Plane 10 Manual
Plane 10 Manual
Plane 10 Manual
This is version 10.11 of the manual to the home and professional versions of X-Plane (X-Plane
10 Global and X-Plane 10 for Professional Use, respectively), last updated January 23, 2012. The
latest version of the manual will always be available for download from the X-Plane.com web site.
Throughout the text, there will be cross-references to other parts of the manual, as well as
hyperlinks to web pages. These will be formatted as gray text. For instance, clicking the following
reference to this section will bring you to the top of the current page:
The Table of Contents is also cross-referenced; click on the section you’re looking for to travel
there instantly. Alternatively, the PDF’s bookmarks can be used to navigate quickly through the
manual. If you are using the Adobe Acrobat or Apple Preview PDF viewers, you can display these
bookmarks by clicking the buttons shown in Figure 1, respectively.
Figure 1: Buttons to show bookmarks in Acrobat (left) and Preview (right) PDF viewers [Full size →]
iii
iv ABOUT THIS MANUAL
Contents
1 About X-Plane 1
1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 What X-Plane Includes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 About the Two Versions of the X-Plane Simulator . . . . . . . . . . . . . . . . . . . 3
1.3.1 X-Plane 10 Global . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3.2 X-Plane 10 Professional . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.4.1 Austin’s Bio, As of Mid-2006 . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.5 X-Plane Today . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
v
vi CONTENTS
5 Flight in X-Plane 47
5.1 Opening an Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
5.1.1 Choosing a Livery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
5.2 Choosing an Airport or Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
5.2.1 Other Ways to Choose a Location . . . . . . . . . . . . . . . . . . . . . . . . 50
5.3 Changing the Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
5.3.1 Setting the Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
5.3.1.1 Setting Uniform, Static Weather for the Whole World . . . . . . . . 51
5.3.1.2 Setting Randomly-Generated, Realistic Weather . . . . . . . . . . . 53
5.3.1.3 Drawing or Adding to Weather Patterns by Hand . . . . . . . . . . 53
5.3.1.4 Downloading Current Real-World Weather from the Internet . . . . 54
5.3.2 Setting the Date and Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
5.4 How to Fly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
5.5 Using the Instruments and Avionics . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
5.5.1 A Note on Radio Tuning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
5.6 Using the Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5.7 Letting X-Plane Fly Your Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
5.8 Getting Quick Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.9 Saving and Sharing Your Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.9.1 Creating a Reusable Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.9.2 Creating an Replay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.9.3 Creating a Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
5.9.4 Capturing a Screenshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.10 Visualizing and Replaying Your Flight . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.10.1 Viewing the Path Taken by Your Aircraft . . . . . . . . . . . . . . . . . . . . 60
5.10.2 Using the Built-In Replay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5.10.3 Replaying a Flight from a Flight Data Recorder (FDR) . . . . . . . . . . . . 62
5.11 Viewing the Behind-the-Scenes Flight Model . . . . . . . . . . . . . . . . . . . . . . 62
Glossary 167
G.1 Working with the Program Itself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
G.2 Controls in an Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
G.3 Movement of an Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
G.4 Other Aviation Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Chapter 1
About X-Plane
1.1 Overview
X-Plane is the world’s most comprehensive and powerful flight simulator for personal computers,
and it offers the most realistic flight model available.
X-Plane is not a game, but an engineering tool that can be used to predict the flying qualities
of fixed- and rotary-wing aircraft with incredible accuracy.
Because X-Plane predicts the performance and handling of almost any aircraft, it is a great
tool for pilots to keep up their currency in a simulator that flies like the real plane, for engineers
to predict how a new airplane will fly, and for aviation enthusiasts to explore the world of aircraft
flight dynamics.
Welcome to the world of props, jets, single- and multi-engine airplanes, as well as gliders,
helicopters and VTOLs. X-Plane contains subsonic and supersonic flight dynamics, allowing users
to predict the flight characteristics of the slowest aircraft or the fastest. X-Plane also includes more
than 30 aircraft in the default installation, spanning the aviation industry and its history. Aircraft
included range from the Bell 206 JetRanger and Cessna 172 to the Space Shuttle and the B-2
Bomber. Additionally, some 2,000 additional aircraft models can be downloaded from the Internet
(X-Plane.org, the X-Plane.com Links page, and Google are good places to start looking), many of
which are completely free. If those aren’t enough, users can design their own airplanes and test-fly
them!
The full X-Plane scenery package covers the Earth in stunning resolution from 74◦ north to
◦
60 south latitude. Users can land at any of over 33,000 airports or test their mettle on aircraft
carriers, oil rigs, frigates (which pitch and roll with the waves), or helipads atop buildings. They can
also realistically model the flight of remote-controlled model aircraft, perform an air-launch in an
X-15 or Space Ship One from the mother ship, fly re-entries into Earth’s atmosphere in the Space
Shuttle, fly with friends over the Internet or a LAN, drop water on forest fires, or shoot approaches
to aircraft carriers at night in stormy weather and rough water conditions in a damaged F-4. The
situations that can be simulated are unbelievably diverse!
Weather in X-Plane is variable from clear skies and high visibility to thunderstorms with con-
trollable wind, wind shear, turbulence, and micro bursts. Rain, snow, and clouds are available for
an instrument flying challenge, and thermals are available for the gliders. Actual weather conditions
can be downloaded from the Internet, allowing users to fly in the weather that really exists at their
current location!
X-Plane has detailed failure modeling, with multitudes of systems that can either be failed
manually at an instructor’s command, or randomly when users least expect it! Users can fail
1
2 CHAPTER 1. ABOUT X-PLANE
instruments, engines, flight controls, control cables, antennae, landing gear, or any of dozens of
other systems at any moment. They can also have a friend or flight instructor (locally or via the
Internet, working from an Instructor’s Operating Station) fail components on the aircraft without
the pilot’s knowledge. The instructor can alter the time of day, weather conditions, and failure
status of hundreds of aircraft systems and components. Additionally, the instructor can relocate
the aircraft to a location of his or her choice at any time.
Aircraft models are also extremely flexible, allowing users to easily create paint jobs, sounds,
and instrument panels to modify any airplane you choose. Custom airplane or helicopter designs
can even be created and flown using X-Plane and the included Plane Maker software.
X-Plane is used by world-leading defense contractors, air forces, aircraft manufacturers, and even
space agencies for applications ranging from flight training to concept design and flight testing.
For example, X-Plane has been used in crash investigations to depict the view pilots experienced
moments before a mid-air collision, or to graphically present to juries and judges the forces that
impact an aircraft in flight. Scaled Composites used X-Plane to visualize Space Ship One’s flights
to the edge of the atmosphere in their pilot training simulator. Kalitta has used X-Plane to train
their pilots to fly freight 747s in the middle of the night. Northwest and Japan Airlines use X-
Plane for flight review and training. Cessna uses X-Plane to train new customers in the intricacies
of the Garmin G1000. Dave Rose has used X-Plane to optimize airplanes for his many wins at
Reno. NASA has used X-Plane to test the re-entry of gliders into the Martian atmosphere, and the
list goes on. These customers serve as perhaps the most significant endorsement of the incredible
capabilities of this simulator.
Furthermore, X-Plane has received certification from the FAA for use in logging hours towards
flight experience and ratings. This experience can provide credit towards a private pilot’s license, re-
currence training, hours towards instrument training, and even hours towards an Airline Transport
Certificate—it’s that good.
Windows, Mac, and Linux installers are included on the discs purchased from X-Plane.com. There
are over 70 GB-worth of scenery (covering essentially the entire world) and over thirty aircraft,
with thousands of planes available on the web. The DVDs contain everything needed to run X-
Plane—there is nothing more that you need to buy. You’ll receive free updates to X-Plane 10 until
Version 11 is released, as well some of the best customer service and tech support available.
While on its own X-Plane represents the world’s most comprehensive flight simulator, the in-
stallation DVD also comes with Plane Maker, allowing users to create custom aircraft or modify
existing designs, and Airfoil Maker, allowing users to create airfoil performance profiles.
Of course, the thousands of aircraft available on the Internet provide even greater variety. The
following is a (small) sample of what’s out there:
software available for about $80 at X-Plane.com is almost identical what is found in the $500,000
full-motion, FAA-certified platforms. The biggest difference is that the FAA-certified versions have
custom aircraft files with larger instrument panels, which are set up to work with hardware radios
like those found in the physical cockpits. The FAA-certifiable version also has some of the purely fun
stuff (like space flight) removed even though those situations are simulated accurately in X-Plane,
just like the FAA-certified subsonic terrestrial flight.
1.4 History
Many people ask us about the history of X-Plane, how we got started and where we’re going. Here’s
some background information about Austin Meyer (the author) and the history of X-Plane.
As you may know, the most popular flight simulator on the market historically is Microsoft
Flight Simulator. This may be predominately due to their early start with their flight simulator,
which dates back to about 1982 or so. Over the years, there have been many other upstart companies
that have attempted to compete against Microsoft (Flight-Unlimited, Fly and Fly-2k are a few
examples). All but X-Plane have failed. From the very beginning, the greatest advantage of using
X-Plane was in the way the flight model is generated and the high frame-rate at which X-Plane can
run. This has long given us an advantage in being able to accurately calculate and depict the flight
response and feel of an aircraft in flight. In the past, Microsoft had scenery that was superior to
X-Plane’s, as well as many more add-ons. Microsoft’s advantage here mostly died about mid-way
through the X-Plane 8 run. X-Plane 10 marks another leap forward in our simulator, what we
unhesitatingly believe to be the greatest flight simulator available.
Over the years, we’ve consistently seen increasing sales, with a total of about 750,000 copies
of X-Plane shipped through either Internet orders or retailers as of April 2009 (not counting the
500,000 copies of the new iPhone apps!). Furthermore, X-Plane is the only single commercial flight
simulator available for the Macintosh, Windows, and Linux platforms. The set of discs sold at X-
Plane.com includes copies for all three, so there is no possibility that a user will pick up the wrong
version for his or her computer. (Note that some retailers have been known to stock Windows-only
or Macintosh-only copies of X-Plane or sell X-Plane without global scenery to keep costs down.
Read the box carefully if buying from a store shelf.)
Aside from the improved accuracy and fluidity found in X-Plane, another big difference between
Microsoft’s simulator and our own is that, whereas Microsoft releases updates about every three
years or so, we release updates for X-Plane about every ten weeks! Thus, instead of buying a disc
and having the software remain stagnant for the next thirty-six months, X-Plane encourages users
to go to our website every three months or so and download cool new (and free) updates to their
software!
In short, we are a few very driven and talented people that have made the improvement and
accuracy of X-Plane pretty much our life’s mission.
from a runway and fly clear to orbit. Tony DuPont, the president of the company, was the founder
of this ingenious NASP concept. While the Space Shuttle and other conventional rockets use rocket
engines to blast up to their orbital speed (18,000 mph), the NASP breathes air to run its engines,
so it must do most of its acceleration in the atmosphere. This use of the oxygen in the atmosphere,
rather than carrying liquid oxygen on board, makes the vehicle much more light and efficient, but
it also means that the aircraft must fly at many, many thousands of miles per hour in the air, which
creates tremendous heat and drag. Circulating cool fuel through the skin of an aircraft is not a new
idea... in fact the bell-shaped nozzles on most rocket engines employ this technology to keep them
from melting! For the NASP, this is one of the few options that will keep the skin temperatures
down and allow hypersonic flight (that is, flight at five times the speed of sound or greater). You
might think that using an insulated tile system like the one the Space Shuttle has would be a
good option, but maintaining and replacing thousands of small tiles would be problematic, bulky,
and expensive. Of course, circulating fuel to keep the skin cool has its drawbacks too! The SR-71
Blackbird uses its cool fuel to keep its surface temperatures down, and in fact is limited to much
lower speeds than Mach 3 when low on fuel because there is nothing left to absorb the heat! Open
the SR-71 in X-Plane and rather than seeing a red line on the airspeed indicator (like just about
every other aircraft) to indicate maximum allowable speed, there is a whole red arc! That big red
region is the speed range that you can only operate in if you have enough fuel in the tanks to soak
up the heat from atmospheric friction! How far into the red zone you are allowed to fly depends on
your remaining fuel load—Now you know.
Anyway, enough about the fascinating NASP concept. That summer in 1988, while living in San
Diego, I took an instrument currency flight to keep my IFR skills sharp, and had a very difficult
time getting up to speed in the crowded, fast-paced, hectic ATC system of San Diego after the
relative slow and laid-back ATC operations back home in South Carolina. After finally getting my
IFR skills up to a comfortable level (requiring about three or four flights), I decided that I wanted
an instrument trainer to keep my IFR skills up to snuff. Microsoft Flight Simulator was pretty
much the only game in town back then, and I was pretty disappointed in what I found. Microsoft
was running on the little baby Macintoshes back then, which was great, but there were a few other
little things I wanted done differently as well, and I knew Microsoft would not change their sim
just to suit me. Thus, X-Plane was born, at the time called “Archer-II IFR.” I used this program
for several years to keep up my instrument currency.
A bachelors degree in Aerospace Engineering at Iowa State University soon followed, and during
my engineering studies there I expanded “Archer-II IFR” to be able to simulate almost any airplane
imaginable by simply plugging in the blueprints for that airplane, and letting the sim then figure
out how the plane should fly based on those blueprints. This is completely opposite how most
any other simulator works and is by far the largest and most important differentiator between
X-Plane and its competitors. I started to use the simulator to test out various aircraft designs I had
conceived, and quickly learned that Cessna, Piper, Lancair, and Mooney build the way they do for
a very good reason—my designs were efficient, but too difficult to fly safely. Later, I renamed the
program “X-Plane” in honor of the series of aircraft tested at Edwards Air Force Base in the ’60s
and continuing through today.
More about Austin can be read on the Austin’s Adventures blog.
the single set of discs available from X-Plane.com’s Ordering page will run on nearly any personal
computer available in the world.
Engineers at Velocity, NASA, Scaled Composites, and Carter Aviation have all used X-Plane to
do design, evaluation, and simulated flight testing. The National Test pilot school uses X-Plane to
train pilots in non-conventional aircraft and flight-control systems. I know an eight-year-old Italian
girl who likes to taxi the planes around to see the Corvettes parked around the airport fence. Other
kids try their own designs in X-Plane, and countless youngsters gleefully crash their simulated F-22s
into the ground at Mach 2 as well.
Most X-Plane customers are pilots, or people who want a simulator that has a level of realism
appropriate for pilots. Many airline pilots take X-Plane with them on their (real) overseas flights on
their laptop computers and simulate the next day’s flight and possible approaches while on layover.
Many airline and freight pilots keep their currency up on X-Plane to breeze through their bi-annual
reviews and flight currency checks. Countless private pilots use X-Plane to help maintain currency
when time and money constraints keep them from making it out to the airport as often as they
would like. While we have received a handful of orders from the DOD, the CIA, and Microsoft, the
majority of X-Plane customers are simply people who want to experience the joy of flight. A copy
of X-Plane provides a fun, easy (and safe!) way to do just that.
Many pilots have regular access to old Cessnas, but what would it be like to get dropped from
the wing of a B-52 in an X-15 and head to the fringes of space at 4,000 mph? Or to fly a full re-entry
in the Space Shuttle? Or take the SR-71 to 70,000 feet at Mach 3? Or fly a rocket plane on Mars?
X-Plane will show you, but even better, it will let you experience it for yourself.
8 CHAPTER 1. ABOUT X-PLANE
Chapter 2
This chapter is designed to allow a first-time X-Plane user to get the simulator up and running in as
short a time as possible. The goal is to be in the air and flying within ten minutes of completing the
installation while still learning the essentials of the simulator. This chapter will gloss over a great
deal of background information, and configuration of many non-essential options will be skipped
entirely. It assumes that the computer X-Plane is being installed on is capable of running the
simulator with its default rendering options. Note that the minimum system requirements to run
X-Plane are a 2 GHz processor, 2 GB of RAM, and a DirectX 9-capable video card with 128 MB of
on-board, dedicated video RAM (VRAM). However, the recommended specifications are a 3 GHz
multi-core processor, 4 GB of RAM, and a DirectX 10-capable (DirectX 11 preferred) video card
with 1 GB of on-board, dedicated VRAM. X-Plane will take advantage of as many cores or distinct
processors as you can afford. Having 16 cores split among 4 CPUs is not required by any means,
but Version 10 would be able to use every one. No more than 4 GB of RAM is necessary, but the
more VRAM you have, the better–X-Plane 10 can easily use 1.5 GB of VRAM at the maximum
settings.
