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Found 5 results

  1. Multiplayer Formation Flights Written by Larry N. (lnuss) As PhrogPhlyer has mentioned in his tutorial "Formation Flying for the Simulator Pilot" (located here), there are two basic ways of flying formation in FSX (and in Prepar3D V1 and V2), following AI traffic and via multiplayer. Here I'll talk mostly about multiplayer. If you want strictly formation flying in multiplayer then you'll have to scroll down further, but here comes a lot of other information about multiplayer operation, always with just two (or rarely three) of us together. There are two basic methods of multiplayer in FSX, either 1) connecting to a specialized server where many folks join in at random, or 2) either hosting a session yourself or joining an individual who hosts a session. Because my current setup is for P3D V2.4, I'll use it for this discussion but it's essentially the same as the original disc version of FSX, since P3D was initially based on that version of FS. Prepar3D V2.4 You enter the sim just as you would for any other session of the sim and hit OK or Fly Now or whatever your version uses for "let's do it." Figure: I'm looking backwards at my wingman - Mike loved to cut up Once your aircraft is ready to fly, go under the file menu and select Multiplayer. When the screen comes up, put in your name as you want it displayed to others in your session. Clicking on Network Settings in P3D V2 shows a Network Settings screen where you can set the range of ports (6112 to 6122 is what I need in P3D), a checkbox to enable the built-in voice communications or not (for me it's been very weak, so we use Mumble/Murmur) and otherwise leave the default settings. Now say OK and click Sign In. This brings up a different Multiplayer screen (Distributed Simulation Session Selection) where any sessions that are currently available to you can be selected (I don't have any available at the moment), along with a choice of Connect Directly (IP) or Host Session or Logout. Connect Directly requires you to put in the host's IP address, such as 47.186.7.197, then hit OK. It should then start the connection process, but obviously you must first know the host's address and have it entered correctly. When you hit OK it'll say "Trying To Connect..." until it either connects or times out. If you elect to host a session you'll get e Create New Session screen which asks for "Room Settings" such as Room Name, optional password, visible publicly or only privately, and session type, either Free flight (which I always do) or Mission, along with a choice of how many players are allowed and time until the session starts (I always leave it at zero). There is also an Additional Options tab which allows you to control whether players can change realism settings, share aircraft, pause the session, and more, including a chance to enable shared voice communications. Now it goes to a Choose Your Flight Options screen which allows setting up other factors, including loading a saved flight (not reliable though). Then you are put in the Distributed Simulation Session Lobby where you can wait for others to join (and see who, etc.), change options, or Fly Now. Figure: L-16s in FS2004 In FSX it's essentially the same but the screens and options are somewhat different from the P3D V2. When you start FSX (mine's set up to go to the Settings page initially) you select Multiplayer and it will bring up the Multiplayer - Sign In page where you can choose Local Network (LAN) or Internet (Game Spy). You can also choose Network Settings which gives you the same choices as in P3D, port range: 6112 to 6122 and the check box to enable voice communications. Since I've never used Game Spy or other such servers, I always do Local Network after entering my "player name." Again, you get into the Multiplayer -- Lobby where you can either Host a Session or Connect Directly. Connecting directly asks for the IP address (for example 173.57.85.90) of the host, then clicking on FIND SESSIONS says trying to connect, then will either connect to the session or time out, as in P3D. For hosting a session you again enter the Session Name, optional password and select where it will be visible. Clicking NEXT brings up Session Conditions where you can select your role (Pilot or Air Traffic Control (new for FSX), aircraft type, weather, etc., much as in P3D. NEXT brings up Host Options page to select maximum players, voice communications, sharing, similar to P3D. And Advanced Host Options allows you to control whether players can change realism settings, change location after joining and many other choices for the host to control. NEXT puts you in the briefing room where you can see others joining and Fly Now. This is probably a good place to mention some things that FSX changed from previous versions (some good, some not so good, IMHO), such as cockpit sharing in multiplayer (a wonderful option). Most of the following is from my 20+ years of flying in various versions with my friend Mike (RIP) who was also a real world pilot (I met him when I got a chance to tow gliders for his glider operation in Albuquerque), and a lifelong friend. Figure: A pair of T-6 Texans in FS2002 From FS98 through FS2004 (don't know about prior versions) Mike and I loved to do many odd things, many of which wouldn't be safe in the real world, such as flying along roads and rivers at 50 ft. AGL or less, or putting on an airshow for each other at whichever airport was handy. And one thing that we absolutely loved was to stop on