running a moving map display such as RMS Technology's VISTA.
To speed up your instrument scan, fly IFR with
the simulator running at 2x or 4x real time.
You will find flying a Skylane at 4x is much more demanding
than flying a Learjet at 1x.
The IFR panel takes up almost all of the screen.
This doesn't leave much of a view for takeoff and landing.
One can use the w key to provide a clear view outside.
It is useful to have airspeed available, so I set up the
"Minicontrols" to give the airspeed.
The Views>Undock Window
allows the airspeed readout to be seen in either view.
Another disappointment is the view out the window
when maneuvering.
Frame rate is low, but the patch gets rid of the
rate change to several frames per second
when pitching or rolling.
The cockpit view gives such a small viewport to the front
that I usually don't see the approach lights before the runway
appears.
The operation of some of the navaids has been improved
in fs2000.
Unlike FS98,
the Farmington-3 departure can be flown in FS2000 with VOR navigation.
The turn coordinator is improved enough to allow partial panel ops,
but it's still
not as good as the turn coordinator on FlitePro or my real Skylane.
Before installing the patch,
the Salem localizer back course wouldn't work.
I busted my first IFR checkride on that approach,
and I am not inclined to forgive Microsoft for screwing it up in fs2k.
The fs2k Skylane seems slipperier than the one I fly.
I have to fly with the throttle almost closed
to stay on glideslope.
Between the funky throttle and the gorilla detent on the yoke,
nailing the glideslope is a pain.
Using more flaps than one would use in real life might make the sim
handle more like real life.
Using the mechanical pitch and aileron trim on my CH Yoke allows
me to use the POV hat to control prop pitch and mixture.
Unfortunately, retarding the prop causes an appraent increase in
motor pitch, which is distracting to one used to constant speed props
in real airplanes.
If you retard the prop too far with a button, you can't get it back
to takeoff pitch except by grabbing it with the mouse.
What's more confusing is an apparent increase in pitch as the RPMs
are lowered.
I'm not convinced FS2000 does a good job simulating recip engines coupled
to constant speed props (Skylane, et al).
Using CH yoke and pedals with a Soundblaster Live! I find the sensitivities
on the yoke and pedals need to be set to very low settings on the sliders.
Even with this it is difficult to avoid tremendous pilot induced oscillations
when changing flight regimes.
Fortunately, the lack of motion feedback eliminates the need for a
virtual barf bag.
X-Plane comes with Plane Maker.
I was able to hack a Columbia 300 into something closer
to my Skylane using Plane Maker.
X-Plane is currently on sale for $50.
The newer versions use the
OpenGL
graphics interface.
The display is smooth and clouds are well rendered using a
Diamond Viper 550 AGP with a 450 MHz Pentium III.
The visual display of an ILS approach to minimums
flowed smoothly and the way the runway appeared as I
broke out was convincing.
Not all graphics boards have good, fast OpenGL drivers.
An ATI All-In-Wonder Pro PCI driven by a 200 MHz Pentium Pro
was simply dreadful.
The ATI All-In-Wonder 128 works fine at 1200x1600 on an 800 MHz PIII.
You can download a demo from
Laminar's web site
to determine if your display board can hack
the OpenGL used byX-Plane 5.x.
X-Plane Classic, which runs well with average display boards,
has also been updated
with a better turn coordinator.
This may be the sim to beat.
The October 1999 Aviation Consumer gives X-Plane a positive
review.
"Definitely consider X-Plane before buying any of the mainstream
programs."
I have not tried any other mass market flight simulator yet.
Their manufacturers are welcome to send me a review copy.
The Twin Otter does not resemble N2469R,
my
1964 Skylane.
The Twin Otter
has five times the power and grosses several times as much.
It climbs at 1600 fpm.
The virtue of the Otter is that it was the first
plane anything like a Cessna that worked with FS98 and
flew straight and level when the Microsoft attitude indicator
said it should.
Hints and Kinks
The same technique can be used to diagnose ADF approaches.
The picture on left is a plot of the NDB approach to PDX runway 28L
"flown" for the first time in a howling crosswind.
Notice how the procedure turn (lower right) is mostly obliterated.
(Picture edited for clarity)
MSFS 2000: Getting Ready for Prime Time
When the time of day is set to NIGHT, the lubber line on the AI
disappears.
This makes it difficult to keep the wings exactly level at night.
Some of the switches become invisible at night,
but this isn't a show stopper because they
have no noticeable effect on the flight or what you see.
This includes the taxi and landing lights.