Where the process differs between installing on Windows and Mac OS X, the differences have
been noted.
After getting off the ground initially, you may want to continue reading the full manual, or
simply keep it for reference. If you have any issues while following this guide, check the rest of
the manual—the problem is very likely addressed there, and you’ll save time for both yourself and
customer support.
Detailed information on installing and configuring X-Plane can be found in Chapters 3 and 4.
Detailed information on joystick configuration can be found in Chapter 4, and Chapter 5 contains
more information on setting up and flying the aircraft.
1. Insert the first X-Plane DVD into your DVD-ROM drive and wait for it to spin up.
If you are using the earliest set of X-Plane 10 discs (printed around November 2011), download
the updated X-Plane installer from our web site. Launch that installer rather than the one
on your installation DVDs, then skip to step 3.
9
10 CHAPTER 2. QUICK START GUIDE
2. In Windows, if the operating system does not launch the X-Plane installer automatically,
click the Start menu, then My Computer. Double click on the XPLANE10 DVD, then In-
staller Windows.exe.
Mac users will need to double click on the X-Plane DVD icon on the desktop, then double
click the Installer Mac.app to launch the installer.
3. When the installer window appears, click Continue to begin the installation process.
4. By default X-Plane will install to the Desktop. Though it can be installed elsewhere, it is
strongly recommended that it be placed on the Desktop so that it can be found in the future.
For the purposes of this guide, we will assume it is installed there. Click Continue.
6. Select the scenery you would like to install. Depending on the installer on your disc, either all
of the world or none of it will be selected by default. An unselected tile will appear bleached
in color, while a selected tile will have its full color (as all tiles do in Figure 2.1).
Figure 2.1: All scenery selected for installation after clicking “Select All” [Full size →]
If you are unsure what areas are currently selected, just click Select None to turn everything
off (as seen in Figure 2.2). From there, select the individual tiles you would like to install by
clicking on them. Additionally, you can click and drag to select large areas quickly.
Note that for regions where no scenery is installed, only oceans and airports will be visible.
When you’re finished selecting scenery, click Continue to begin installing.
For the purposes of the Selecting a Location section later in this guide, be sure to select
the two tiles that make up America’s West Coast, as we will be traveling to Los Angeles
International Airport (KLAX).
7. The installer will begin displaying its progress. When the installer prompts you to do so,
remove the current disc and insert the next. Note that installation may take anywhere from
2.2. LAUNCHING X-PLANE 11
Figure 2.2: No scenery selected for installation after clicking “Select None” [Full size →]
thirty to sixty minutes per disc, and that only one X-Plane disc can be in the system at once
(the installer wont recognize a disc placed in a second DVD-ROM).
Installing the complete scenery package will consume about 75 GB of hard drive space and will
take between five and six and a half hours to install.
Scenery can be added or removed at any point in the future by inserting Disc 1 and re-running
the installer. When the X-System installer comes up saying “You already have X-Plane 10 installed
on this computer,” click the Add or Remove Scenery button and proceed just like in step 4
above.
Note: Having finished the installation, Mac users will probably want to exclude their X-Plane
installation directory from their Time Machine backups (as described in Chapter 3, in the section
“Special Considerations for Mac Users.”
2. Put Disc 1 into your DVD-ROM drive. Starting X-Plane without this will force X-Plane to
run in demo mode only.
3. Open the X-Plane 10 folder (located by default on the Desktop) and double click on “X-
Plane.exe” in Windows, or “X-Plane.app” on a Mac.
12 CHAPTER 2. QUICK START GUIDE
Figure 2.3: Selecting Joystick & Equipment from the Settings menu [Full size →]
Figure 2.4: The relevant portion of the Joystick & Equipment dialog’s Axis tab [Full size →]
1. Once the program loads, move your mouse to the top of the screen, causing the menu to
appear.
2. Click on Settings (per Figure 2.3), then Joystick & Equipment. The relevant portion of the
dialog box that appears is shown in Figure 2.4.
3. Move your joystick or yoke forward and back. A green or red bar should move as you do so.
Click the drop-down menu next to it and set it to pitch. Do not check the reverse box next
to this control unless, when flying, the aircrafts pitch control is working backward.
4. Move your joystick/yoke left and right. The green or red bar that moves should be set to roll.
Do not check the reverse box next to this control unless, when flying, the aircrafts roll control
is working backward.
2.4. SELECTING AN AIRCRAFT 13
5. Twist your joystick (if applicable). The bar that moves should be set to yaw. If you do not
assign a yaw axis, X-Plane will attempt to stabilize it for you. Once again, do not check the
reverse box unless, when flying, the aircrafts yaw control is working backward.
If you are using rudder pedals instead of a twisting joystick, slide them forward and backward
and set the green/red bar that moves then to yaw.
Additionally, only when using rudder pedals, press the left pedal down with your toes. The
green or red bar that moves should be set to left toe brake. Do the same for the right pedal,
and set that green bar to right toe brake. If this is done, you may also skip steps 8 through
10 below.
6. Move your throttle forward and back (on a yoke, this is typically the leftmost lever). Set this
bar to throttle. Check the reverse box only if, when flying, the aircrafts throttle control works
backward.
7. Move all the joystick’s control axes (that is, pitch, yaw, roll, and throttle) through their full
range of motion to calibrate the controls.
8. Once again, skip this step and steps 9-10 if the rudder pedals are set up as toe brakes. Click
the Buttons: Basic tab at the top of the screen.
9. Press the button on your joystick that you would like to assign to brakes, then release it.
10. Using the mouse, click the round button to the left of Toggle brakes regular effort (found
near the bottom of the second column and already selected in Figure 2.5).
11. Close the Joystick & Equipment menu with either of the X buttons at the top of the screen,
or by pressing the Enter key on your keyboard.
2. At the top of the window now open is a drop-down menu. It is currently displaying the name
of the folder that the current aircraft is located in. Then, click the up/down symbol on the
right side of the folder name.
3. Now a list of the folder hierarchy (the organization of the folders) opens from the drop-down
menu. It starts with the main X-Plane folder and goes down to the folder that the current
aircraft is in. For example, if the F-22 Raptor is open at the moment, the hierarchy shows:
• X-System folder
• Aircraft
• Fighters
• FA 22 Raptor
4. The Aircraft folder opens. The folders here divide X-Planes aircraft into classes—for example,
there are fighters, general aviation craft, gliders, helicopters, seaplanes, etc. Double click on
General Aviation.
5. Now the navigation box in the lower left of the window shows the different aircraft classified
as general aviation planes. Double click on the Cessna 172SP folder.
6. X-Plane aircraft files, which are what we need to click on to open an airplane, are denoted
by an “.acf” extension. Double click on the Cessna 172.acf file (as seen in Figure 2.8) to load
the aircraft.
In a few moments the screen will go black. Shortly thereafter the cockpit of a new Cessna
172 Skyhawk will appear.
1. The airplane’s engine is already running. Press the button that was
assigned to brakes when the joystick/yoke was configured. If no
button was configured (e.g., if you are flying with the mouse), press
the ‘b’ key on the keyboard.
2. Move the throttle all the way up. Figure 2.11: The
3. If applicable, use the joystick’s twist or the rudder pedals to con- airspeed indicator in the
Cessna 172 [Full size →]
trol the plane’s left and right motion to track the centerline of the
runway (don’t worry if you go off it—you’ll still get up to speed
for take off). If no yaw axis was configured above (or if using the
mouse), the simulator will attempt to control the yaw for you.
2.7. UPDATING X-PLANE 15
5. Gently level the plane off in order to build a little airspeed, then,
when the plane hits, say, 80 knots, pull back again to begin climbing.
Building airspeed this way will help to keep the plane from stalling.
6. Fly away!
1. In X-Plane, move your mouse to the top of the screen (causing the menu to appear) and click
About.
3. In the window that appears, there will be an Update X-Plane button if an update is
available. Clicking this will cause X-Plane to download the latest update and run the updater
for you.
4. The installation files will be downloaded and installed, after which you will be ready to fly.
Figure 2.5: The Buttons: Basic tab of the Joystick & Equipment menu, with a button set to Toggle
brakes regular effort [Full size →]
Figure 2.6: Selecting the Open Aircraft dialog from the Aircraft menu [Full size →]
2.8. FURTHER CONSIDERATIONS 17
Figure 2.7: Working with the directory hierarchy in the Open Aircraft dialog [Full size →]
Figure 2.9: Opening the Select Global Airport dialog from the Location tab [Full size →]
Figure 2.10: Going to KLAX (Los Angeles International Airport) using the Select Airport dialog
[Full size →]
Chapter 3
To find your computer’s CPU speed and amount of RAM, Mac users can simply open the Apple
Menu and click “About This Mac.”
For Windows Vista and Windows 7 users, you can open the Start menu and type System to
search for the Control Panel’s “System” item. Opening this will display the processor, its speed,
and the amount of RAM installed. Windows XP users can get the same information by:
19
20 CHAPTER 3. PREPARATION AND INSTALLATION
Additionally, X-Plane 10 has been optimized for dual- and quad-core processors, as well as
multiprocessor systems—some CPU cores can be used for the flight models of the simulated aircraft,
others for loading scenery, taking input, etc.
3.2.1 Joysticks
Joysticks typically provide pitch, roll, and throttle control, as well as a few buttons that can be
programmed to do different things. For example, you may program one button to raise and lower
the landing gear, and two additional buttons to raise the flaps and lower them. Also, some joysticks
can have their handle twisted left and right to control yaw movement. If the joystick being used
does not offer yaw control, you will probably want a set of rudder pedals to provide realistic yaw
control in the airplane. A joystick will be best for flying fighter or sport airplanes, or planes made
by companies like Airbus, Cirrus, or Lancair, for the simple reason that those planes, in reality, are
controlled with joysticks!
22 CHAPTER 3. PREPARATION AND INSTALLATION
3.2.2 Yokes
A yoke consists of a steering wheel-like control that rotates left and right and also slides back and
forth. These are the best option for users primarily interested in flying older-style general aviation
planes, business jets, and non-Airbus airliners, since these planes are flown with yokes in reality.
Yokes are typically clamped to the user’s desk for stability. They may have a built-in throttle
quadrant, which will allows for independent control of the propeller, throttle, and mixture for a
single propeller engine. Also, note that yokes do not control yaw movement (they do not twist left
and right for yaw control like some joysticks), so rudder pedals are required for realistic yaw control.
1. Insert Disc 1 of the X-Plane installation DVDs into your DVD-ROM drive and wait for it to
spin up.
If you are using the earliest set of X-Plane 10 discs (printed around November 2011), download
the updated X-Plane installer from our web site, then skip to step 3.
2. If the X-System window doesn’t open automatically, open My Computer and navigate to the
drive now labeled “X-Plane 10” (usually the D: drive). If the X-System window does appear
automatically, skip to step 4.
5. By default, X-Plane will install to the Desktop. Though it can be installed elsewhere (by
clicking the Change Destination button), it is strongly recommended that it be placed on
the Desktop so that the folder can be found in the future. When an acceptable location has
been selected, click Continue.
7. Select the scenery you would like to install. Depending on the installer on your disc, either all
of the world or none of it will be selected by default. An unselected tile will appear bleached
in color, while a selected tile will have its full color (as all tiles do in Figure 3.1).
Figure 3.1: All scenery selected for installation after clicking “Select All” [Full size →]
24 CHAPTER 3. PREPARATION AND INSTALLATION
If you are unsure what areas are currently selected, just click Select None to turn everything
off (as seen in Figure 3.2). From there, select the individual tiles you would like to install by
clicking on them. Additionally, you can click and drag to select large areas quickly.
Figure 3.2: No scenery selected for installation after clicking “Select None” [Full size →]
Note that for regions where no scenery is installed, only oceans and airports will be visible.
When you’re finished selecting scenery, click Continue to begin installing.
8. The installer will begin displaying its progress. When the installer prompts you to do so,
remove the current disc and insert the next. Note that installation may take anywhere from
thirty to sixty minutes per disc, and that only one X-Plane disc can be in the system at once
(the installer won’t recognize a disc placed in a second DVD-ROM). Installing the complete
scenery package will consume about 75 GB of hard drive space; doing so will take between
five and six and a half hours.
At any point in the future, scenery can be added or removed by inserting Disc 1 and re-running
the installer. When the X-System installer comes up saying “You already have X-Plane 10 installed
on this computer,” click the Add or Remove Scenery button and proceed just like in step 7
above.
1. Open the Start menu and click Run, or press Windows + R on the keyboard.
3. If a box appears asking if you want to check for signed drivers, click No.
4. The lower half of the window that appears is labeled System Information. At the bottom of
that list of stats is the system’s DirectX Version.
1. Locate either the X-Plane.exe file (found in the X-Plane 10 installation folder) or the shortcut
you use to launch X-Plane and right click on it.
3. Go to the Compatibility tab and check the Disable desktop composition box.
With that done, X-Plane will launch with the Basic theme and all menus will render correctly.
1. Insert Disc 1 of the X-Plane installation DVDs into your DVD-ROM drive and wait for it to
spin up.
If you are using the earliest set of X-Plane 10 discs (printed around November 2011), download
the updated X-Plane installer from our web site, then skip to step 3.
4. By default, X-Plane will install to the Desktop. Though it can be installed elsewhere (by
clicking the Change Destination button), it is strongly recommended that it be placed on
the Desktop so that the folder can be found in the future.
6. Select the scenery that should be installed. Depending on the installer on the disc, either all
of the world or none of it will be selected by default. An unselected tile will appear bleached
in color, while a selected tile will have its full color. If you are unsure what areas are currently
selected, just click Select None to turn everything off. From there, select the individual
tiles to install by clicking on them. Additionally, you can click and drag to select large areas
quickly.
26 CHAPTER 3. PREPARATION AND INSTALLATION
Note that for regions where no scenery is installed, only oceans and airports will be visible.
When you’re finished selecting scenery, click Continue to begin installing.
7. The installer will begin displaying its progress. When the installer prompts you to do so,
remove the current disc and insert the next. Note that installation may take anywhere from
30 to 60 minutes per disc, and that only one X-Plane disc can be in the system at once
(the installer won’t recognize a disc placed in a second DVD-ROM). Installing the complete
scenery package will consume about 75 GB of hard drive space; doing so will take between
five and six and a half hours.
Additionally, scenery can be added or removed at any point in the future by inserting Disc
1 and re-running the installer. When the X-System installer comes up saying “You already have
X-Plane 10 installed on this computer,” click the Add or Remove Scenery button and proceed
just like in step 6 above.
1. Open the Time Machine preferences, either from the task bar (by clicking the Time Machine
icon and selecting “Open Time Machine Preferences”) or from the System Preferences (by
clicking the Time Machine icon there).
4. Select the X-Plane installation directory (located by default on the Desktop) and click Ex-
clude.
Additionally, some users have had issues with Time Machine creating a “locked” copy of their
X-Plane discs. This can cause the X-Plane Disc 1 to appear in Finder as Disc 2, thus forcing X-
Plane to run in demo mode. The issue seems to have disappeared in the latest versions of OS X.
To correct the problem if it does occur, however, do the following:
1. Download and install the version of the OnyX system utility appropriate to your version of
OS X.
3. Select Finder from the OnyX menu bar and then select Show hidden files and folders
from the Misc Options section.
3.4. LAUNCHING X-PLANE 27
4. Open Finder and click on “Macintosh HD” (or whatever your installation disk is called). The
Volumes directory, which was hidden before, is now visible at the bottom.
5. Go into the Volumes directory and delete the unwanted X-Plane volumes by moving them to
the Trash.
7. After rebooting, the system should be ready to fly as normal using X-Plane’s Disc 1.
8. At this point, Onyx may be reopened to turn off the Show hidden files and folders option.
2. In Windows, right-click on the X-Plane.exe icon and select Create Shortcut. In Mac OS,
right-click on the X-Plane.app icon and select Make Alias.
Having installed X-Plane as described in the previous chapter, you can configure the simulator in
a number of ways. These include downloading the latest free update (giving you the latest set of
features available), setting up flight controls, and tuning the performance of the simulator both in
terms of graphics quality and frame rate.
• X-Plane’s menu is hidden when the simulator is first launched. To access the menu bar, just
move the mouse pointer to the top of the screen. When the mouse is within a centimeter or
so of the top edge of the screen, the menu bar will appear. There is no keyboard command
to access the menu bar.