the ground and change from one aircraft type to another (perhaps from a Cub to a Baron or from a Cessna to an F-86) before continuing on in whatever situation we wished, whether local or cross country, whether mountains or ocean or flatlands or coastlines, or exploring a city or a small mountain valley. The reason I mention all this is that in FSX, with its shared cockpit, you suddenly had to exit the MP session before you were allowed to change aircraft (even to another of the same type), which put a damper on certain operations but opened up the chance to fly together with one piloting and the other sightseeing, or even (rarely for us) sharing cockpit duties as if it were a two pilot operation. Another factor to consider for all MP sessions is that, except in FS98 where the sim attempted to transfer some graphics over the internet connection, you can only see aircraft graphics that you have actually installed on your system, so that if the other player(s) use aircraft that you don't have you'll see whatever substitution the system decides on. So, it's rather odd to each be flying a Cub (but different versions) and see, perhaps, a Grumman Goose for the other player, though it behaves like the Cub the other player is flying. You also must both have the exact same Title field in the aircraft.cfg file for that aircraft: title=Cessna Skyhawk 172SP Paint1 Change one character and you'll get a substitution. In addition, if you're cockpit sharing the VC absolutely MUST be identical at both ends, but though only one can do the actual flying (stick and rudder) most other controls (radios, lights, flaps, etc.) can be operated by either pilot. Figure: Twin Beeches D-18 in FS2004 When in multiplayer there is no AI traffic or AI boats, so any aircraft you see out there is someone in the session. There are many viewing modes (VC, 2D cockpits, spot view, tower view and a nice one which allows you to look at the other players' aircraft (selectable if more than one other player), much as you can do with AI traffic in single player mode. That's what we mostly used when putting on airshows for each other, but we found it not so helpful for actual formation work. In real life, any aircraft, ANY aircraft in coordinated flight which is turning at a given bank angle and airspeed will have exactly the same turning radius and rate as any other at that angle and speed. In FSX and before (and in P3D V1 and V2) not all flight models make this happen (actually few do). This makes formation flight more difficult than it should be when aircraft don't react the same. Before trying to learn formation flying you'll want to be sure you have a smooth frame rate because much jerkiness in the visual will make it tough for even experienced formation pilots to maintain formation when in close, and it'll be tough to force yourself to maintain small, slow corrections. So, you'll want to pick an area away from big cities or other graphics-intensive areas in order to maximize your frame rate, at least until you can get comfortable with the basics. Another thing you might occasionally see is a sudden jump, where one of the aircraft seems to jump way ahead or drop way behind (depending on which one you are). There are a very few scenery areas where this might happen because of scenery errors (not your fault, just the way it's designed) and it may happen once in a great while from internet delays -- fortunately this is rare -- but in this case you may well soon see the other aircraft come back close to where it was in relation to you. Finally, if you're flying along in formation and the other aircraft doesn't turn (when you're lead), but just keeps going straight ahead, even into a mountain, and on and on, then you've likely lost your internet connection, so must reestablish it. Techniques, Etc. When learning to fly formation in FS it might be good to start with following an AI aircraft, but since that's done in single player mode you can do it on your own. In multiplayer you and the other player (I recommend you start with just one other player) need to have good voice communications and whoever is lead at the time needs to be slow and gentle in his maneuvers (much as in real life) to avoid aircraft damage and/or losing sight of the other aircraft. I suggest that you begin with straight and level flight, perhaps with lead initially on autopilot, letting the wingman catch up and gently close in, which will take a LOT of practice and a lot of patience. Before flying, it is helpful to establish initial parameters for the flight, where and what you intend to do as a flight. The lead's responsibility is for the safety of the flight by providing a stable platform for the wingman to fly against, while also scanning for traffic that may be nearby. As a minimum, determine an initial altitude, heading, and airspeed that the wingman will establish and maintain. When the flight lead changes, the new lead assumes these responsibilities. The wingman's responsibility is to keep the lead informed of any situation that develops other than as planned, such as losing sight of the lead, or rapid closure rate that will lead to an underrun. Anytime the wingman loses sight of the lead or is in a position too close to the lead or is closing rapidly, the wingman should safely break away from the flight. Reduce power, allow the lead to move ahead and then reestablish your wing position. An important reminder here: Lead MUST not fly at full power. He must leave a reasonable margin under full power so that the wingman can make power adjustments (both increase and decrease) to stay in position. You'll probably want to start with staying a few plane-lengths/wing spans apart until you can hold that fairly steady, then gradually work your way closer a little at a time, being sure you can stay fairly steady at each distance. By the time you're within a wingspan of each other you'll need to be more than just "fairly steady," mostly using almost imperceptible control movements (it's better to think of slight control pressure changes than of movements), so it'll take time. Unless only one of you wants to fly formation it is good to change lead every few minutes, initially, so that you can both learn -- it'll make you a better lead, too -- but don't do it too soon because that would prematurely interrupt your learning since it initially can take quite a while just to learn to stay in sight without wandering all over the sky. Patience and slow, small corrections are the keys. Once you can stay in decent (not perfect) formation while straight and level then you'll want to start working with gentle turns (shallow bank angles) and with slow (200-300 feet per minute) climbs and descents and level-offs. Once you can do these reasonably well, then combine climbing and descending with turning (both directions- remember power changes needed to maintain position). For the more adventurous souls you can, within limits, learn to do formation aerobatics (obviously you need to first learn aerobatics), but with the visual and audio limitations, the fact that you can't actually feel anything you're doing, and with some sim performance limitations you won't be able to do all of it. But loops and rolls, sometimes maybe a split S, are doable, though when coming down the back side of a loop it's easy to lose your place, even to lose sight of lead. The Author Larry Nussbaumer (lnuss -- that's a Lower Case L, not an Upper Case I) is a former CFII (Certified Flight Instructor Instrument) with instrument, multiengine and glider on his commercial certificate, who flew part time as instructor, glider tow, banner tow, etc. over more than 30 years, based mostly in The Albuquerque and Denver areas (lots of high country, think density altitude). Having flown around 60 different types of aircraft, (mostly light singles and twins, including most Cessna and Piper singles, Grumman American and many more), made for a variety of experiences. More than half of his time is in tailwheel aircraft, such as Piper Cubs, Cessna 170/180, Stearman and Great Lakes. Larry started simming in FS98 and continued right on through FSX and Prepar3d V2.4, mostly in multiplayer with his friend Mike (also an experienced CFII), via direct connect rather than a public server such as Game Spy, so formation flying was a foregone conclusion.
  2. Formation Flying By Tony Vallillo (20 August 2006) Northrop T-38's in formation. (Aircraft by FSD.) Formation flying is one of the most challenging and fun things to do in the air! Over the years I've had opportunities to indulge in it with real airplanes, and for some time now I have been looking for a reasonably realistic way to do it with MSFS. Up to now, though, the options appeared to be quite limited. The easiest way to join up was to find some AI traffic and tag along; but, of course, this put you at the mercy of both the type of plane and the flight pattern that had been locked into the AI traffic file. In addition, the AI traffic tended to be point to point, which made for some fairly boring, albeit easier, formating. A few much-more-computer-savvy simmers than I had managed to tweak the AI files to create lead airplane traffic that at least offered some semblance of realism, but unless I've been looking in all the wrong places they have kept the fruits of their labors pretty much to themselves. That unhappy situation is now at an end, thanks to a new program called Recorder, by Matthias Neusinger (http://www.neusinger.net/recorder). And a big thanks to Sammy Yousef for bringing this program to my attention! Although I'm not sure if Matthias had formation flying in mind when he created this add-on, (actually, a .dll module) it has a feature that is tailor made for us formation enthusiasts! More on that in a moment. The Recorder program itself captures many of the parameters of a flight, enough to play it back with just about all of the bells and whistles intact. For example, it allows you to: record flights of unlimited length replay jump forward/backward during playback control playback via keyboard or control window loop part of a recording change playback speed custom keyboard controls recorded data is customizable (available are throttles, control surfaces, gear, flaps, spoilers, lights, engines on/off, propeller/mixture, nav and com radios, data/time, smoke) In addition, it supports: multiple tower/spot views free and automatic panning automatic zooming saving/loading sets of tower and spot views The program is freeware, and if the user so chooses he or she can make a donation via PayPal. I must confess that I did just that (please don't tell the airline - such profligacy with money is strictly against the airline pilots' code of conduct!) because it took Matthias a week or two of experimentation to work out some irregularities that cropped up due to my computer's configuration. That he did so as quickly as he did is a credit to the state of product support in the MSFS community! The basic Recorder menu. To record a flight from here, just select Record... Just select OK from here to start the recording. After you select Play as