X-Plane
IFR Simulators
ASA (Aviation Supplies and Academics) have a
demo version of
On Top available for download
from their website.
(I have read comments that the demo version is not nearly as nice
as the currently shipping full version.)
On Top is a solid, mature program that has recently been
marked down below $100 to compete with the new Jepp sim.
Fighting bugs in FlitePro 6.0.0 engenders an appreciation
for On Top's maturity.
On Top runs under DOS using a 32 bit memory manager. My system is fitted with a Creative Sound Blaster Live! PCI sound board which at first greeted On Top with silence. The SB Live! DOS emulation was not enabled because all the good IRQs (hardware interrupt lines) had been spoken for. After 8 hours of hacking and rebooting Windows 98 (and nearly deciding to reinstall Windows!) I went into the motherboard BIOS and changed the PCI interrupt status of IRQ 10 and IRQ 15. On Top now has a motor I can hear. On Top still does not take input from the throttle on my Sidewinder. (It works fine with the CH Virtual Pilot Pro.) Because On Top is not a "well behaved" Windows program, standard screen capture programs won't work with it. If Windows times out and enters screen saver mode while On Top is running, things get really messy. Users have complained that the latest release requires display boards that meet vertain VESA standards not supported by all boards. A native 32 bit Windows version would be welcome.
Aside from the choice of operating system, On Top is a credible IFR simulator indeed. A Certified Instrument Instructor (CFII) and $2000 of special hardware make this into a PCATD suitable for maintaining IFR currency. Nobody presets the direction gyro for you, just like on a real plane. The attitude indicator has a working adjustment knob. ASA's turn coordinator is as smooth as the real turn coordinator on my real Skylane. Blimey.
On Top has a number of touches that suggest real IFR pilots were involved with the design process. I heartily recommend downloading the simulator and its manual (106 pages in Adobe Acrobat format).
My computer has a SB Live! PCI sound board. It took 8 or 10 frustrating hours of hacking to get the sound working. (I had to free up an IRQ for use by the SB Live! Soundblaster emulator. You shouldn't have this problem with a cheap ISA sb16 clone.) Once I finished, I wasn't in the mood for a bloody checklist, so I grabbed the NDB approach plate for Helena Montana (the only place the free demo will fly) and took off. So much for Cockpit Resource Management.
The right mouse button gives instant access to the throttle,
making it easier to fly with the Sidewinder's throttle INOP.
(The current Virtual Pilot Pro throttle does work with On Top.)
I didn't take the time to familiarize myself with either the airplane
or the approach plate.
The Helena NDB approach is best studied before the eyes glaze over.
Nonetheless I did get the plane up and down without incurring any
messages about crashing.
(Serious flight simulators respond to crash landings with
a modal window announcing the fact.
A good game rewards a crash with an awesome sound file
(Hi-Fi CVR tape?),
cracks and blood on the windscreen,
parts of the airplane floating to earth,
a debris pile, the whole bit.
)
Had I done the same thing in a real airplane I should have suffered
serious injury at the hands of my CFII.
No wonder the vertical speed is drawn in purple.
That's the color the pax would have been afterwards.
Since you can download the demo and manual yourself, I'll just mention that the buttons on the screen above all work, at least the ones I tried. You can replay the flight. The buttons at the bottom control what's shown; I've turned off everything except the NDB and the airport to make this snapshot clearer.
Jeppesen FlitePro 6.0.0
(discontinued)
Jeppesen have recently introduced a home version
of their high end IFR simulators.
The product is described on the
FlitePro web page.
List price is about $100,
but some internet sites sell it for much less
(modulo shipping and handling).
"FlitePro is the first of its kind to integrate the mapping/replay features of FliteStar, FliteSchool instrument multimedia course, and the simulation technology proven in the FS-200 software." This is a new version of their FAA approved PCATD hacked to work with consumer joysticks or yokes instead of expensive dedicated hardware consoles. FlitePro has a carefully crafted copy protection scheme which checks for CD in the disk drive. IF the CD is not present, FlitePro 6.0.0 may crash Windows 98. Unfortunately, other parts of FlitePro 6.0.0 were not so carefully crafted.
This first released version of FlitePro has a growing gig list. Not all of these bugs appear on all machines. Some have been corrected in the patch available on their web site.
Saving and restoring the sim state mortally wounds FlitePro. I have yet to to get a good hard copy of the flight path on an HP Postscript printer using FlitePro's print command. With one print driver I get a black box obliterating the last portion of the flight. With a IIIsi driver Jepp recommended FlitePro crashes with a GPF from DIBENG.DLL. I have obtained good prints using an Epson Stylus Photo EX.