• Any window within X-Plane can be closed by clicking either of the Xs found in the up-
per left and upper right corners. Alternatively, those windows may be closed by hitting the
Enter/Return key.
• Key commands can be found by opening the Joystick & Equipment screen and going to the
Keys tab. Key command assignments can also be changed using this screen (per the section
“Configuring Keyboard Shortcuts” of this chapter) to anything you like. Also, note that many
of the keyboard shortcuts are shown in the X-Plane menus. For example, opening the View
menu will display the list of available views on the left side of the drop down menu, with the
list of corresponding keyboard shortcuts on the right.
Like most programs, the simplest way to navigate around X-Plane is using the mouse, though
there are many shortcut key commands to help you navigate quickly through the options after
you become familiar with the program. These shortcuts are particularly important when using the
mouse to fly. In that case, it is much easier to use the ‘2’ key to drop a notch of flaps than it is to
let go of the controls, reach down with the mouse to adjust the flaps, and then reach back up and
grab the controls again.
29
30 CHAPTER 4. CONFIGURING AND TUNING YOUR X-PLANE INSTALLATION
Also note that most instruments and controls inside the cockpit are interactive, meaning that
the mouse can be used to alter switches, set frequencies, manipulate the throttle(s), change the
trim, etc.
2. Once it opens, move your mouse to the top of the screen and click About, then About X-
Plane. The dialog box that appears will show both your version of X-Plane and the latest
version available. If these differ, there will be an Update X-Plane button in the bottom
right of the window.
3. Click the Update X-Plane button. X-Plane will automatically download the latest version
of the updater program and launch it.
4. In the window that appears, please do not select the “Check for new betas” box unless you
are prepared to potentially work with some kinks (per the section “Using the X-Plane Betas”
below).
4.4. USING THE X-PLANE BETAS 31
5. Click Continue to begin the program’s scanning of your X-Plane directory. This allows it to
determine which files need to be updated.
6. Assuming there is enough disk space to download the required updates, click Continue to
begin the installation.
7. The installation files will be downloaded and installed. When the installation finishes, you’re
ready to fly.
Figure 4.1: Selecting Joystick & Equipment from the Settings menu [Full size →]
Figure 4.2: The relevant portion of the Joystick & Equipment dialog’s Axis tab [Full size →]
1. Move your joystick or yoke forward and back. A green or red bar should move as you do so.
Click the drop-down menu next to it and set it to pitch. Do not check the reverse box next
to this control unless, when flying, the aircraft’s pitch control is working backward.
2. Move your joystick/yoke left and right. The green or red bar that moves should be set to
roll. Do not check the reverse box next to this control unless, when flying, the aircraft’s roll
control is working backward.
3. Twist your joystick (if applicable). The bar that moves should be set to yaw. If you do not
assign a yaw axis, X-Plane will attempt to stabilize yaw movement for you. Once again, do
not check the reverse box unless, when flying, the aircraft’s yaw control is working backward.
If you are using rudder pedals, slide them forward and backward and set the green/red bar
that moves then to yaw.
Additionally, only when using rudder pedals, press the left pedal down with your toes. The
green or red bar that moves should be set to left toe brake. Do the same for the right pedal,
and set that green bar to right toe brake.
4. Move your throttle forward and back (on a yoke, this is typically the leftmost lever). Set this
bar to throttle.
4.6. CONFIGURING FLIGHT CONTROLS 33
Note: Any green bar which is not actively controlled by your hardware needs to be set to none.
When this is set, the bar will turn red, indicating that X-Plane is not using the axis.
Figure 4.3: The Buttons: Basic tab of the Joystick & Equipment menu, with a button set to Toggle
brakes regular effort [Full size →]
response curves for the pitch, roll, and yaw axes of the joystick.
If these sliders are set all the way to the left, the aircraft’s response to that axis’ input will be
completely linear. This means that a 50% deflection of the joystick will deflect the airplane’s flight
controls 50% of their travel. As these sliders are moved to the right the response becomes curved. In
this case, a deflection of the joystick from center to its halfway point may only deflect the aircraft’s
controls by 10%. This will dampen any aircraft movements and desensitize the user’s controls. Keep
in mind, however, that in this case, the remaining 90% of the control surface deflection must take
place in the last 50% of joystick movement. Thus, the controls will be dampened for the first half
or so of their travel and then become hyper-sensitive for the remainder of their throw. This gives
the user plenty of fine-tune control near the center of the flight control envelope to hold altitude
and roll precisely, but still allows for full control authority at the extremes.
Try flying with the sliders in various different positions to see what setting works best.
In the upper left portion of the Nullzone screen is another set of sliders, labeled “stability
augmentation.” These control X-Plane’s stability augmentation by damping the predicted forces
acting on the aircraft’s flight control surfaces. If these sliders are all the way to the left, then there
is no stability augmentation of the aircraft. As the sliders are moved to the right, X-Plane will
automatically add some stability augmentation to the aircraft, adding some elevator input to level
the nose, some aileron input to minimize the roll rate, and some rudder input to counter any aircraft
yaw rates. In other words, the simulator will try to make the plane easier to fly by adding control
inputs for the user. The downside, of course, is that as X-Plane adds stability, the aircraft becomes
4.7. CONFIGURING KEYBOARD SHORTCUTS 35
You can easily determine how much VRAM is required to render the current scene. At the
bottom of the Rendering Options dialog box is a line that reads “Total size of all loaded textures
at current settings: xxx.xx meg.”
In most cases, this number will only be updated after X-Plane is restarted—that is, you cannot
change the texture resolution, close the Rendering Options window, and reopen it to check the
amount of VRAM used.
If your system has a video card with 512 MB of memory and the VRAM currently used is only
128 MB, then a higher texture resolution can be set without problems. This will cause the scenery,
runway, and airplane to all look sharper and crisper. As long as X-Plane is not requiring more
VRAM than the system’s video card has, the simulation’s frame rate will not be impacted. Note
that if a texture resolution is set which requires substantially more VRAM than the video card has,
the simulator’s frame rate will be massively impacted as the computer begins to use system RAM
to store textures—a very slow process.
Do not worry if the total size of all textures loaded is larger than the amount of VRAM in your
system; in a perfect world, the VRAM used will be about equal to or a bit more than the VRAM
of the system’s video card. This will give maximum texture detail without overflowing the video
card’s memory and reducing the frame rate. Machines with faster graphics busses (like PCIe x16)
will be less sensitive to VRAM use.
4.8.1.2 Gamma
The gamma setting controls the overall brightness of the dark parts of the X-Plane world. Versions
of Mac OS prior to 10.6 Snow Leopard used a default gamma of 1.8, whereas newer versions of OS
X, as well as all versions of Windows, use a default gamma of 2.2. Increase this by a small amount
(0.1 or so) if X-Plane looks too dark.
would happen, for instance, if your monitor had a native resolution of 1920 x 1080 (a widescreen,
16:9 aspect ratio) and you selected a resolution of 1024 x 768 (a “standard” 4:3 aspect ratio).
4.8.1.6 Anti-Aliasing
The anti-alias level parameter is used to smooth the edges of the objects drawn in the simulator.
When a computer tries to draw diagonal lines across the finite number of rectangular pixels in a
monitor, “jaggies” result—pixelated-looking, stair-stepped lines. These jaggies may be (somewhat)
eliminated by turning on anti-aliasing. This will cause X-Plane to actually draw the simulated world
several times per frame and blend those frames together, resulting in a better looking image. Thus,
it is similar to using a higher screen resolution; running at a resolution of 2048 x 2048 without
anti-aliasing is similar to running at 1024 x 1024 and 4x anti-aliasing. Both situations tax the video
card with virtually no increase in CPU use. This will completely kill the simulator’s frame rate if
the system doesn’t have a strong video card, but if the video card can take it, crank this option up.
Please note that in HDR rendering mode, standard anti-aliasing using this parameter is not
recommended; it will impact frame rate without providing any real benefit—this is simply a function
of the way the new deferred rendering system works. Since HDR rendering is really the way X-Plane
10 was meant to be seen (since it is the only mode where the beautifully realistic global shadows
are available), the anti-alias level parameter should probably be left at “none.” Instead, use an
HDR-specific method of anti-aliasing described in the section “Special Effects” below.
high-resolution images of the Earth when simulating space flights. These high-resolution images
will typically be displayed at altitudes of 100,000 feet or higher. This has no effect on frame rate
except when flying above that altitude.
The runways follow terrain contours box should always be checked. This causes runways
and taxiways to follow the elevation of the terrain upon which they are drawn. In some cases, the
changes in elevation of the terrain may be very abrupt, which can make airport runways overly
bumpy. Unchecking this box will cause X-Plane to flatten the terrain under runways to alleviate
potential problems. This option has no effect on frame rate.
When the box labeled draw forest fires and balloons is checked, X-Plane will randomly
generate forest fires, which can be put out after scooping up water in a water bomber such as the
CL-415 Bombardier. It will also cause hot air balloonists to meander through the world when the
weather is nice. This option has a negligible effect on frame rate.
Checking the box labeled draw birds and deer in nice weather will put randomly generated
deer near the airport which may bolt across the runway and cause a collision. It will also generate
very realistic-looking flocks of birds, each of which is modeled independently and has its own
“mission.” Colliding with the birds will cause damage to the aircraft as well as engine failures and
other things, just like in reality. This setting has only a marginal effect on frame rate.
The box labeled draw aircraft carriers and frigates will cause X-Plane to put boats and
aircraft carriers in the water near your aircraft.
The box labeled draw Aurora Borealis will make X-Plane show the Aurora Borealis at night
when in the North.
The number of trees, number of objects, number of roads, and number of cars determine
how many of each type of ground object are drawn. In general, the number of objects will have
the greatest effect on the simulator’s performance. Each of these options are CPU-intensive; if you
do not have a fast, multi-core CPU, you may want to leave them at the default.
The world detail distance controls how much detail to use when drawing objects and other
things in the X-Plane world, as well as how far away that level of detail should be used. You should
almost always use the “default” setting here, ensuring that what you see is what a scenery artist
intended. Lowering this parameter may improve frame rate on slower computers, though.
The airport detail setting controls how much detail is used in drawing portions of the scenery
at airports. It can have a significant impact on performance when flying near airports. The highest
settings will ensure that you see all there is to see around an airport.
The shadow detail setting controls how realistic the shadows in the simulator are. “Static”
shadows simply draw a flat, unchanging shadow of your aircraft on the ground below it. “Overlay”
shadows vary the shadow cast by your aircraft on the ground by the position of the sun in the
sky. “3-D on aircraft” shadows use X-Plane 10’s new shadow rendering to allow the aircraft to cast
shadows on itself as well as on the ground; this would be most visible with a high-wing aircraft.
“Global” shadows allow all objects, trees, etc. in X-Plane to cast shadows on everything else. Global
shadows, of course, are much more difficult to render; they are both CPU- and GPU-intensive. The
degree to which your frame rate is affected by shadows will be a function of the number of objects
you’re using; lots of objects combined with global shadows may massively impact your frame rate.
40 CHAPTER 4. CONFIGURING AND TUNING YOUR X-PLANE INSTALLATION
Finally, the water reflection detail controls how thoroughly water reflections are calculated
using pixel shaders; it changes how many calculations the computer must do on each pixel in the
water. This can have a significant impact on the simulator’s performance when near water.
The number of cloud puffs slider sets the number of cloud puffs. Increasing the number of
puffs will have a significant impact on frame rate. Be careful with this one.
The size of cloud puffs sets the size of each cloud puff. The larger the size of cloud puffs, the
slower X-Plane will perform, although this may not be too noticeable on modern video cards.
1. Move your mouse to the top of the screen (causing the menu to appear) and click Settings,
then Data Input & Output.
2. Check the far right box next to frame rate (item 0, in the upper left corner of the window).
This will cause X-Plane to display the current frame rate in the upper left of the screen during
flight.
3. Close the Data Input & Output window (either with one of the Xs in the corners of the
window or with the Enter key on the keyboard). You should now see how fast the simulation
is running, in the freq / sec output on the far left. This is the current frame rate, given in
frames per second (fps).
Note that the frame rate will change depending on what is happening in the simulation. It is
not uncommon for a computer to output 50 fps while sitting on an empty runway, but drop down
to, say, 35 fps when rendering lots of buildings, other aircraft, etc.
Refer to the following to determine the significance of this number.
Changing Texture Quality If your graphics card has too little VRAM for the textures X-Plane
is loading (a very real possibility in Version 10), you may see a huge drop in frame rate. To correct
this, try the following.
1. Move the mouse to the top of the window, making the menu bar appear, and click Settings,
then click Rendering Options.
42 CHAPTER 4. CONFIGURING AND TUNING YOUR X-PLANE INSTALLATION
2. The texture resolution drop-down menu determines how much video RAM (VRAM) the
computer will use. If your graphics card has plenty of VRAM, you can set it as high as you
want with no loss in frame rate, but as soon as the texture resolution requires more VRAM
than the graphics card has, the simulator’s frame rate will plummet.
3. To determine how much VRAM is being used at the current settings, look at the very bottom
of this window. The last line reads “Total size of all loaded textures at current settings: xxx.xx
meg.”
While it is in some cases possible to load more textures than can be stored in VRAM without
a performance hit (as not all textures will be used all the time), the size of the loaded textures
should not be significantly greater than the VRAM on the system’s video card.
4. Lower the texture resolution if the current settings require much more VRAM than your
video card has.
After changing the texture resolution, X-Plane must be restarted for the change to take effect.
We recommend putting the texture resolution on its lowest setting, exiting the sim, restarting it,
and noting the frame rate. From there, raise the texture detail up one level and repeat until the
frame rate decreases. This is the point at which all of the video card’s RAM is being used. Back
the texture resolution off to one level lower than where the decrease was noted and restart X-Plane
one more time.
If, after restarting X-Plane, your frame rate is still low, you may want to disable some of the
newer features of the X-Plane renderer, such as HDR rendering and global shadows.
Disable HDR Rendering, Simplify Shadows, and Lower Water Reflections The latest
rendering features in X-Plane 10 (HDR rendering, global shadows, and water complex water reflec-
tion) can be very costly on older computers. HDR rendering is potentially quite GPU-intensive,
and global shadows and water reflections are both CPU- and GPU-intensive. Therefore, if you are
having issues with the frame rate, should be some of the first options to go.
Uncheck the HDR rendering option (located in the Special Effects portion of the window).
Next, set the shadow detail (located in the Stuff to Draw portion of the window) to either
“overlay” or “3-D on aircraft.” Finally, set the “water reflection detail” to “none.” Restart X-Plane,
and you should see a dramatic rise in frame rate. If, however, the frame rate is still unacceptable,
you may need to change the resolution as well.
Changing the Resolution The screen resolution refers to the number of pixels that X-Plane
must fill. The lowest available (and default) resolution is 1024 x 768. Increasing the resolution will
cause a drop in frame rate if your graphics card is not powerful enough.
When using X-Plane in windowed (i.e., not full-screen) mode, simply dragging the window size
down will lower your resolution. When using X-Plane in full-screen mode, open the Rendering
Options by moving the mouse to the top of the screen, clicking Settings, then clicking Rendering
Options. Since the run full-screen at this resolution box must be checked for full-screen mode,
you can use the drop-down menu to the right of that box to choose a lower resolution. Try 1024 x
768 first to see if lowering the resolution does indeed improve your frame rate. Note, however, that
choosing a resolution different from the resolution set in your operating system may cause X-Plane
to display a black border around the simulator.
4.8. CONFIGURING THE RENDERING OPTIONS 43
Figure 4.4: Selecting the Weather option from the Environment menu [Full size →]
Optimizing Other Rendering Options A few more rendering options are very important in
getting the best performance in X-Plane on your computer. Once again, to modify the rendering
options, move your mouse to the top of the screen, click Settings, and click Rendering Options.
On most computers, the rendering options with the greatest impact on performance are the
number of objects, number of roads, and number of cars, simply because these are CPU-
limited rather than being GPU-limited. These settings have a huge impact on frame rate. Set
them to none for the most speed, then restart X-Plane for the changes to take effect. Check the
frame rate, bring both settings up one level, and repeat, restarting the simulator each time to see
how performance is affected. Setting these options to higher levels will look much nicer but will
negatively impact the X-Plane’s frame rate.
Another important factor for X-Plane’s performance is the world detail distance setting. This
setting determines how far away from your aircraft the simulator’s 3-D objects will be rendered in
high quality. Doubling the detail distance will cause X-Plane to draw four times as many objects.