Traffic, select the lead aircraft recording from this The program itself is quite easy to use, so I won't go into any detail about its normal operation. All you have to do is drop the .dll file into the modules directory of FS9 and you're up and running. As a recorder, it works just great, but it has a special feature that makes formation flying possible: Play-as-Traffic. To end a recording, select Recorder and, from this resulting menu, Stop recording To save your recording, name it and click on Save. Yes, you read that right! You can play back a recorded flight as AI traffic and fly along with it! This is the breakthrough that enables you to record your OWN lead aircraft, and have them do just about anything you are capable of making them do during the recording session! Do you just want to fly straight and level, the better to practice rejoins and the wingman position and station-keeping? No problem! Want to add some turns, climbs and descents to make things more challenging? Again, no problemo! Want to really up the voltage and record the lead airplane doing acrobatics? Again, no problem! No problem, that is, to record and play back the lead ship. Keeping station under those circumstances is a BIG PROBLEM! But that's the joy of formation flying! Although the recorder is capable of recording in 1/8 second intervals, the resultant AI traffic playback is still a bit jumpy when you get really close, within around 20 feet. If you are content to stay farther away than that, and you certainly will be in the beginning (!), then you will see a smooth lead airplane. So let's go through the steps of creating your own formation flight. Sammy Yousef chose a relatively easy to fly aircraft for his first attempt - the default Mooney. Create a flight with the Mooney in takeoff position at the airport of your choice (Sammy chose Sydney, Australia). Use slew to slide your airplane over to the middle of the right side of the runway. Also, be sure to set the traffic level at 100%. When this is done, save the flight. Call it something that ends with "right wing". This will eventually be you, as the wingman. Now slew the airplane over to the middle of the LEFT side of the runway, and about three ship-lengths forward of where it was when you saved the wingman portion of the flight. You are now ready to record the LEAD airplane, so be sure that everything is set up just as you want it - flaps, lights, smoke and so on. The Recorder module appears on the top tool bar of FS as "Recorder", and clicking on that brings up the recorder menu. "Record" is the first option, and clicking on it brings up a simple menu that you use to set the recording interval, and, if you wish, an auto-stop parameter that stops the recording at one of several events. I don't bother with this, I simply stop the recording manually, when the time comes. Select the recording interval you want and click OK. You're back in the cockpit - Lights! Sound! Action! Give yourself a few moments just sitting there, to allow you some time later, as the wingman, to gather your wits about you! Then begin your takeoff roll. As a technique, add power slowly, and don't use full throttle - use around 90% of full power. If you read my previous article on formation flying you will recall that the lead airplane must always "give away" a little bit of power to the wingmen, so that they have a bit of an edge to play catch up, if necessary, and it will be necessary! At the proper speed, rotate slowly and raise the gear when airborne. Fly with EXCEPTIONAL smoothness. As a technique, use the autopilot if it flies more smoothly than you do! For this first attempt, just continue a shallow climb at your takeoff power setting of around 90%, and fly straight out. At around 3000 feet, smoothly level off, and SLOWLY reduce power to normal cruise setting. Remember - you will soon have to fly the wing on this lead, so give yourself a break! Now, just keep flying straight and level for around 5 minutes. When you think that, as a wingman, you will have had enough, just click on "Recorder" once again. Now the only thing on that menu that you can select will be "stop recording". This will bring up a "Save" menu, and give the recording the same name as you already gave the wingman flight, except substitute the word "Lead" for "Right wing". Having done this, you are ready for some fun! Now it's show time! End the flight you just recorded, and select the "right wing" flight. When that loads, you should be back on the right side of the runway. Double check to see that the AI traffic level is set to 100%, and then click on Recorder again. This time your selection will be "Play as Traffic". This will bring up a menu that should, hopefully, contain the lead flight you just recorded. Select that lead flight. You should be returned to your wingman cockpit, but now you have company on the runway - the lead Mooney! In a moment or so he'll start his roll, so release your brakes and get ready to rock and roll! Stay in the same relative position during the takeoff roll, and rotate when you see the lead Mooney rotate. When his gear comes up, raise yours. From here on out it's a matter of staying in the same position. For tips on how to do this, I refer you to my previous article "How to Fly in Formation", here on FlightSim.Com. The start of the rejoin - the tanker is off to the left, turning across our flight path 1000 feet above. (F-14 aircraft and panel by Steve Hinson and Ivan Kostic.) Now we have caught up with the tanker and are moving in for refueling. The join-up continues