Even if Windows doesn't crash after running FLitePro, a reboot is prudent. Other users have reported similar problems.
One of the reasons I bought FLitePro is its II Morrow GPS simulator. Its operation closely resembles the "quirky operaing logic" of N2469R's Apollo 2001 GPS. I normally fly with my 2001 set to a custom NAV page that displays bearing, distance, track, ground speed, destination ID and ETA. This is very useful backup information, especially since track and ground speed are not affected by common GPS errors. Unfortunately, the II Morrow virtual GPS NVRAM dosen't remember modified nav pages. This is a pain because manipulating virtual GPS receivers by mousing around is cumbersome. (Defining a custom page in the real 2001 requires a bit of RTFM, but it only has to be done once.) I have since discovered that hitting the MAP button brings up an illegible map and a data page with bearing, distance, track, and ground speed. This is quite helpful when the DG fails.
Descending is a problem; closing the throttle and setting full flaps doesn't get me down fast enough to hit the numbers on the Portland-Troutdale ADF approach. Landing isn't much fun either because the frame rate is a lousy 5 per second with a Diamond Viper 550 AGP and 450 MHz Pentium III. (The FAA will not approve a glass cockpit with a refresh rate less than 20 per second.) The same hardware gives wonderfully smooth operation with X-Plane and 100 frames per second reported with FS98.
Right: Scrolling can jumble the display even with the patch.
Unstable code sometimes provokes
illegal instruction exceptions or halts Windows 98 altogether.
Other than the suggestion to change printer drivers
(losing half of my printer's resolution!)
I am reminded of Dilbert's "QuikProtect" program.
(To be fair, it should be noted that FlitePro has not erased any hard drives yet.)
Left: portion of the hard copy of the flight path
showing a big black box where the airplane should be.
Note also the missing I-VDG localizer used by the Pearson LDA-A
approach.
Flirepro requires the user to switch the ILS beams between runways,
just as real airports do.
The patch release allows devices such as as CH Products' Virtual Pilot Pro and pedals to be configured. The configuration is quite flexible once you figure it out. Since this is an IFR simulator I won't complain about the lack of brakes. IFR students always go missed.
Jeppesen say a 100% SoundBlastter compatible sound card is needed. This is an overstatement, as any card supporting the current Microsoft interface should work. My PCI Soundblaster Live! worked fine after I ignored the crossed out sound icon. I haven't read any complaints about sound not working.
One of FlitePro's "tips" suggests brave users have a go at the DME ARC approach to Martin State Airport near Baltimore. If you like DMA arcs you'll love this approach and its missed. Not to worry, one can print the (not for navigation) approach plates to selected airports. Click here to see the flight path and profile display. Note that the FlitePro 6.0.0 display does not record airspeed, vertical speed, MP, or RPM.
If and when FlitePro is completed, it will become a worthy competitor. Customizable panels and other enhancements may be in the next major revision. A recent patch seems to have corrected some of the crashes recounted above. Even with the patch, FlitePro won't work right with DirectX 7, but upgrading to 7a seems to fix the problem. I had to set some of the control sensitivities to very low values to get a controllable airplane.
I cannot get 10 degrees flaps using the FLAPS DOWN button. It goes from 0 directly 20, then 30 on the next push. 10 degrees is useful for ILS approaches, 20 is not realistic.
Flitepro still does not save nearly as much as it should.
Nearly
everything must be reconfigured when you start the program except for the
location, altitude, and speed which are saved and loaded with the "sim state".
This gets tedious when one decides to shoot the odd approach
during a work break.
You might try flying VFR a bit until you get the plane and its controls
working properly, then dial in the clag.
It was already installed on my computer, and I knew how to fire it up.
With a new version just around the corner, FS98 is now cheap to buy.
Since FS98 is a popular program, chances are your hardware will
be compatible with it.
Microsoft Flight Simulator's ability to run at multiples of real
time comes in handy for IFR practice.
Long enroute segments don't have to take forever.
Flying a 182 faster than Klatuu's spaceship is cool,
and takes some effort.
More importantly, holding a course and altitude flying at 4x real time
may be useful for developing a rapid instrument scan.
If your sim only runs in real time,
just dial in some turbulence.
A wide selection of panels and dials is available.
You can hack the panel to resemble your plane.
You don't have to fly a virtual HSI if you can't afford to
put a real one in your plane.