This is due to the fact that, from the aircraft’s point of view, the number of objects rendered will
grow in all directions equally. You may want to change this from default to low if frame rate is
at issue.
Higher values in the airport detail field will give, among other things, nice 3-D runway lights,
center line lights, and runway edge lights instead of simple, bodiless spots of light. These effects
contribute to a very authentic look for airports, but since these are only visible near the ground, you
may find the default value an acceptable compromise; lowering this setting can improve performance
significantly.
Modifying Cloud Rendering and Visibility Another group of settings that can be modified
for performance are the weather effects.
The number of “puffs” in each of X-Plane’s clouds can significantly affect performance. To get a
boost in frame rate, first open the Rendering Options as described above. There, drag the number
of cloud puffs slider down, perhaps to 10%.
A further increase in frame rate can be obtained by drawing only a few simple clouds, with
relatively low visibility. To set this, do the following:
1. Bring down the menu as above and click Environment, then Weather, as shown in Figure 4.4.
2. Select the radio button labeled “set weather uniformly for the whole world,” located near the
top of the screen.
3. Using the three cloud drop-down menus (found in the upper left of the screen, and pictured
in Figure 4.5), set the cloud types to “clear” or “cumulus overcast” for max frame rate. For
a good frame rate, set them to “thin cirrus” or “stratus.” “Cumulus scattered” or “cumulus
broken” take a lot of computing power to display.
44 CHAPTER 4. CONFIGURING AND TUNING YOUR X-PLANE INSTALLATION
Figure 4.5: Setting the cloud coverage for the whole world [Full size →]
4. Set the visibility (found on the left side of the screen) to about five miles or so. Higher visibility
takes more computing power because the computer has to calculate what the world looks like
for a much larger area.
Changing the Number of Other Aircraft The final setting that really impacts the simulator’s
frame rate is the number of other airplanes. Access this by moving the mouse to the top of the
screen, clicking Aircraft, then selecting Aircraft and Situations. In the dialog box that appears, go
to the Other Aircraft tab.
There, the number of aircraft setting (found in the upper left of the screen) should be set to
one for maximum speed. This means X-Plane will only have to calculate physics on your aircraft,
providing a significant speed increase on slower CPUs.
With that done, your performance should be optimized, and you’re ready to fly.
• multi-computer simulations,
• integration with EFIS App for iPad, and
• integration with X-Plane Remote.
In order for your computer to “see” the other computers in the situations above, you must first
allow X-Plane to communicate through your firewall. If your computer is not running a firewall, of
course, this is of no concern to you.
To allow a program through the firewall in Windows XP, follow Microsofts instructions in
Knowledge Base Article 842242.
To do this in Windows Vista and Windows 7,
1. Open Windows Firewall by clicking the Start button, clicking Control Panel, clicking Security,
and then clicking Windows Firewall.
2. In the left pane, click Allow a program through Windows Firewall. If you are prompted
for confirmation, click Allow.
3. (Windows 7 only:) Click Change settings, then click Allow if asked for confirmation.
4. Select the check box next to X-Plane, and then click OK.
To allow X-Plane through the firewall in Mac OS,
1. Open System Preferences from the Apple menu.
2. Click Security (called Security & Privacy in OSX Lion).
3. Click the Firewall tab.
4. Unlock the pane by clicking the lock in the lower-left corner and enter the administrator
username and password.
5. Click Advanced... to customize the firewall configuration.
6. Click the + (plus) button, then select your copy of X-Plane.app. This is found in the X-Plane
9 or X-Plane 10 installation directory, which is located by default on your desktop. With
X-Plane selected, click Add.
From here, the folder can be expanded out into the Aircraft folder within X-Plane 10 directory,
or the files within can be dragged and dropped into the Aircraft folder. Be sure to place the new
aircraft files in a folder with the name of the aircraft—for instance, for a newly downloaded Piper
J-3 Cub, the folder path in Windows might look like this:
With the new aircraft in the proper directory, open up X-Plane. Move the mouse to the top of
the window (causing the menu to appear). Click Aircraft, then click Open Aircraft. Find the file
there and double click on it to load.
Of course, users can also upload their own aircraft to X-Plane.org and similar sites. To do so,
first create a custom airplane (using Plane Maker) with airfoils, panels, sounds, etc., per the Plane
Maker manual. All the files making up the aircraft then need to be compressed into a ZIP folder
to be uploaded to the Internet.
To compress a folder in Windows, right click on the file containing all the files needed for the
plane, move the mouse down to Send To, then click “Compressed (zipped) Folder.” A new .zip file
will appear in the directory.
On the Mac, right-click or control-click (that is, press the Ctrl key on the keyboard while clicking
with the mouse) on the aircraft folder in Finder. In the resulting menu, click “Compress [file or
folder name]” to make a compressed ZIP archive of that aircraft.
These custom aircraft may be uploaded and shared (or sold) at will. We place no copyright
restrictions of any sort on aircraft made by users with Plane Maker.
Flight in X-Plane
X-Plane, of course, is a flight simulator. A typical flight consists of some, if not all, of the following
steps:
• choosing an aircraft,
• going to a location (either an airport’s runway, a location some distance out from an airport
in order to make an approach to the airport, or a random location),
• setting the weather and time of day, and
• actually flying.
In addition, you might take advantage of a number of features of the simulator either before or
during a flight. These include using instruments in the aircraft’s panel, switching your view of the
aircraft, visualizing your flight (either on a 2-D map or in 3-D), and creating files to share your
flight with others.
1. Move your mouse to the top of the X-Plane window, causing the menu to appear.
Figure 5.1: Selecting the Open Aircraft dialog from the Aircraft menu [Full size →]
47
48 CHAPTER 5. FLIGHT IN X-PLANE
Figure 5.2: Working with the directory hierarchy in the Open Aircraft dialog [Full size →]
3. At the top of the Open Aircraft dialog box is a drop-down menu. It displays the name of
the folder you are currently viewing (initially, this is the folder of whatever aircraft you have
open currently). Click the up/down symbol on the right side of the folder name, causing the
directory hierarchy (the organization of your folders) to be displayed, as seen in Figure 5.2. At
the top of the hierarchy is the main X-Plane folder, and at the bottom is the current folder.
For example, if you are in the folder for the F-22 Raptor, the hierarchy shows:
• X-System folder
• Aircraft
• Fighters
• FA 22 Raptor
4. Click on the line that says Aircraft to move to the main aircraft directory.
5. The folders in the Aircraft directory are divided into categories—for example, there are fight-
ers, general aviation craft, gliders, helicopters, seaplanes, etc. Double click on the class you
are interested in.
6. The navigation box in the lower left of the window now shows the aircraft classified in that
category. Double click on an aircraft’s folder.
7. X-Plane aircraft files, which are what we need to click on to open an airplane, are denoted by
a “.acf” extension. Double click on an ACF file to load that aircraft. For instance, Figure 5.3
shows us opening the Cessna 172. In a moment or two, the aircraft will load and be placed
on the nearest runway.
5.2. CHOOSING AN AIRPORT OR LOCATION 49
(on the far left) will transport the aircraft to the specified runway. To the right of these buttons
are the “Final Approach” buttons, which will transport the aircraft to the specified distance away
from the runway on the button’s left. Finally, the “Ramp Start” buttons will transport the aircraft
to the specified ramp for takeoff.
To search the available airports, type either the airport name or the airport ID into the white box
below the list pane (labeled “Apt:”). For instance, you could obtain the same results by searching
for “KLAX” or “Los Angeles Intl.” You could even just type “Los Angeles” and scroll through the
results.
Alternatively, use the up and down arrows on the keyboard to move through the full list. To
travel to an airport, click on it once in the list pane to highlight it (causing a grey box to appear
around it), then click the Go to This Airport button.
Note that if the aircraft is moved to an area that does not have any scenery installed, it will
end up on a runway which is hovering above the ocean down below. This is referred to as “water
world” and it is covered in detail in Appendix F, Water World.
For a full explanation of the airport identifiers used in X-Plane, see the X-Plane Airport and
Navigation Data site’s FAQ for X-Plane Users.
Figure 5.4: Selecting the Weather option from the Environment menu [Full size →]
Figure 5.5: Setting the cloud coverage for the whole world [Full size →]
To edit the weather settings, bring down the menu by moving the mouse to the top of the
screen. Click Environment, then click Weather, as in Figure 5.4.
• Cat-III sets the weather up for a Category-III ILS approach. These are extremely low in-
strument conditions, with basically zero ceiling and visibility.
• Cat-II sets the weather up for a Category-II ILS approach, with terribly poor ceiling and
visibility.
• Cat-I sets the weather up for a Category-I ILS approach, with poor ceiling and visibility.
52 CHAPTER 5. FLIGHT IN X-PLANE
• N-prec sets the weather for a non-precision approach, with a 3 mile visibility and a 400 foot
ceiling.
• MVFR sets the weather marginal VFR flying conditions, with about four miles of visibility
and a 1,500 foot ceiling.
• VFR sets the weather to good visual flight rule conditions—clear, sunny skies.
• CAVOK sets the weather to clear and visibility OK. Typically pilots refer to this as “CAVU”—
Clear And Visibility Unlimited.
Below the quick-set buttons is a set of sliders. Click these and drag them to change their setting.
The visibility slider adjusts what its name suggests, measured in statute miles.
The precipitation slider sets the level of precipitation. Depending on the temperature around
the airplane and in the clouds where it is formed, this will be in the form of rain, hail, or snow.
The thunderstorms slider adjusts the tendency for convective activity. The weather radar map
in the lower-right of the window shows where the cells are forming. Flying into these cells results
in heavy precipitation and extreme turbulence. The turbulence is great enough that in reality,
airplanes can fly into thunderstorms in one piece and come out in many smaller pieces.
Taking helicopters into these icing and thunderstorm situations is interesting because their very
high wing-loading on their rotor and the fact that the rotor is free teetering causes them to have
a pretty smooth ride in turbulence. They are still not indestructible, though, and they are subject
to icing on their blades just like an airplane.
The turblnc (turbulence) slider automatically sets all the sliders in the center of the screen
that control the wind and turbulence. Drag this slider down to the left and hold it there for a few
seconds to set all of the wind and turbulence to zero for a smooth flight.
Next, in the bottom left corner of the window, the temperature at the nearest airport and
the barometric pressure (air pressure) at sea level can be set. Keep in mind that the “standard
atmosphere” is 59◦ F (15◦ C) and 29.92 inches mercury (1013 millibars).
The middle column of this window controls three wind layers. Each layer has an altitude, wind
speed, shear speed, shear direction, and turbulence associated with it. X-Plane will use the high,
middle, and low altitude settings to interpolate between the layers. The circles to the right of each
altitude setting change the direction from which the wind is coming. Click and drag near the edge
of the circle and the wind will come from the direction that you let go of the mouse button (for
instance, for wind moving from the south to the north, click the very bottom of the circle and
release the mouse button there).
Enter the thermal tops, thermal coverage, and thermal climb rate in the upper right of
this window. These controls are mainly used when flying gliders. In addition to thermals, X-Plane
also runs air up and down the terrain as wind blows into mountains, simulating the effects that real
glider pilots have to keep in mind and try to take advantage of. Try setting the wind at 30 knots
or better at a right angle to a mountain range and running along the upwind side of the mountain
range in a glider—you should be able to stay aloft on the climbing air if you stay pretty low. Drift
to the downwind side of the mountain, though, and an unstoppable descent is assured!
The runway conditions drop-down box is found on the right side of the window, directly
beneath the thermals controls. Conditions can be set to clean and dry, damp, or wet, and wet
and damp conditions can be either patchy or uniform. At low enough temperatures, as in real life,
a wet runway will become an icy one. This control is automatically modified when increasing the
amount of precipitation.
Beneath the runway conditions is the wave height and wave direction for bodies of water.
Changing the wave height, in feet, will also modify the wave length and speed.
5.3. CHANGING THE ENVIRONMENT 53
Finally, beneath the runway conditions is a visual representation of the weather X-Plane gener-
ated based on your parameters. Clicking the Regenerate weather now button will cause X-Plane
to generate a new weather system with those same parameters.
• Coverage, which controls the amount of cloud coverage in the weather system. With the
slider all the way to the left, there will be no clouds at all; with it all the way to the right,
there will be full cloud coverage.
• Intensity, which controls the degree of storminess to the weather system. With the slider all
the way to the left, there will be no storms, whereas with it all the way to the right, there
will be a great deal of storms.
• System size, which sets the size of the weather systems in the area. With this all the way
to the left, there will be many small systems. With it all the way to the right, there will be
only a few large systems.
• Randomness, which controls how closely the weather matches the parameters you set. With
this all the way to the left, it will match very closely to what you specified. With it all the
way to the right, the incidence of random changes is greatly increased.
After setting the sliders as you want them, click the Regenerate weather now button to
have X-Plane create a weather system with those characteristics. Close the Weather window and
you’ll be ready to fly.
When you’ve finished drawing the weather patterns, close the Weather window and you’ll be
ready to fly.
off in the Cessna 172, slowly advance the throttle, then release the brakes (for instance, by using
the ‘b’ key) when the throttle reaches its halfway point. Continue to advance the throttle and be
ready to feed in some right yaw (using the right rudder or the twist on the joystick, if applicable)
as the airplane accelerates. The tendency to turn to the left is normal in single engine aircraft due
to the turn of the propeller.
Don’t worry if it takes a few tries to learn how to keep the aircraft on the runway—a Cessna
can take off in the grass just fine. If the airplane turns off the runway as it’s accelerating, just keep
on going. Normally, the pilot will rotate (that is, apply some up elevator by pulling back on the
yoke or stick) at about 60 knots in the Cessna 172. Once the aircraft leaves the ground, push the
stick forward a bit to momentarily level off and allow the airplane to build speed. Once the craft
reaches 80 knots or so, pull back gently on the stick again and resume climbing. Building airspeed
before climbing this way will help keep the plane from stalling.
Note that if a crash occurs that damages the airplane too badly, X-Plane will automatically open
a new airplane and place it at the end of the nearest runway (which in some cases may be a grass
strip). If the impact is only hard enough to damage the airplane without necessarily destroying it,
the aircraft will just sit there and smoke. If this happens, you will need to move your mouse to the
top of the screen, click Aircraft, then click Open Aircraft to get things fixed. If only it were so easy
in the real world!
X-Plane is set up the same way. When hovering the mouse in the vicinity of one of the radio
tuning knobs, two counter-clockwise arrows will appear on the left of the knob and two clockwise
arrows on the right. The arrows closest to the knob are physically smaller than those on the outside-
these adjust the decimal portion of the frequency. The outside arrows are larger and adjust the
integer portion of the frequency.
In addition, you can have the AI control your view by opening the Aircraft menu and selecting
A.I. Controls Your Views.
• Situations, which note the current location, environmental conditions, and properties of the
aircraft in use.
• Replays, which store a “recording” of your entire flight since the last load. These are only
replayable in X-Plane, but they have the advantage of being made up of X-Plane data points
storing your aircraft’s location, so you can change your views during the replay.
• Movie files, which begin and end when you toggle them and record exactly what you see on
the screen. These have the advantage of being playable in Quicktime and other video players.
• Screenshots, which store an image of a single moment in your flight and are viewable on any
computer.
In each case, you can save the flight and replay it yourself, or you can upload it to the Internet
for others to see.
58 CHAPTER 5. FLIGHT IN X-PLANE
X-Plane 10/Output/situations/
This is especially useful for quickly loading and practicing a specific type of approach, or for
recreating a specific combat situation. The situations can even be sent to other X-Plane users; all
they need is the .sit file that you created.
To load a situation in order to fly it again, open the File menu and click Load Situation. Navigate
to the location of your .sit file and double click on it to load the situation.
X-Plane 10/Output/replays/
To load a replay, open the File menu as before, but select Load Replay. Navigate to the location
in which you saved your .smo file and double click on it to load.
• the resolution of the movie (width only; height will be calculated automatically from the
width), and
• the time multiplier, indicating how many frames to skip when doing a time lapse video.
In choosing a frame rate, know that videos produced at 15 frames per second will look jittery.
Film and television use 24 and 30 frames per second, respectively. In choosing a resolution, keep in
mind that an x-resolution of 720 pixels is 720p, and that increasing beyond the resolution you’re
using on your screen will give no benefit.