through a 180 degree turn. the refuelling pattern is a gigantic holding pattern. (Boeing KC-135T by Rok Dolenec.) You can already see the possibilities! Air refueling, for example, can be simulated in this fashion, although the airborne rejoin that that entails is a bit trickier to arrange. You must ensure that both aircraft are in the same airspace when the playback begins. It will be easier, of course, if you start the flight in the pre-contact position, about 1/4 mile aft in-trail and around 300 feet below the tanker. But real refueling involves a rejoin, in which the tanker heads toward the receiver on a reciprocal heading and makes a 180-degree turn to end up just ahead of the receiver around 1000 feet above. The receiver can then climb up to the pre-contact position. The timing of the 180-degree turn is the difficult part to program, but it can be done with a little experimentation. Give it a try! This would be very close to the refueling position. Recorder does not capture the boom position, unfortunately, at least not yet! The usual chase plane views still work, and the lead plane is visible. You can even record the lead aircraft doing a breakaway after refueling is complete. You can even program a dogfight, although there are other platforms such as Combat Flight Simulator that are better for that purpose. Someday someone will put together a welded group of Blue Angels F-18's or Thunderbird F-16's with a space for you in the slot position. (Although for reasons not yet understood, the Red Arrows formation will not play back in Recorder, probably because the 4-ship welded group entails some special programming that Recorder can't handle just yet.) You could even program the opposing solo routines with Recorder. It just takes a sense of timing and some experimentation. Of course, having done all this, you will have to learn to fly the wing or slot position well enough so that you can keep up. That, I can assure you, is more difficult than it looks! Formation is tough enough in a real airplane, and in MSFS there is a dearth of cues that makes it much more difficult to fly really close formation well. You will also find that the airplanes that are normally flown in close formation - the military fighters - are, if the flight modeling is accurate, very difficult to fly smoothly! After all, they weren't designed as airliners! So if you are thinking of recording the entire Thunderbird routine in an F-16, good luck! Let me know if you succeed! All in all Recorder has the potential to unlock a whole new aspect of flying in MSFS, something that previously was probably limited to multiplayer. Using Recorder, you can do it all yourself, and just as you like it! Good luck, and Happy Landings! Tony Vallillo avallillo@charter.net Download Matthias Neusinger's Recorder Module
  3. How To Fly In Formation By Tony Vallillo Having pontificated recently on the fine Red Arrows formation package now available for download, I was pleased to receive a number of comments. Most indicated an interest in simulated formation flying on the PC, and several recommended alternative software platforms that may be superior to MSFS for this specialized purpose. No doubt other, possibly better vehicles exist, but MSFS is still the gold standard for realistic flight simulation combined with widespread availability of add-on enhancements. Thus, I would like to continue to explore the concept of simulated formation flying on this platform. Let's imagine, for a moment, that I am far more skilled than I am at the process of creating software and add-ons. I'm sitting at the keyboard contemplating building a formation flight package. The package would provide a training environment as well as challenges for the more experienced formation aviator. What would it look like? Well, since I actually learned the art of formation flying in the Air Force, many years ago, my inclination would be to structure both the "syllabus" and the look of the thing to resemble what I experienced, and what Air Force trainees still experience today. The imaginary package would be built upon the outstanding T-38 recently introduced here at FlightSim.Com, since the bulk of our formation training was conducted in that aircraft. The "syllabus" would begin with the two-ship element in fingertip formation, and work through that to trail, echelon, and eventually four ship formations. Exactly how all this would be done, from a software engineering point of view, is not at all clear to me at this point. I imagine that "flights", or, as they used to be called, "situations", would have to be created, involving pre-recorded lead aircraft flown by the AI feature. The paths these lead aircraft would have to fly would be different than anything the AI aircraft now do in FS, and specifically tailored to the syllabus. I hope all of that can someday be done. For now though, let's imagine that it has been done, just to see what the readme file might look like! One note - these illustrations were created using the chase plane view, not by actually flying anything other than the lead plane. However, all of the illustrations accurately depict the correct positions flown by students at the completion of Air Force Pilot Training. (Naval aviators do just as well, only with different airplanes!) Formation flying involves a leader and a wingman. Just two airplanes. All of the larger formations that you see, especially the European military teams, are combinations of more than one "element", the element being a leader and a wingman. With that in mind, we