Many real life pilots have a hard time landing a flight simulator
such as MSFS.
They complain the sim lacks cues they are used to seeing.
Student pilots
learning on real aircraft use a variety of visual cues
during landing.
These cues are different or lacking on a PC based flight simulator.
People who first learn landing MSFS are used to a different
set of visual cues.
Simmers may learn
bad habits that make it hard to accurately land a real airplane.
One man's experiences
are chronicled at www.avweb.com.
(If this link doesn't work, look under "training" at www.avweb.com.)
Practicing stalls with a sim is a mixed bag.
To the extent that one learns to keep the nose down at the right times,
that's a good thing.
But sims may not teach one to use rudder to pick up a wing
that drops in slow flight.
In slow flight, trying to pick up a wing with the ailerons
can make things worse.
Slow flight is called the "region of reverse command" because
some of the controls don't provide the response they normally so.
It is tempting to practice emergency flight maneuvers with FS98.
There is no penalty for misjudgement.
But despite being checked by Cessna, the flight models may not
be accurate.
If you practice an engine failure on takeoff,
will the real Skylane do what the Microsoft Skylane did?
I've never seen a PC based flight sim get into a spin that looks like
what I've seen on King Videos.
What about thermals on final?
Until cheap artificial gravity is available,
there may be no good way to simulate turbulence on a sim.
What about sloped runways?
Simmers who aspire to flying real aircraft should
practice flying and landing without instruments - use the "W" key to make the
panel disappear.
A common criticism of ex-simmers is that they don't spend enough
time looking outside the cockpit.
There are too many midair collisions to accept this habit.
A variety of hardware is available to the simmer.
Students are taught to use small rudder inputs to keep the CDI
centered on instrument approaches, so you'll want rudder pedals.
A throttle control is very handy.
The trim controls on every sim I've used are clumsy at best,
so it's mush easier to adjust the throttle for small pitch adjustments
(don't sweat the slight variations in airspeed).
There is a quite a difference in the quality of of the simulation experience
between consumer joysticks, consumer yokes, and high end
yokes. If you wish to save your money for flying real planes,
the cheap stuff will get you by.
Given the inaccuracies of the flight simulations available,
I wouldn't waste time and effort getting anything better for
IFR practice.
It appears none of the yoke designers are real pilots,
else they would have designd their yoke so the trim adjustment
adjusts the centering springs.
This would nicely emulate trim on a real airplane,
which is adjusted to relieve the pressure on the flight controls.
Until recently,
I used a Microsoft "Sidewinder 3d Pro" joystick.
The rudder is controlled by twisting the grip.
I don't know of any plane that works this way,
but the joystick is compact compared to a yoke and pedals.
Setting it up for a quickie doesn't take an act of Congress.
My Sidewinder 3d Pro had some end play
(mechanical slop).
Its feel doesn't remind me of the Slylane I fly.
Flying N2469R I have a tendency to make a control input
and then remove the pressure.
I think this bad habit is a result of the Sidewinder's
end play and the marginal stability of the Microsoft flight model.
I opened up the Sidewinder in an attempt to take out the end play
and now the Sidewinder doesn't work at all.
I also have a CH Products "Virtual Pilot Pro" joystick and
a set of CH Products "PROPEDALS".
I used this combination for a while to improve my rudder coordination.
Unfortunately, the yoke's centering mechanism is so crude that
I dislike flying with this yoke.
I stopped unsing it until the Sidewinder broke.
One reader replaced the centering mechanism with weak rubber bands,
and is now satisfied with the feel.
The Virtual Pilot Pro's trim controls are much easier to use than
those provided by the sim programs.
When selecting pedals, try for a pair that are mechanically
interconnected to resemble the action of airplane pedals
instead of automobile pedals.
Compared to cheaper pedals, the airplane style pedals
are better for practicing small course corrections using the pedals.
I would like to find a small joystick I could use with my laptop.
Aside from the "learning disabilities" in FS98,
the much vaunted
"As Real as it Gets"TM
out-the-window view leaves something to be desired.
In my first IFR lesson involving actual Instrument Meteorological Conditions
(IMC) one of the delights was the incredible view while flying VFR
on top of a low stratus layer. Hills and mountains poked thru the
clouds in a fairly tale setting.
Microsoft can't get anywhere near the real thing.
I pity those who are limited to Microsoft's vision of flight.
Captain Chuck's Excellent flying Experiences
Improving Instrument Scan with MSFS
VFR Basics
Hardware
The Grandeur of It All (NOT)
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