To begin recording a movie, either press Ctrl + Spacebar or open the File menu and click Toggle
Movie. After flying whatever you intended to record, turn the recording off by either pressing
Ctrl + Spacebar or clicking Toggle Movie from the File menu. A file called “X-Plane [aircraft
name] [number ].mov” will appear in your top-level X-Plane directory, found by default on the
Desktop.
Your Quicktime file can be played back on virtually any computer. If Quicktime is not installed
on the computer you want to play the file on, you can get it from the Quicktime Download page
on Apple’s web site.
To reset the 3-D flight path, either press Alt + P on the keyboard, or open the Aircraft menu
and click Reset 3-D Flight Path. The flight path will also be reset whenever you load an aircraft
or a location.
A similar effect can be had in 2 dimensions, from an overhead perspective, by opening the Local
Map dialog box. The aircraft’s flight path since the last reset will be shown on each of the map
views. For more information on using the navigation maps here, see the section “Using X-Plane’s
Navigation Maps” of Chapter 7.
• stop playback,
• play backward faster than real-time,
• play backward at real-time speed,
• play backward slower than real-time,
• pause playback,
• play forward slower than real-time,
• play forward at real-time speed,
• play forward faster than real-time, and
• stop playback.
Additionally, you can click the shuttle slider and drag it to quickly jump around in the playback.
To return to the flight, either press Alt + ‘,’ or open the Aircraft menu and click Toggle Replay
Mode once again.
62 CHAPTER 5. FLIGHT IN X-PLANE
X-Plane is the most comprehensive and powerful flight simulator available. As such, there are a
great number of features available that go beyond simply taking off, flying around, and landing.
These include tools like the logbook and checklists, and features like equipment failures and damage
modeling.
• Dates of flights
• Tail numbers of aircraft
• Aircraft types
• Airports of departure and arrival
• Number of landings
• Duration of flights
• Time spent flying cross-country, in IFR conditions, and at night
• Total time of all flights
To see your logbook, open the About menu and click Logbook. You can load a logbook by
clicking the Choose Pilot Logbook button and navigating to your logbook, or you can create a
new logbook using the New Pilot Logbook button.
65
66 CHAPTER 6. ADVANCED SIMULATION IN X-PLANE
All interactions with the air traffic control occur via the on-screen ATC menu. To access this
menu, simply press Enter (Return) on the keyboard. Alternatively, you can use the Joystick &
Equipment dialog box to program your joystick to access this menu.
In order to make a request or hear from the air traffic controllers, you must have your COM
1 radio tuned to the proper frequency for the request. Filing a flight plan is independent of any
controller, so that option is always available. However, once the flight plan is filed, you must tune
to the Clearance Delivery, Ground, or Tower frequencies (if available, in that order as in the real
world) to get clearance for takeoff. After you get clearance, you tune to the Ground (if available)
or Tower frequencies for your taxi clearance. When you get to a hold short line, ground control
will hand you off to tower and then you’ll receive handoffs throughout the rest of your flight when
necessary; keep tuning to the proper frequency to continue to receive air traffic control guidance.
Note that the Local Map dialog box (opened from the Location menu) will display the relevant
frequencies for any airport that you mouse over.
As in the real world, any ATC interaction begins with filing a flight plan. Thus, the first time
you press Enter during a flight, the only option available will be “File Flight Plan.” Click that line
of text to display the Flight Plan dialog box (shown in Figure 6.1).
You must enter your departure and arrival points, in the same ID format as the points appear
in the X-Plane maps, as well as your planned cruising (enroute) altitude. Pressing the File button
will register your flight plan with the X-Plane air traffic control.
With your flight plan filed, you can bring up the ATC menu again by pressing Enter, then click
“Request Clearance.”
The following is a brief walkthrough on how to depart the KSEA area:
1. Use the Open Aircraft dialog to load a small aircraft, such as the Cessna 172, as this will be a
quick flight. Use the Select Global Airport dialog box to position yourself at a gate at KSEA.
2. Press Enter on the keyboard to bring up the ATC menu, then select “File Flight Plan.”
3. Enter KSEA as the departure ICAO, set your altitude to 3,000 feet, and then set your
destination to KBFI. We’re going to leave the route blank because we want to go direct,
but you could also enter any NDB/VOR/FIX/Airway to get real routings. When you’re done
click File.
6.3. CHANGING HOW AND WHERE THE AIRCRAFT STARTS 67
4. You now have a flight plan in the system. If you wish to change your mind, you can return
to the flight plan dialog in the same way and update it.
5. You need an IFR clearance before you can proceed, so tune your COM1 radio to 128.00, the
clearance delivery frequency at KSEA. Now bring up the ATC menu and you’ll see an option
for “Request Clearance.” Click that and you’ll receive your clearance.
6. Bring up the ATC menu and read back your clearance. You must read back all instructions
from ATC. Note that if you hear a beep when you click on any ATC menu items, that means
that another aircraft or controller is busy talking on the radio. As in the real world, you must
wait for them to finish talking before you can talk. You must also respond within a reasonable
amount of time or they will repeat their instructions.
7. Once you’ve received and read back your clearance, tune the COM1 radio to 121.70, the
frequency for the ground controller at KSEA. You must call ground to receive a taxi clearance.
Acknowledge his clearance and then look around you. You’ll see yellow arrows painted on the
ground directing you to where he wants you to go. Where the arrows stop, you must also stop
and wait for further instructions.
8. Taxi to where the arrows are taking you. When you reach the side of the runway, ground
will instruct you to contact the tower. Read back the command and then tune to the tower
frequency of 119.90.
9. Go to the ATC menu and check in with this new controller. This is how you tell the controller
you’re now on his frequency waiting for his command. If there are aircraft using the runway,
you will have to wait until they are done. This may take some time! At that time, Tower will
call you and instruct you to cross 16L/34R and to taxi to 16C/34C. Respond and then start
taxiing.
10. Upon reaching your departure runway, you will again have to wait until the runway is safe to
use. Tower will then call you and give you your takeoff clearance. Respond and then depart.
Unless otherwise instructed, fly the runway heading up to your cleared altitude of 3,000 feet.
11. At some point, you will be handed off to the center controller on 124.20. Check in with him
in the same manner. Continue on your heading and altitude and eventually he will begin
vectoring you to an approach at your destination of KBFI. Follow his commands.
12. Once the approach is set up, you will be handed off to KBFI’s tower for landing and the
process continues until you’ve arrived back at the gate.
• remove flying surfaces in over-speed, which causes X-Plane to remove wings and other
flight surfaces when you exceed the aircraft’s maximum speed by some percentage.
• remove flying surfaces in over-G, which causes X-Plane to remove wings and other
flight surfaces when the g-forces acting on the aircraft exceed the rated maximum by some
percentage.
• remove flaps in over-Vfe , which causes X-Plane to remove the flaps if they are extended
at speeds greater than Vfe (the maximum flap extension speed, noted with a white arc on the
airspeed indicator).
• remove gear doors in over-Vle , which causes X-Plane to remove the gear doors if they
are extended at speeds greater than Vle (the maximum gear extension speed).
Additionally, with the reset on hard crash box checked, X-Plane will automatically reload
your aircraft at the nearest airport in the event of a fatal crash.
By making these damage modeling features optional, X-Plane allows both easy, possibly unre-
alistic flights, as well as much more accurate, more challenging simulations.
is like shooting an arrow backwards—it wants to flip around with the heavy end in the front and
the fins in the back.
Since X-Plane calculates in real time how the plane is burning fuel, and the engines need fuel to
run, and the weight distribution of the fuel is considered in the simulation, the fuel put on board
does indeed matter.
• Equipment
• Engines
• Flying Surfaces
• G1000 (if you have a real G1000 attached to X-Plane)
• All Instruments, and
• NAVAIDs
People often call customer support asking about some of the more advanced things that pilots
do in the real world—how to navigate, use an autopilot, or fly on instruments. This chapter will
cover these areas in a fair amount of detail, but we recommend that, if you are really serious about
mastering these facets of aviation, you head down to a local general aviation airport and hire a
CFI (Certified Flight Instructor) for an hour or two. If you have a laptop, by all means bring it
along and have the instructor detail these things in practice. There is much more to review here
than this manual could ever cover, so a quick search for information on the Internet will also be of
assistance.
7.1 Navigating
Navigating over the Earth’s surface is as easy as knowing where your aircraft is and how to get
to where you want to go. This isn’t quite as easy as it sounds. Imagine that you’re flying IMC
(Instrument Meteorological Conditions—that is, in the clouds). You have no reference to the ground
and are flying over St. Louis in the middle of an overcast layer. As you might guess, this looks pretty
much identical to the view you would have flying over Moscow on instruments. The only way to
know that you’re over St. Louis and not over Moscow is to be able to navigate. Navigation is the
art of being able to tell where your aircraft is and how to make it go where you’d like.
71
72 CHAPTER 7. NAVIGATION, AUTOPILOTS, AND FLYING ON INSTRUMENTS
time the plane was signed out. When NAV 2 died, there were no operable navigation radios at all,
and the two had to use dead reckoning to fly the last 300 or so miles of their trip, which was most
of the journey. They would never have allowed themselves to get into that position had the weather
been poor or had they been flying on instruments—they would have refused to take off into such
conditions given the failure in the first radio. But since the weather was nice, they took off with
only one navigation radio and were soon flying along on none. X-Plane allows you to practice this
all you like.
During the heyday of dead reckoning, the US Mail pilots that were flying on overnight mail
routes actually flew from bonfire to bonfire that had been set up along their route, using the light
to guide their progress. Just imagine what this must have been like-flying in the mid 1920s in an
open cockpit biplane (a Curtis Jenny, perhaps) trying to keep your goggles clean (the engines of
the day routinely sprayed oil) and to stay out of the clouds on a cold winter night, flying along a
chain of bonfires to your next destination. Keep in mind these were not closed-cockpit aircraft and
the pilot continually had the outside air blowing all around. Wow! I hope you dressed warm and
that you are good at folding maps in 80 MPH slipstreams of below-freezing air.
In the mid 1930s or so a system was devised where pilots would fly using aural navigation—that
is, they would tune into a new radio system such that if they were to the left of their course they
would hear a series of dashes (long radio tones, as in Morse code), and if they were to the right of
their course they would hear a series of dots (short tones). If on course, they would hear nothing
as the signals containing the dashes and dots canceled each other out. The closer the pilot was to
the transmitter the smaller the “Cone of Silence,” as it was known, was and the more defined the
boundaries between the dashes, dots, and silence. As the aircraft’s range from the station increased,
the central target (where no signals were heard) was much wider and weaker. Imagine sitting in a
cold, dark cockpit listening intently to try and hear over the drone of the engine and whistle of the
wind on your wires to see which side of the cone you were on. Airline pilots used this system for
years to successfully carry passengers all around the world. This type of navigation is not modeled
within X-Plane.
• Textured—a nice map that is not used in pilot circles. This overlays the X-Plane terrain
images on top of the navigation charts to give the user a good bird’s eye view of the area he
or she is flying over.
Note that the maps in X-Plane are covered in more detail in the section “Using X-Plane’s
Navigation Maps” later in this chapter.
special information to military pilots similar to a civilian VOR. However, for our purposes, this is
functionally identical to a VOR-DME.
To use a VOR, first look on either the sectional or low enroute map to find a VOR station that
is fairly close the location of the aircraft. Tune this station’s frequency into your VOR radio (in the
Cessna 172SP, the NAV 1 radio is found on the far right of the cockpit, beneath the GPS). The
little red ‘nav1’ or ‘nav2’ flags on your CDI (Course Deviation Indicator) should disappear (keep
in mind that you may have to hit the flip-flop switch to bring the frequency you just tuned into
the active window). Now rotate the OBS (Omni Bearing Selector) knob so that the vertical white
indicator is perfectly centered in the little white circle in the middle of the instrument. At this
point the vertical white line should be truly vertical and your aircraft is either on the radial from
the station indicated by the arrow at the top or at the bottom of the instrument, labeled TO or
FR. Now fly that exact heading and you will be flying directly towards or away from the station,
as shown by the little white up or down (to or from, respectively) arrow that will be on the right
side of the CDI, either above or below the white horizontal glide slope indicator.
Note that the vertical reference line indicates how far you are from your desired radial. To the
left and right of the center target (the little white circle) the instrument displays five dots or short
lines on each side. Each of these dots indicates that you are two degrees off of course. Thus, a
full scale left deflection of the vertical reference indicates that the aircraft is 10 degrees right of
the desired radial if the station is in front of you. Of course, if the station is behind you then the
instrument is reverse sensing and that means that a left deflection indicates that the plane is to
the left of your desired radial-yes, it can be a bit confusing. Just remember that as long as you
are flying towards the VOR, the line on the CDI indicates the location of the desired course. If the
reference line is on your left that means that your target radial is on your left.
With only one VOR you really don’t know where you are along a given radial, only that you are
in front of or behind a station and what radial you’re on. You have no way of telling if you are 15
miles from the station or 45 miles away. The solution is to use two VOR radios so that you can plot
your location from two different VORs. If you can determine that you’re on the 67th radial from
the OJC VOR and on the 117th radial from the MKC VOR then you can pinpoint your location
on a sectional chart. Don’t forget that you’ll have to work fast as your position will be continually
changing.
lope transmitter, which provides vertical guidance to the runway. The glideslope beacon functions
similarly to the localizer, sending out two tones that have the same frequency, but different mod-
ulations. The difference is that the glideslope tells the plane that it is either too high or too low
for its distance from the runway. The pilot uses this information to push the craft’s nose up or
down as needed. The ILS will allow a pilot to fly on instruments only to a point that is a half mile
from the end of the runway at 200 feet (depending on the category of the ILS) above the ground.
If the runway cannot be clearly seen at that point the pilot is prevented from executing a normal
landing. If this happens, the pilot in real life is required to fly a “missed approach” and climb back
to altitude in order to try again or go somewhere else.
The Global Positioning System was first created for the US military and introduced to the public in
the early 1990s. This system consists of a series of satellites orbiting the Earth which continuously
send out signals telling their orbital location and the time the signal was sent. A GPS receiver can
tune in to the signals they send out and note the time it took for the signal to travel from the
satellite to the receiver for several different satellites at once. Since the speed at which the signals
travel is known, it is a simple matter of arithmetic to determine how far from each satellite the
receiver is. Triangulation (or, rather, quadrangulation) is than used to determine exactly where the
receiver is with respect to the surface of the Earth. In an aircraft, this information is compared with
the onboard database to determine how far it is to the next airport, navigational aid (NAVAID),
waypoint, or whatever. The concept is simple, but the math is not. GPS systems have turned the
world of aviation on its head, allowing everyday pilots to navigate around with levels of accuracy
that were unimaginable 20 years ago.
There are several types of GPS radios available, and about 11 of these have been modeled in
X-Plane. While the intricate workings of the various GPS radios are complex, the basic principals
are pretty consistent. If you want to navigate from one location to another just launch X-Plane,
open the aircraft of your choice, then press the “Direct To” key on the GPS radio (sometimes shown
as the symbol −→ D ) and enter the airport ID you’d like to navigate to. On the Garmin 430, entry
is performed using the control knob on the bottom right of the unit. Use the outer knob to select
which character of the identifier to modify, the use the inner knob to scroll through the characters
(see the section “A Note on Radio Tuning” for more information on using the knobs).
The databases in these radios are not limited simply to the identifiers of the airports you may
wish to fly to. You can enter the IDs for any VOR or NDB station you’d like, or the name of any
waypoint or fix you’d like to go to.
on the other. In this case, the fastest map available is desirable so that the simulation is not slowed
down too much.
The Low Enroute map displays the aircraft’s general area, along with airports, airport and
beacon frequencies, ILS indicators, and low level airways.
The High Enroute map is essentially the same as the Low Enroute view, but it displays the
medium and high level airways instead of low level ones.
The Sectional map is designed as a VFR sectional chart. It shows airports, airport and beacon
frequencies, ILS indicators, roads, rivers and railway lines. It also uses a terrain shader to depict
the ground types and elevations.
The Textured map displays airports, roads, rivers and railway lines. In addition, the terrain
shader used on this map gives an overview of the landscape as it would be seen from the cockpit
in X-Plane. This view uses the actual scenery installed in X-Plane as its basis.
To move your view around a map, you can either click the map and drag (similar to the way
you click and drag in many PDF readers), or you can use the arrow keys on the keyboard. You can
also zoom in and out using the ‘-’ and ‘=” keys.