start at the beginning, with a two-ship element of T-38's on the runway, about to take off. Perhaps nowhere in the world of aviation is the saying "a picture is worth a thousand words" more applicable than when learning formation flying. Formating is station keeping, plain and simple. And, as I indicated in a previous missive, it is the wingmen who are doing the station keeping, hence doing the formating. The leader is flying with great smoothness and precision, of course, and with PhD level situational awareness, but he is just flying, not keeping station. Now the first requirement of station keeping is to know just what station we intend to keep! The basic two-ship element in "fingertip" formation is shown here. The wingman flies slightly behind and below the lead airplane. The reasons for this are many, some related to safety (reducing the chances for a mid-air collision) and some have to do with the origins of all formation flight - air combat. In a combat environment, the two airplanes are much farther apart - thousands of feet in some cases. In "parade" formations, the spacing is more or less what you see here. Airshow team formations are, of course, much closer than this, often with actual wingtip overlap and 3 feet wingtip to canopy separation. Now in the Northrop T-38 trainer, it so happens that the correct position is achieved when the wingtip of the lead airplane is right on the star in the USAF logo on the side of the engine intake. The juxtaposition of these two elements creates a line along which the correct position lies. Where along this line you go depends on how good you are - the better you are the closer you can get. In the real world, there is another reference, which has eluded me through the mists of time, which is used simultaneously to lock in the correct spacing. No doubt, some more recent UPT (Undergraduate Pilot Training) grad will provide us with this reference! No matter. For our purposes, wingtip in the star and as close as you can get! When flying formation, you can either take off in formation, like the Thunderbirds do, or you can take off with minimum interval and join up in the air. We'll start with the formation takeoff, although this would not be a student's first crack at the stick in the real world. The leader in a formation takeoff lines up in the middle of either the left or right side of the runway, depending upon the direction of the departure turn. You would normally want a student on the outside of the first turn, for a variety of reasons. Here we see our leader lined up and ready in the middle of the left side of the runway. We line up in the middle of the right side. Using hand signals, lead tells us to run up our engines to a high power setting with brakes parked. Lead then signals, usually with an exaggerated forward nod of the head, for brake release. A key element of formation flying is that lead must always give away a little bit of power to the wingman. That is, the wingman must always have a little excess thrust with which to play "catch up" if necessary. Since most formation flying, at least in the military, is done in identical airplanes, the leader must create this "edge" for the wingman by operating at a slightly reduced power setting. So, instead of going to full power for takeoff, lead uses maybe 95%. This way, wing has around a 5% edge to use if he falls behind. Once brakes are released, you, the wingman, work the throttle to maintain the correct position (wingtip and star). Since you are on the other side of the runway from the leader, you are protected in the event lead aborts - you just keep going. When lead rotates, you rotate also - to match his pitch angle. When you see his gear start up, raise yours. By the way, in case you were wondering how all of the Thunderbirds and Blue Angels can retract the gear at the exact same instant, they are listening to lead talk his way through the entire performance on the radio: "Gear, ready..NOW" In other than airshow formation flying, this sort of chatter is frowned upon, and so a litany of hand signals has been developed over the decades. We can dispense with other than a mere mention of this, since, of course, it is not modeled at all in MSFS! Now all of a sudden, things have gotten a lot harder, since we have just transitioned from two dimensions into three! We not only have fore and aft, and right and left to worry about, but now there is up and down! But nothing has changed, really. The intent is to match your airplane's attitude to lead's. Fore and aft movement is still largely controlled by thrust. Closer and farther is more or less controlled by roll, and up or down by pitch. Often, though, several axes come into play at once, calling for combinations of pitch and power adjustments. During straight and level (zero banked) flight, your focus remains on keeping the wingtip in the star. It matters not whether lead is climbing or descending. In fact, lead could do a complete loop and your basic station keeping chore would remain the same - pitch to keep your fuselage at the same attitude as lead, roll to remain at the correct distance, and power to keep the wingtip in the star, fore and aft. There are two ways to perform a turn in formation flight. In fingertip formation, the turn (which can be made in either direction) is made by maintaining the basic wingtip and star position. This will result in a climb or descent depending upon whether the turn is made into or away from the wingman. If lead starts a turn away from you, which you can detect by noticing his wings bank