Additionally, you can use the viewing control buttons located in the bottom right corner of the
map window to alter your view. Below these checkboxes is a round button used to move the map
view up, down, left, or right, depending on where along its edge the button is clicked. The buttons
below this each have two small triangles. On the left is the button to zoom out, and next to it
(labeled with two larger triangles) is the one to zoom in.
Finally, below the zoom buttons is the center on acft button, which, when clicked, centers
the map on your aircraft.
1. The draw IOS on second monitor option must be enabled in the Rendering Options
screen, thus setting one of your available monitors to be used for flight and the other for an
instructor operator station.
2. A networked IOS must be set up using the IOS tab of the Net Connections window.
Note that more information on these multi-monitor simulator setups can be found in the section
“Using an Instructor Operator Station (IOS) for Flight Training” of Chapter 8.
Toggling the 3-D check box will shift the map into 3-D mode. When in 3-D view mode, the
arrow keys can be used to rotate the view and the ‘+’ and ‘-’ keys to zoom in and out.
Finally, the shut down tailwind ILSs box can be used to ignore the ILSs which are not
aimed in the direction you need. This is useful if you are flying at an airport with ILSs in opposite
directions on the same frequency, as is the case at KLAX.
taking away power results in climbs and descents, respectively. The difference is that if you have
auto-throttle on the airplane, FLCH will automatically add or take away power for you to start
the climb or descent, whereas SPD will not.
The PTCH button controls the pitch sync function. Use this to hold the plane’s nose at a
constant pitch attitude. This is commonly used to just hold the nose somewhere until the pilot
decides what to do next.
The G/S button controls the glideslope flight function. This will fly the glideslope portion of
an ILS.
The VNAV button controls the vertical navigation function. This will automatically load al-
titudes from the FMS (Flight Management System) into the autopilot for you in order to follow
route altitudes (as discussed in the section “Flying an FMS Plan” below).
The BC button controls the back course function. Every ILS on the planet has a little-known
second localizer that goes in the opposite direction as the inbound localizer. This is used for the
missed approach, allowing you to continue flying along the extended centerline of the runway, even
after passing over and beyond the runway. To save money, some airports will not bother to install
a new ILS at the airport to land on the same runway going the other direction, but instead let
you fly this second localizer backwards to come into the runway from the opposite direction of the
regular ILS! This is called a back course ILS.
Using the same ILS in both directions has its advantages (e.g., it’s cheaper), but there’s a
drawback: the needle deflection on your instruments is backwards when going the wrong way on
the ILS. Hit the BC autopilot button if you are doing this. It causes the autopilot to realize that
the needle deflection is backwards and still fly the approach.
Note that HSIs do not reverse the visible needle deflection in the back-course; you must turn the
housing that the deflection needle is mounted on around 180 degrees to fly the opposite direction.
Note also that the glideslope is not available on the back course, so you have to use the localizer
part of the procedure only.
With the flight director set to the right mode, you can engage the autopilot functions by simply
pressing the desired button in the instrument panel. To turn off an autopilot function, simply hit
its button once again. When all other autopilot functions are turned off, the autopilot will revert
to the default functions—pitch and roll hold modes.
To turn the autopilot off altogether, simply turn the FLIGHT DIR switch to OFF. Alternatively,
assign a key or joystick button to turn it off in the Joystick & Equipment dialog box of X-Plane.
7.3.2.2 Heading, Altitude, Vertical Speed, Speed Hold, Flight Level Change, and
Auto-Throttle
Hit the heading hold (HDG), altitude hold (ALT), vertical speed (V/S), speed hold (SPD), flight
level change (FLCH), or auto-throttle (ATHR) buttons and the autopilot will maintain whatever
values are entered into their respective selectors. For the sake of smooth transitions, many of these
values will be set by default to your current speed or altitude at the moment the autopilot function
buttons are hit.
If you want the autopilot to guide the aircraft to a new altitude, you have to ask yourself: Do
you want the airplane to hold a constant vertical speed to reach that new altitude, or a constant
airspeed to reach it? Since airplanes are most efficient at some constant indicated airspeed, climbing
by holding a constant airspeed is usually most efficient.
Regardless, we’ll start with the vertical speed case.
Imagine you are flying along at 5,000 feet and you hit ALT, causing the autopilot to store your
current altitude of 5,000 feet. Now, though, you want to climb to 9,000 feet. You would first dial
9,000 into the altitude window. The plane will not go there yet; before it will, you must choose how
you want to get to this new altitude.
If you decide to get there via a constant vertical speed, hit the V/S button and the plane
will capture your current vertical speed (possibly 0). Then, simply dial the VVI (vertical velocity
indicator) up or down to set how fast your will reach your target of 9,000 feet. When you get to
9,000 feet, the autopilot will automatically disengage the vertical speed mode and drop right back
into altitude mode at your new altitude.
Now, to get to your new altitude via a given airspeed (as airliners do), after dialing in 9,000
feet in the altitude window, you would hit the FLCH or SPD buttons. This will cause the plane to
pitch the nose up or down to maintain your current indicated airspeed. Now, simply add a dose of
power (if needed) to cause the nose of the plane to rise (which the autopilot will command in order
to keep the speed from increasing). When you reach 9,000 feet, the autopilot will leave speed-hold
mode and go into altitude-hold mode, holding 9,000 feet until further notice.
As you can see, both the airspeed and vertical speed modes will be maintained until you reach
the specified altitude, at which point the autopilot will abandon that mode and go into altitude-
hold mode. The same thing will happen with the glideslope control. If the glideslope is armed (that
80 CHAPTER 7. NAVIGATION, AUTOPILOTS, AND FLYING ON INSTRUMENTS
is, lit up after you pushed the button), then the autopilot will abandon your vertical mode when
the glideslope engages. This will also happen with the localizer control. If the localizer is armed,
the autopilot will abandon your heading mode when the localizer engages. This is referred to as
“capturing” the localizer or glideslope.
The key thing to realize is that the vertical speed, flight level change, and heading modes are all
modes that command the plane the moment they are engaged. Altitude, glideslope, and localizer,
on the other hand, are all armed (in standby) until one of the modes above intercepts the altitude,
glideslope, localizer, or GPS course.
An exception to the above rule is altitude. If you hit the altitude button, the autopilot will be
set to the current altitude. This is not the way a smart pilot flies, though. A smart pilot with a
good airplane, a good autopilot, and good planning will dial in the assigned altitude long before he
or she gets there (including the initial altitude before take off) and then use vertical speed, flight
level change, or even pitch sync to reach that altitude.
Here is how the system in a real plane would be used (and thus how the system in X-Plane is
best used):
1. While on the ground, short of the runway, the you are told to maintain, say, 3,000 feet. You
are given a runway heading and is cleared for takeoff.
2. You enter 3,000 feet into the ALTITUDE window and a runway heading (for instance, 290)
into the HEADING window.
4. In the initial climb, around maybe 500 feet, you set the flight director to AUTO. The autopilot
notes the plane’s current pitch and roll and holds the plane steady.
5. You hit the HDG button, and the plane follows the initial runway heading.
6. You hit either the V/S, FLCH, or SPD button. The autopilot automatically notes the
current vertical velocity or airspeed, and the plane flies at that airspeed or vertical velocity
until it gets to 3,000 feet, where it levels off.
8. You dial the new heading into the window, dial the new altitude into its window, and then
hit V/S, FLCH, or SPD to let the plane zoom to the new altitude.
9. You are cleared to the plane’s destination or some other fix. You enter those coordinates into
the GPS and the HSI source is set to GPS (since the autopilot follows the HSI). You hit the
LOC button. The autopilot will then follow the HSI needle deflection laterally as it climbs
to the new altitude.
Instructions on assigning a joystick button to this function can be found in Chapter 4, in the
section “Assigning Functions to Buttons.”
Here’s how the pitch sync works. Imagine you are at 3,000 feet. The flight director is in altitude
mode, so the autopilot is holding 3,000 feet for you. You hit the pitch sync joystick button. When
you do this, the autopilot servos release control of the yoke and let you fly. You fly to 3,500 feet
(with the autopilot still in altitude mode) and let go of the pitch sync joystick button. At that point,
the autopilot will hold 3,500 feet, since you were in altitude mode at 3,500 feet at the moment you
let go of the pitch sync button.
If you are in vertical speed mode, the autopilot will try to maintain the vertical speed that you
had at the moment you released the pitch sync button.
If you are in speed or level change mode, the autopilot will try to maintain the airspeed (by
pitching nose up or down) that you had at the moment you released the pitch sync button.
So, when you press the pitch sync joystick button, the autopilot turns the servos off and lets
you fly, but when you release the button, the servos take hold and try to maintain the speed,
altitude, or vertical speed that you had at the moment when you released the pitch sync joystick
button. The same applies to bank angle. If you are in wing level or heading mode when you hit
pitch sync, then the plane will try to maintain the bank angle you had at the moment you released
the button.
Note, once again, that if the plane’s bank angle is less than 7 degrees, the autopilot will just
level the wings, as it assumes that you want nose level.
These are the options that nobody can figure out, partially because the right frequencies and HSI
mode must be selected to use them, and partially because they will do nothing until they capture
the approach path they are looking for. For that to happen, some other mode (any of the ones
discussed above) must be engaged to do that.
These modes capture an ILS, VOR, or GPS course, so they must obviously be able to fly either
NAV 1, NAV 2, or GPS. The autopilot only knows which of these three to use when you tell
it which one. This is done with the button labeled “NAV-1 NAV-2 FMC/CDU” (with filename
“but HSI 12GPS” in the Panel Maker’s HSI folder), which is the HSI source selector.
Note: In some aircraft, this is instead a three-position switch labeled SOURCE.
The autopilot will fly whatever course the HSI is showing (if you have one), so you need to
decide what you want the HSI to show: NAV 1, NAV 2, or GPS (labeled FMC/CDU, for Flight
Management Computer, which gets its signal from the GPS). Once you decide, use this button to
tell the HSI what to display. The autopilot will then fly to that course.
If you set this button to NAV 1, the HSI will show deflections from the NAV 1 radio, and the
autopilot will fly VOR or ILS signals from the NAV 1 radio when you hit the LOC or G/S buttons.
Similarly, if you set this to NAV 2, then the HSI will show deflections from the NAV 2 radio,
and the autopilot will fly VOR or ILS signals from the NAV 2 radio when you hit the LOC or
G/S buttons.
If you set this switch to FMC/CDU, then the HSI will show deflections from the GPS, which
can be set manually or by the FMS, and the autopilot will fly to the GPS destination when you hit
the LOC button. Remember that if you enter destinations into the FMS, they will automatically
feed into the GPS, so the autopilot will follow them if you select LOC.
To repeat: be sure to send the right signal (NAV 1, NAV 2, or GPS) to the autopilot when
using the LOC and G/S (lateral and vertical navigation) buttons.
82 CHAPTER 7. NAVIGATION, AUTOPILOTS, AND FLYING ON INSTRUMENTS
The LOC button will immediately begin lateral navigation (navigating to a GPS destination)
once engaged. It will, however, only track a VOR radial or ILS localizer after the needle has come
off of full-scale deflection. This means that if you have a full-scale ILS needle deflection (simply
because you have not yet gotten to the localizer) the localizer mode will simply go into armed
(yellow) mode, and will not do anything yet to the plane. Your current heading or wing level mode
(if engaged) will remain in force (or you can fly by hand) until the localizer needle starts to move
in towards the center. Once that happens, the LOC will suddenly go from armed mode (yellow) to
active mode. This causes the autopilot to start flying the plane for you, disengaging any previous
modes.
The reason that the localizer function disengages previous modes is that you will typically fly
heading mode until you get to the localizer, and as soon as the localizer needle comes in, you
want the autopilot to forget about heading and start flying the localizer down to the runway.
Alternatively, you may simply fly the plane by hand to the localizer (with no autopilot mode on
at all) and have the autopilot take over once the ILS needle starts to come in, indicating you
are entering the localizer. Interestingly, this is much the same as the altitude modes. Just as the
localizer is armed by hitting the LOC button, and you can do anything until the localizer arms
take over lateral control, the altitude is also armed (always and automatically) and you can fly any
vertical speed, airspeed, or pitch (manually or on autopilot) until the altitude is reached, at which
point the autopilot will go into altitude hold mode.
Just like the lateral navigation (that is, the localizer function), the vertical navigation (glides-
lope, or G/S mode) will not do anything until the glideslope needle starts to move. Unlike with the
localizer, though, the glideslope function won’t do anything until the glideslope needle goes all the
way through the center position. It does this because you typically have the airplane on altitude
hold until you intercept the glideslope, at which point the plane should stop holding altitude and
start descending down to the runway. In other words, the glideslope function will automatically go
from armed to active once the plane hits the center of the glideslope.
Let’s now put the LOC and G/S functions into use to fly an ILS.
2. Enter a heading in the heading window to be followed until you intercept the ILS.
6. As soon as you intercept the localizer, the LOC button will go from yellow to green, aban-
doning the heading mode to instead fly the localizer.
7. As soon as you intercept the center of the glideslope, the G/S button will go from yellow to
green, abandoning the altitude hold mode to instead fly the glideslope.
8. The autopilot will track you right down to the runway, and even flare at the end, cutting
power if auto-throttle is engaged.
7.3. USING THE AUTOPILOT 83
• intercept the localizer far away (outside of the outer marker) and below the glideslope,
• intercept the localizer at less than a 30◦ angle, and
• hold altitude when you intercept the glideslope.
If you come in above the glideslope, cross the localizer at a wide angle, or intercept the localizer
too close to the airport, the autopilot will not be able to maneuver the airplane for landing (again,
just as in a real plane).
Now that we’ve detailed flying with the autopilot, let’s talk about flying an FMS (flight man-
agement system) plan.
1. You must enter your entire flight plan into the FMS.
2. You have to have the HSI set to GPS, not NAV 1 or NAV 2 (because the autopilot will fly
whatever it sees on the HSI).
3. You must have the LOC button selected ON since that button causes the autopilot to follow
the localizer (or whatever is on the HSI).
4. You must have the FLIGHT DIR switch set to AUTO, so that the servos are running.
5. You must hit the VNAV button if you want the FMS to also load altitudes into the altitude
window.
Do all these things and the plane will follow any FMS plan, assuming, of course, that the plane
you are flying has all this equipment (which of course some do not).
To demonstrate the use of an FMS, we’ll go through the procedure in a typical aircraft (a
Boeing 777). The steps will be similar in any aircraft.
1. Open up the Boeing 777 using the Open Aircraft dialog box. It is found in the Heavy Metal
aircraft folder.
2. The FMS is found on the right half of the screen, near the middle of the panel (it should be
displaying the text “PLAN SEGMENT 01”). Hit the INIT button on the FMS. This gets
the FMS ready to receive a flight plan.
3. Now hit the AIRP button, telling the FMS that you are about to go to an airport.
4. Now enter the ID of the destination airport by hitting the keypad keys with the mouse.
Let’s imagine we are starting at San Diego International Airport (KSAN) and flying to San
Bernardino International (KSBD).
5. If you like, hit the line-select button on the left side of the FMS next to the text “FLY AT
FT” and enter the altitude you want to fly at using the keypad.
84 CHAPTER 7. NAVIGATION, AUTOPILOTS, AND FLYING ON INSTRUMENTS
6. Now, if you want to do more than just fly to an airport, hit the NEXT button on the FMS
and repeat the steps above for the next waypoint.
There is a back arrow to erase mistakes, as well as VOR, NDB, FIX, and LAT/LON
buttons to enter those types of destinations. The PREV and NEXT buttons will cycle
through the various waypoints in your plan, and the LD and SA buttons will load or save
flight plans if you would like to use them again.
7. Once you have entered the plan into the FMS, take off and set the SOURCE switch for the
HSI (found near the left edge of the panel) to GPS so that the HSI is getting data from the
GPS (rather than the NAV 1 or NAV 2 radios).
8. Move the FLIGHT DIR switch to AUTO so the autopilot servos are actually running, and
hit the LOC autopilot button (at the top of the panel) to follow the HSI lateral guidance
(which was just set to get data from the GPS), with the servos actively flying the plane. If
you entered an altitude into the FMS, you’ll also need to hit the VNAV autopilot button to
track the entered altitude.
9. Sit back and let the autopilot take you to your destination.
well as by your sense of touch. While standing stationary on the ground, your ears tell you that
your head is positioned vertically and not moving, your eyes tell you that the ground is stationary
beneath your feet, and the skin on the bottom of your feet tells you that it is standing on the
ground. All of these inputs align to say the same thing-that you’re standing on the ground.