and the wingtip go above the star, you do several things at once: increase back pressure to move vertically to get the wingtip back to the star, add power since you have just started a climb and will be falling behind the correct line, and roll to remain at the correct distance. The picture will look like you see above - you will be above the leader but still on the correct line at the correct distance. A turn into the wingman puts the wingman on the inside and he ends up below the leader. Again, use pitch power and roll to match bank angle, remain at the correct distance, and keep on the wingtip star line. This is often an uncomfortable position for the new formation student, as he can get the illusion that he is falling out of the sky! But with practice, you get the hang of it. As we discussed with level flight, the leader can go through a complete roll and your station keeping chore basically remains the same. In the "Red Arrows" simulation, all turns are fingertip turns, and the entire formation pivots around the lead airplane. The second type of turn is made from a different formation than the fingertip formation. This is called echelon formation and looks like the image to left. In echelon, which can be flown with any number of airplanes, even just two, all airplanes are on the same side of the leader. All turns are made away from the wingmen - NEVER into them! The echelon turn is made on the same plane as the leader, which means that you forget about the wingtip and star for the moment and concentrate on keeping the lead airplane in a constant position relative to the horizon, and maintaining the same bank angle as lead. Like this: You must add power, since you are on the outside of a turn. Power still controls fore and aft, and pitch (pull) now controls your distance from the leader. If you are at the same bank angle as lead, a pull will bring you straight toward him. If you have more bank than he does, a pull will bring you in and down - less bank in and up. You need to be ready to pull the extra power off quickly when lead rolls out! As you watch the diamond formations of the 'Birds or the Blues, what you are watching is very tight fingertip formation being flown, with one addition - the fourth pilot has taken up what is called the "slot" position, directly behind and below the leader, which brings us to the third type of formation, the "trail" formation. Trail, as the name implies, means following lead directly behind and a bit below, as shown in the picture to the left. Again, your job is to maintain position - to keep the same sight picture. Power again controls fore and aft, which is now also distance from lead. Pitch controls up and down, and you match bank angles, which means that roll controls left and right. This is what air refueling is all about - very close trail in dissimilar airplanes. There is a fourth kind of formation, used, in exaggerated form, in combat. This is called line abreast, and when flown close, like the demonstration teams do, it is exceptionally difficult. In line abreast you fly right alongside the leader. In the T-38, at least, this was difficult due to the dearth of positional cues. Generally turns are not performed in parade distance line abreast. In combat this formation is called combat spread, and may involve distances of a thousand yards or more. Landing on the wing is simply(!) a matter of putting it all together! Really, it is a continuation of the straight flight, matching speed with lead, and configuring when he does. Lead, of course, must line up with one or the other halves of the runway, just like on takeoff. Having said all of this, I must point out that doing this on a PC is a good deal more difficult than it is in an airplane! The reasons for this are many, including the often jerky manner in which AI airplanes fly. But the major reason is that you have no cues other than visual, and limited visual cues at that. As you can see from the pictures, you spend your entire time as a wingman with your neck turned one way or another. This is, of course, easy to do in an airplane, albeit a bit painful over time. But in the PC sim, you will have to do one of several things to keep lead in sight. Either choose a view such as Virtual Cockpit that can be "panned" over to the lead airplane, or fly much farther behind lead so that you can see him in 2D view. Some combat simulators had a feature that "padlocked" your view toward a target airplane, but this introduced many more problems than it solved. Only trail formation can be flown without having to make some accommodation to the views. If you want to pursue this, I recommend several video tapes, especially for those without military training. In this way, you can see what the formations look like from the air. The first is "Threshold, the Blue Angels Experience". In spite of my background as an Air Force flyer (heavies, it must be said, not fighters!), I think this is the best movie ever made about the military demonstration teams. The second is actually a two tape set, called "Formation Flying - How To Master The art". This was, and probably still is, available from EAA, and it is a complete course on tape, with classroom lectures and air to air video. An outstanding package, without question. And who knows, if someone ever does put together a decent formation package for FS2002, it may be a valuable adjunct to flight training in the teaching of formation flying skills in real airplanes! Tony Vallillo avallillo@earthlink.net
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