One limitation to your sense of balance is seen when you are accelerating very slowly, or when
you accelerated briefly and have now stopped. Think of a post on a playground that stands vertically
in the sand with a seat affixed to it a couple feet from the ground. It can be extremely disorienting
to sit on the seat, close your eyes, and then have someone spin you at a constant rate. It doesn’t
matter if you’re being spun to the left or the right-what is critical is that you are quickly accelerated
and then kept at a constant angular velocity. When you first begin to spin, your inner ear will detect
that you are accelerating and spinning. Before long, however, the fluid in your ears will stop moving,
since you are no longer accelerating but rather just spinning. Stay like this for a few seconds and
it will fell like you’re just sitting stationary. You may still feel a breeze on your face or hear sounds
“spinning” about you, but your inner ear will be telling your brain that you’re sitting stationary
and your brain will believe it. Now if you’re suddenly stopped, you will instantly feel an incredible
sense of angular acceleration in the opposite direction, like you are being spun wildly the other way.
Open your eyes and they will tell your brain that you are stationary, but the feeling within your
head (a primal, driving sensation) is that you have just started to spin. In scientific circles, this is
called “vertigo,” but the sensation is commonly referred to as being dizzy.
The same thing can happen in a cockpit pretty quickly. Imagine for a moment that there is a
large bank of clouds in front of you on a calm day. With a few passengers on board you can enter
the cloud in a left bank of, say, 20◦ . Then, after entering the cloud very slowly and very smoothly,
you start to bank the aircraft to the right. If you do this slowly and smoothly enough, no one on
board will notice. Before you come out of the cloud, you get to a substantially different attitude
(perhaps banked 30◦ right). The unsuspecting passengers may feel the very beginning of the change
in bank, but they will probably suspect you’re banked to the left. When you suddenly fly through
the other end of the cloud, they’re suddenly in a right-hand turn! While this was fun and harmless
to do to unsuspecting friends in college, it underlines the difficulty that unsuspecting pilots can
find themselves in if they are not careful.
• the attitude indicator (or AI, normally driven by a vacuum pump on the engine),
• the turn coordinator (or TC, typically electrically driven), and
• the directional gyro (or DG, typically vacuum powered, though possibly electric).
The AI indicates what attitude the aircraft is flying at—how far the nose is above or below the
horizon, as well as how far the wings are banked and in which direction. The TC indicates the rate
of turn—that is, how steep or shallow your bank is in relation to a standard 2 minute turn rate,
86 CHAPTER 7. NAVIGATION, AUTOPILOTS, AND FLYING ON INSTRUMENTS
and the DG is nothing more than a gyroscopically driven compass that is more stable and accurate
than the old standby, the magnetic (or “whisky”) compass.
87
88 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
button will load another aircraft (by default, the Stinson L-5) to which your glider will be attached.
This aircraft will pull yours along behind it, and you will be able to release the line connecting you
to the towplane at your desired altitude. On the other hand, the Glider Winch button will set up
a stationary winch on the ground which will quickly pull in a wire attached to your glider, which
you will release once you are 1500 feet or so above the ground. In either case, you can release the
tow line by pressing the space bar.
When using the towplane, you will start behind the plane with its engine running and ready to
go. Releasing the glider’s brakes (using the ‘b’ key by default) commands the towplane to take off,
dragging your glider with it.
The towplane, once in flight, will take the glider as high as you likes. While being carried up to
altitude, though, you must keep your glider in formation behind the towplane. Pressing the space
bar will release the line between the aircraft, allowing you to soar freely.
Notice, of course, that until you have unhooked yourself, the tow rope connecting your glider
to the towplane is attached to your nose and the towplane’s tail. X-Plane models the real physics
of this situation, so if your glider pulls left, right, up, or down, it will drag the towplane’s tail in
that direction. This could result in simply pulling the plane off course, or ultimately in dragging
the plane into a stall or spin. If that happens, things will get very complicated very quickly—the
towplane (which will likely be crashing) will be dragging the glider with it! The dynamics of the
resulting crash are interesting if nothing else.
According to the FAA Glider Handbook, a glider pilot should keep the glider in one of two
positions when being towed to altitude. It should either be in a “low tow” position, wherein the
glider is just below the wake from the towplane, or it should be in a “high tow” position, just
above the wake from the towplane. Hold this position carefully to keep from dragging the towplane
around!
A glider pilot must watch the wind and the slope of the terrain carefully to hold inside the
upward-moving currents of air, using the lift of the air flowing up the mountain slope to hold the
craft aloft. With a good 25-knot wind set in the simulator, you can get a nice, free elevator ride to
10,000 feet when flying along the windward side of a nice, steep mountain. This is called ridge lift.
X-Plane will also model the columns of rising hot air, called thermals, that are useful for pro-
longing a glider flight. To turn on the thermals, open the Weather dialog box from the Environment
menu. Select the set weather uniformly for the whole world radio button, then drag the ther-
mal coverage slider up—15% coverage or more makes for a nice flight. A 500 ft/min thermal
climb rate is fine, but you can raise that value, too, if you like. Additionally, as you’re starting out
in gliders, you may want to keep the various wind speed, shear speed, and turbulence sliders
set to minimum.
Now, to take full advantage of both ridge lift and thermals, gliders have a unique instrument
known as the total energy variometer. This indicates your glider’s rate of climb or descent. You can
see the visual representation of this instrument in the panel (it is labeled “Total Energy”); if the
needle is above the center of the dial, you are climbing (perhaps due to ridge lift or a thermal), and
if it is below the center, you are falling. Even better, you can flip on the switch labeled “Audio”
in the instrument panel to get auditory feedback from the variometer. If it is beeping, then the
aircraft is in a nice updraft from the air following the terrain. Circling in that area will let the
glider ride the climbing air to altitude. When the variometer is emitting a steady tone, the craft is
in descending air—the glider has been blown to the wrong side of the mountain, and a crash will
follow soon if you do not find a way out of that area!
To land the glider, simply circle down to runway level. The trick is to approach the runway
with just enough speed to set the craft down safely. Remember, pulling the speedbrakes in can help
slow the craft down, but if it doesn’t have enough speed to reach the landing strip, the glider has
8.3. FLYING HELICOPTERS 89
no way of generating thrust. Ideally, you will reach the runway at just above stalling speed, but
it’s always better to have too much speed (which you can burn off using the speedbrakes) than too
little.
Once the craft is in the air, the first-time helicopter pilot’s first crash is no doubt beginning.
This inevitability can be delayed for a few moments using the anti-torque pedals.
The main rotor is of course putting a lot of torque on the craft, causing it to spin in the opposite
direction (because of course for every action there is an equal and opposite reaction—the rotor is
twisted one way, the helicopter twists the other way). This is where the anti-torque pedals come
in. The rotational torque on the helicopter is countered with thrust from the tail rotor. Just push
the left or right rudder pedal (such as the CH Products Pro Pedals) to get more or less thrust from
the tail rotor. If rudder pedals aren’t available, the twist on a joystick can be used for anti-torque
control. If the joystick used does not twist for yaw control, then X-Plane will do its best to adjust
the tail rotor’s lift to counter the main rotor’s torque in flight.
Incidentally, the tail rotor is geared to the main rotor so that they always turn in unison. If
the main rotor loses 10% RPM, the tail rotor loses 10% RPM. The tail rotor, like the main rotor,
cannot change its speed to adjust its thrust. Like the main rotor, it must adjust its pitch, and it is
the tail rotor’s pitch that is being controlled with rudder pedals or a twisting joystick.
Once the craft is in the air and the collective pitch of the main rotor is being adjusted (in
X-Plane, using the joystick throttle), try holding the craft 10 feet in the air and adjusting the
tail-rotor pitch with the anti-torque pedals (i.e., rudder pedals or a twisting stick) to keep the nose
pointed right down the runway. From here, the joystick should be wiggled left, right, fore, and aft
to steer the helicopter around.
Here is how this works: If the stick is moved to the right, then the rotor blade will increase
its pitch when it is in the front of the craft, and decrease its pitch when it is behind the craft. In
other words, the rotor blade will change its pitch through a full cycle every time it runs around
the helicopter once. This means that it changes its pitch from one extreme to the other 400 times
per minute (7 times per second) if the rotor is turning at 400 RPM. Pretty impressive, especially
considering that the craft manages to stay together under those conditions! Now, while it seems
that the right name for this might be the “helicopter destroyer,” the fact that moving the stick
sends the blade pitch through one cycle every rotation of the rotor blades means we call the control
stick the cyclic stick. So, we have the collective, cyclic, and anti-torque controls.
Let’s talk more about the cyclic. When the stick is moved to the right, the rotor increases pitch
when it is in the part of its travel that is in front of the helicopter. This will increase the lift on
the front of the rotor disc, causing it to tilt to the right, since the gyroscopic forces are applied 90◦
along the direction of rotation of the gyroscope. Now that the rotor is tilted to the right, it will of
course drag the craft off to the right as long as it is producing lift.
The fascinating thing is that the rotor on many helicopters is totally free-teetering; it has a
completely “loose and floppy” connection to the craft. It can conduct no torque (left, right, fore,
and aft) to the body of the helicopter. Maneuvering is only achieved by the rotor tilting left, right,
fore, and aft, dragging the top of the craft underneath it in that direction. The helicopter body is
dragged along under the rotor like livestock by a nose-ring, blindly following wherever the rotor
leads.
Once you master hovering in place, push the nose down to tilt the rotor forwards. The lift from
the rotor acting above the center of gravity of the aircraft will lower the nose of the helicopter, and
the forward component of lift from the rotor will drag the craft forward as it flies along.
The first rule of flying a glider—quite unlike flying a powered plane—is this: Never come up
short. When bringing a powered plane in for landing, if the pilot thinks the craft will not quite
make it to the runway, it is no big deal. She or he just adds a bit more power to cover the extra
distance. If a little more speed is needed, it is again no problem—just add power.
Gliders play by a different set of rules, though. There is no engine to provide power, so when
setting up a landing, a pilot must be sure to have enough altitude and speed to be able to coast
to the airport, because if s/he guesses low by even one foot, the craft will hit the ground short
of the runway, crashing. Gliders must never be low on speed or altitude, because if they ever are,
there is no way of getting it back—a crash is assured. (Thermals, or rising currents of air, provide
the exception to this rule. These can give efficient gliders enough boost to get the job done, but
thermals will typically provide less than 500 feet per minute of vertical speed—not enough to keep
even a lightweight Cessna in the air!)
Now, with the Space Shuttle, it is certainly true that the aircraft has engines—three liquid-
fuel rockets putting out 375,000 pounds of thrust each, to be exact. (To put this in perspective, a
fully-loaded Boeing 737 tips that scales around 130,000 pounds, so each engine of the orbiter could
punch the Boeing straight up at 3 Gs indefinitely. That is not even considering the solid rocket
boosters attached to the Shuttle’s fuel tank that provide millions of pounds of thrust!)
So, the Space Shuttle has engines; the problem is fuel. The orbiter exhausts everything it’s
carrying getting up into orbit, so there is nothing left for the trip down. Thus, the ship is a glider
all the way from orbit to its touch-down on Earth. With the final bit of fuel that is left after the
mission, the orbiter fires its smaller de-orbit engines to slow it down to a bit over 15,000 miles per
hour and begins its descent into the atmosphere.
So, if you want to fly the Space Shuttle, and the Space Shuttle is a glider from the time it leaves
orbit to the time it touches down on Earth, you must bear in mind the cardinal rule of gliding:
Always aim long (past the landing point), not short, because if ever you aim short, you are dead,
because you cannot make up lost speed or altitude without engines. Aim long since the extra speed
and altitude can always be dissipated with turns or speedbrakes if the craft winds up being too
high, but nothing can be done if it comes up short.
In observance of this rule, the Orbiter intentionally flies its glide from orbit extra high to be on
the safe side. But there is one problem. It would appear that if the Orbiter flies its entire approach
too high, it will glide right past Edwards. In reality, this doesn’t happen for one reason. For most
of the re-entry, the Shuttle flies with the nose way up for extra drag, and it makes steep turns to
intentionally dissipate the extra energy. The nose-up attitude and steep turns are very inefficient,
causing the Shuttle to slow down and come down to Earth at a steeper glide angle. If it ever looks
like the Orbiter might not quite be able to make it to the landing zone, the crew simply lowers
the nose to be more efficient and level it out in roll to quit flying the steep turns. This makes the
Orbiter then glide more efficiently, so the crew can stretch the glide to Edwards for sure. The extra
speed and altitude is the ace up their sleeve, but the drawback is they have to constantly bleed the
energy off through steep turns (with up to 70◦ bank angle!) and drag the nose up (as high as 40◦ !)
to keep from overshooting the field.
We will now walk through the re-entry process from the beginning as it is done both in the real
Shuttle and in X-Plane.
After de-orbit burn, the shuttle heads for the atmosphere at 400,000 feet high with a speed of
17,000 miles per hour and a distance of 5,300 miles from Edwards (equivalent to landing in the
Mojave Desert after starting a landing approach west of Hawaii—not a bad pattern entry!). In
reality, the autopilot flies the entire 30-minute re-entry, and the astronauts do not take over the
controls of the shuttle until the final 2 minutes of the glide. The astronauts could fly the entire
re-entry by hand, but it is officially discouraged by NASA, for obvious reasons. These speeds and
92 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
altitudes are way outside of normal human conception, so our ability to “hand-fly” these approaches
is next to nil.
During the first one hundred NASA Shuttle missions, the craft was hand-flown for the entire
re-entry only once, by a former Marine pilot who was ready for the ultimate risk and challenge.
In contrast, users flying the Space Shuttle in X-Plane will have to complete the entire mission by
flying by hand.
8.4.1 Walkthrough
To open the Space Shuttle for a re-entry flight into the atmosphere, go to the Aircraft menu and
select Aircraft & Situations. In the window that opens, click the Space Shuttle: Full Re-entry
button. X-Plane will load the craft at around 450,000 feet, in space, coming down at a speed of
Mach 20. Control will be limited in space (the craft is operating off of small reaction jets on the
Orbiter, set up as “puffers” in Plane-Maker), but once the shuttle hits atmosphere, there will be
some air for the flight controls to get a grip on and the craft will actually be able to be controlled.
The ship will first hit air at about 400,000 feet, but it will be so thin that it will have almost no
effect.
The airspeed indicator at this point will read around zero—interesting, since the craft is actually
moving at over 17,000 mph. The reason for this is that the airspeed indicator works based on how
much air is hitting it, just like the wings of the Orbiter do. In space, of course, that’s very little. The
indicated airspeed will build gradually as the craft descends. Under these conditions, even though
the Shuttle is actually slowing down, the airspeed indicator will rise as it descends into thicker air
that puts more pressure on the airspeed indicator. This oddity of the airspeed indicator, though,
is useful, since the air is also putting more pressure on the wings. This means you should get some
help with your research paper and the airspeed indicator is really measuring how much force the
wings can put out, which is really what a pilot is interested in here.
Restated, the airspeed indicator indicates the craft’s true airspeed times the square root of the
air density. It indicates lower speeds in thin air, but the wings put out less lift in thin air as well, so
the airspeed indicator works very well to tell the pilot how much lift can be put out by the wings.
If the airspeed indicator reads more than about 250 knots, the wings have enough air to generate
the lift to carry the aircraft. If the airspeed indicator is showing less than about 250 knots, then
the wings do not have enough air hitting them to lift the Shuttle, so it is still more or less coasting
in the thin upper atmosphere, where the air is too thin to do much for controlling flight.
As the airspeed indicator on the HUD gradually starts to indicate a value (as the aircraft
descends into thicker air), it means the craft is starting to ease down into the atmosphere at 15,000
mph like a sunburned baby trying to ease into a boiling-hot Jacuzzi—very carefully and very slowly.
Remember, if the craft was going 15,000 mph in the thick air of sea level, it would break up into
a million pieces in a microsecond. The only reason it survives at 15,000 mph up here is the air is
so thin that it has almost no impact on the ship. Again, the airspeed indicator tells how much the
air is really impacting the craft; 250 knots is a “comfortable” amount. The trick is to get the craft
moving much slower than 15,000 mph by the time it gets down to the thick air of sea level—and
to have it doing so at Edwards Air Force Base. This is what the re-entry is for, to dissipate speed
while descending so that the Orbiter is never going too fast for the thickness of the air that it is in.
It should only descend into the thicker air once it has lost some speed in the thinner air up higher.
The whole thing should be a smooth process wherein the ship doesn’t get rammed into thick, heavy
air at too high a speed.
Now, as the Orbiter begins to touch the outer molecules of the Earth’s atmosphere, you will
notice a slight ability to fly the ship as some air begins to pass over the wings. At the same time,
8.4. FLYING THE SPACE SHUTTLE 93
the HUD should begin showing speed. Notice the picture of the Orbiter on the right-hand EFIS
display. The Atlantis already has this display retrofitted over its old steam gauges (the EFISs from
the Atlantis are modeled very accurately in X-Plane—astronauts could use it for familiarization
for sure). Both the Orbiter and the path down to Edwards should be visible. The goal is to stay
on the center path. If the craft gets above it, it is either too fast or too high and might overshoot
the landing. If it gets below it, it is either too slow or too low and might not make it.
Remember that the line is drawn with a large margin for error, so if a pilot stays on the line,
he or she will have plenty of extra energy. Getting below the line a little will only tap into the
speed/altitude reserve. Getting below the line a lot will keep the craft from reaching Edwards.
The Orbiter must stay near the center green line. This green line represents the desired speed
for the early part of the re-entry, the desired total energy for the middle part of the re-entry, and
the desired altitude for the final phase of the re-entry. This is the way NASA set up the EFIS. If
the craft is too fast or too high (meaning it is above the center line) then it is time to dissipate
some energy. Put the Shuttle in a steep bank, pull the nose up, and hang on!
The real Orbiter will have it nose up about 40◦ and be in a 70◦ bank to try to lose energy while
moving at 14,000 mph, glowing red hot, hurtling through the upper atmosphere on autopilot, and
leaving a ten mile-long trail of ionized gas behind it while the astronauts just watch.
Go into some steep turns to dissipate energy as needed to keep the ship from going above the
center green line. Look at the little blue pointer on the far left-hand side of the far right display.
That indicates how high the nose is supposed to be. The green pointer is where the nose is now-they
need to match. The pointers just to the right indicate the desired and current deceleration. These
indicators, though, will not be used to fly by. Look at the little pointer up top on the horizontal
scale. That is the computer’s estimation of how much bank angle the craft probably needs to stay
on the center green line. Pilots should follow the computer’s recommendation or their own intuition
for how much bank to fly, but they must certainly keep the nose up (in order to stay in the upper
atmosphere) and fly steep banks to dissipate the extra speed and altitude. It might be tempting
to just push the nose down if the craft is high, but don’t. The aircraft would drop down into the
thick air and come to an abrupt stop from the tremendous drag, keeping it from ever making it to
Edwards. It would wind up swimming in the Pacific somewhere around Hawaii.
Now, as the pilot makes those steep turns, the aircraft will gradually be pulled off course. For
this reason, the turn direction should be switched from time to time to stay on course. Turn left
awhile, then right, then back to the left again. This is what the real Orbiter does—it slalom-skis
through the upper atmosphere at Mach 20. Watch Edwards on the center EFIS display.
As the ship approaches Edwards, right on the center green line on the right-hand display, there
should be a sort of a circle out past Edwards. This is the Heading Alignment Cylinder, or H.A.C.
The aircraft will fly past Edwards at about 80,000 feet, then fly around the outside of the H.A.C.
like it’s running around a dining room table. After coming around, it will be pointed right at
Edwards. If the craft is still on the green line, its altitude will be just right for landing as well. In
the real Shuttle, this is usually where the pilot will turn off the autopilot and hand-fly in.
The craft should now be doing about 250 or 300 knots, coming down at about 15,000 feet per
minute or so (about 125 miles per hour of descent rate). Needless to say, pilots do not want to hit
the ground with that 125 miles per hour descent rate. Do not aim for the runway without expecting
to become a smear on it. Instead, aim for the flashing glideslope lights 2 miles short of the runway
that NASA has thoughtfully provided. If they are all red, the craft is too low. If they are all white,
it is too high, so the speed brakes need to be brought in. If the lights are half red and half white,
the Orbiter is right on its glideslope (about 20◦ ). Airliners fly their approach at 125 knots with a
3◦ angle of descent, while the Space Shuttle uses 250 knots and a 20 degree descent angle—not too
unusual considering pattern-entry started west of Hawaii, actually.
94 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
To recap: the craft should be at 250 knots, on the green line, lined up with the runway. It
should be facing half red, half white glideslope lights with the flashing strobes by them. This
approach configuration should be held until the craft is pretty close to the ground (3◦ glideslope
to the runway), then the descent should be leveled and the gear put down (using the ‘g’ key or
the mouse). Pull the nose up for a flare as the runway approaches, causing the Orbiter to touch
down smoothly. Lower the nose then and hit the parachute and even the brakes if the craft will be
allowed to roll out.
Now, if you can just repeat that process another hundred times in a row without a single hitch,
you will be as good as NASA.
Special thanks to Sandy Padilla for most of the Shuttle re-entry information!
Figure 8.1: The weapon controls found in the Buttons: Basic tab [Full size →]
You can also assign weapons controls in the Buttons: Adv tab or the Keys tab. The “weapons/”
category contains the relevant settings there.
Note that assigning joystick controls is especially important if your aircraft does not have
controls in the instrument panel for arming weapons. If you intend to use missiles, you must assign
buttons to select targets, using the “target select up” and “target select down” functions.
To set up a combat situation, first open the Aircraft menu and click Aircraft and Situations. The
bottom panel, labeled Other Aircraft Selection, is the one we’re interested in. Set the number of
aircraft (in the upper left of the box) to 2 or more. Boxes will appear below corresponding to the
other aircraft, as seen in Figure 8.2.
Clicking the box to the left of an aircraft file name will open a standard “Load Aircraft” dialog
box; use these boxes to load the aircraft you would like to battle.
To the right of each aircraft file is the plane’s “team color.” Aircraft which have the same color
will be teammates, and all other colors will be enemies. In Figure 8.2, “your plane” is on the red
team, while the three other aircraft are on the green team. In this case, all three enemy aircraft
will target you alone.
Having selected the enemy aircraft to fly against, you can choose their skill level, ranging from
very easy to very hard, using the drop down box near the top of the Other Aircraft Selection portion
of the window.
Finally, you can choose to either save the aircraft you have selected to your preferences or
have them randomized at each load using the radio buttons next to the number of aircraft setting.
Having set up the combatants, you can close the Aircraft and Situations window.
96 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
Figure 8.2: Adding enemy aircraft using the Aircraft and Situations window [Full size →]
Figure 8.3: Adding weapons using the Weight and Fuel window [Full size →]
Figure 8.5: The weapon controls in the panel of the F-22 Raptor [Full size →]
selected, with its rate of fire set to the maximum. Similar controls appear in the F-4 Phantom II,
seen in Figure 8.6.
With your weapon selected, whether guns or missiles, all it takes to fire is to press the button
on your joystick assigned to fire weapons.
In order to lock on to a target using missiles, you must have a joystick or key assigned to the
“target select up” and/or “target select down” functions, as described in the section “Configuring
Your Controls” above. In order to usefully target, the aircraft must have either a head-up display
(HUD) or moving map, and preferably both.
When enemy aircraft are nearby, you can use the target select controls to assign targets for
your missiles to seek out. With a target which is not currently visible selected, the HUD will show
an arrow pointing in the direction of the target, as the image on the left in Figure 8.7. If the active
98 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
Figure 8.6: The weapon controls in the panel of the F-4 Phantom II [Full size →]
Figure 8.7: Two HUD views; on the left, a target is high and to the left, off screen, while on the
right, the target is in view. [Full size 1 →] [Full size 2 →]
target is visible on screen within the HUD, however, a targeting reticle will appear around the
aircraft, as in the image on the right in Figure 8.7.
In aircraft with a moving map display, there is often much more data visible than what is
relevant in a dogfight. Therefore, by pressing the green buttons beneath the standard EFIS moving
map, you can turn off all but the TCAS (traffic collision avoidance system) indicators—that is, the
indicators for other aircraft. For instance, compare the two displays in Figure 8.8.
With only the other aircraft displayed on the map, it is much easier to see the location of enemy
fighters and to distinguish the active target. For instance, in Figure 8.9, the aircraft approximately
30◦ to the right was selected as the target, so it is highlighted in red on the display.
Additionally, note that the dial above the moving map labeled TFC (traffic) controls the radar
system’s range. Moving the dial clockwise will increase the range, and turning it counterclockwise
will decrease it. At low ranges, finer detail is available on the EFIS display.
8.7. PERFORMING CARRIER OPERATIONS 99
Figure 8.8: Two moving map displays; the display on the left is showing all available data, whereas
the one on the right is is showing only other aircraft [Full size 1 →] [Full size 2 →]
8.6.5 Strategy
The key to winning a dogfight lies in creating a situation where your aircraft’s strengths are em-
phasized and an opponent’s weaknesses are exploited. This means trying to force a tight, up-close
battle when flying a more maneuverable fighter than the enemy, or aiming for dive-bombs and other
tactics requiring speed and weight when flying a faster, larger craft.
Additionally, do not underestimate the value of quick combat maneuvers, such as:
• corkscrews–rolling your craft left or right while continuously varying its pitch
• feints—rolling to one side as though to go into a banked turn (i.e., a turn with the craft on
its side, while pulling back on the controls in order to pull “in” to the turn), but pushing the
nose forward instead
• barrel rolls—often described as “a cross between a roll and a loop” (see Figure 8.10)
For more information on combat tactics, see the Dicta Boelcke, a list of tactics developed by
World War I ace Oswald Boelcke.
Figure 8.9: The moving map display with a target selected, located about 30 degrees to the right, in
front of the aircraft and travelling at 393 kts [Full size →]
Figure 8.10: Diagram of a barrel roll. Thanks to released MioUzaki for releasing this image into the
public domain. [Full size →]
8.8. FLYING A BOEING 747 WITH THE PIGGYBACKING SPACE SHUTTLE 101
To take off from a carrier, a few things must be done in quick succession. First, give the aircraft
full throttle, and pull in about half flaps. Release the brakes (using the ‘b’ key by default) to
activate the catapult propelling your aircraft off the deck. From there, simply guide the craft down
the flight deck and, once clear, pull the nose up. When you’re safely in the air, bring the gear up
(using the ‘g’ key by default) and you’re off.
Landing on the carrier is a bit more difficult. First, be sure you have an aircraft with an arresting
hook, such as the default fighters in X-Plane.
To set up an approach to a modern carrier, such as the USS Nimitz included with X-Plane 10,
bear in mind that the landing runway is angled 30◦ to the port (left) side—it is not straight down
the flight deck like in older carriers. This change was made in order to prevent the all-too-common
overruns that occurred in WWII when a landing plane crashed into the stacked line of planes at
the far end of the carrier. A pilot landing on such a carrier must correct for this angling. With your
ADF tuned to the carrier, then, you must wait until the ADF is pointing either 15 or 60◦ to the
right before turning in for a landing.
When approaching the flight deck to land, a glidepath of about 3.5◦ is standard. At this time,
the tail hook should be lowered by tapping the HOOK button, turning it green. This will allow the
tail of the aircraft to catch the arresting wires on the deck. These wires will accelerate the craft
from well over 100 knots down to zero in little more than a second.
Unlike in a conventional landing, there should be no “flare” before touching down on the carrier.
Whereas, say, an airliner would raise its nose up just before touching the runway (thereby ensuring
a smooth landing), a carrier approach should maintain a constant glideslope until the craft hits the
deck.
Also, rather counter-intuitively, a real fighter pilot must slam the throttle to full the instant
that the aircraft touches the deck. This is because, even when the pilot has done everything right,
the craft’s tail hook can bounce over the arresting wires in what is called a “bolter.” When this
happens, the pilot must be ready to get off the deck safely and come around for another try. Don’t
worry—even when the throttle revs up like this, the arresting wires will still pull the craft down to
zero velocity.
Well, it’s been 48 hours since I landed the 747 with the shuttle Atlantis on top and I
am still buzzing from the experience. I have to say that my whole mind, body and soul
went into the professional mode just before engine start in Mississippi, and stayed there,
where it all needed to be, until well after the flight... in fact, I am not sure if it is all
back to normal as I type this email. The experience was surreal. Seeing that “thing” on
top of an already overly huge aircraft boggles my mind. The whole mission from takeoff
to engine shutdown was unlike anything I had ever done. It was like a dream... someone
else’s dream.
We took off from Columbus AFB on their 12,000 foot runway, of which I used 11,999
1/2 feet to get the wheels off the ground. We were at 3,500 feet left to go of the runway,
throttles full power, nose wheels still hugging the ground, copilot calling out decision
speeds, the weight of Atlantis now screaming through my fingers clinched tightly on the
102 CHAPTER 8. SPECIAL SITUATIONS IN X-PLANE
controls, tires heating up to their near maximum temperature from the speed and the
weight, and not yet at rotation speed, the speed at which I would be pulling on the
controls to get the nose to rise. I just could not wait, and I mean I could not wait, and
started pulling early. If I had waited until rotation speed, we would not have rotated
enough to get airborne by the end of the runway. So I pulled on the controls early and
started our rotation to the takeoff attitude. The wheels finally lifted off as we passed
over the stripe marking the end of the runway and my next hurdle (physically) was a
line of trees 1,000 feet off the departure end of Runway 16. All I knew was we were flying
and so I directed the gear to be retracted and the flaps to be moved from Flaps 20 to
Flaps 10 as I pulled even harder on the controls. I must say, those trees were beginning
to look a lot like those brushes in the drive-through car washes, so I pulled even harder
yet! I think I saw a bird just fold its wings and fall out of a tree as if to say “Oh, just
take me.” Okay, we cleared the trees, duh, but it was way too close for my laundry.
As we started to actually climb, at only 100 feet per minute, I smelled something that
reminded me of touring the Heineken Brewery in Europe... I said “Is that a skunk I
smell?” and the veterans of shuttle carrying looked at me and smiled and said “Tires!”
I said “Tires?! Ours?!” They smiled and shook their heads as if to call their captain an
amateur... Okay, at that point I was. The tires were so hot you could smell them in the
cockpit. My mind could not get over, from this point on, that this was something I had
never experienced. Where’s your mom when you really need her?
The flight down to Florida was an eternity. We cruised at 250 knots indicated, giving
us about 315 knots of ground speed at 15,000 feet. The miles didn’t click by like I am
use to them clicking by in a fighter jet at Mach 0.94. We were burning fuel at a rate
of 40,000 pounds per hour or 130 pounds per mile, or one gallon every length of the
fuselage. The vibration in the cockpit was mild, compared to down below and to the
rear of the fuselage where it reminded me of that football game I had as a child where
you turned it on and the players vibrated around the board. I felt like if I had plastic
clips on my boots I could have vibrated to any spot in the fuselage I wanted to go
without moving my legs... and the noise was deafening. The 747 flies with its nose 5◦
up in the air to stay level, and when you bank, it feels like the shuttle is trying to say
“Hey, let’s roll completely over on our back.” Not a good thing, I kept telling myself.
So I limited my bank angle to 15◦ and even though a 180◦ course change took a full zip
code to complete, it was the safe way to turn this monster.
Airliners and even a flight of two F-16s deviated from their flight plans to catch a glimpse
of us along the way. We dodged what was in reality very few clouds and storms, despite
what everyone thought, and arrived in Florida with 51,000 pounds of fuel too much to
land with. We can’t land heavier than 600,000 pounds total weight and so we had to do
something with that fuel. I had an idea... Let’s fly low and slow and show this beast off
to all the taxpayers in Florida lucky enough to be outside on that Tuesday afternoon.
So at Ormond Beach we let down to 1,000 feet above the ground/water and flew just
east of the beach out over the water. Then, once we reached the NASA airspace of the
Kennedy Space Center, we cut over to the Banana/Indian Rivers and flew down the
middle of them to show the people of Titusville, Port St. Johns and Melbourne just
what a 747 with a shuttle on it looked like. We stayed at 1,000 feet and since we were
dragging our flaps at Flaps 5, our speed was down to around 190 to 210 knots. We could
see traffic stopping in the middle of roads to take a look. We heard later that a Little
League Baseball game stopped to look and everyone cheered as we became their 7th
8.9. FIGHTING FOREST FIRES 103
At this point, you should be able to find some forest fires, especially in mountainous areas.
To jump instantly to the nearest forest fire, you can open the Aircraft menu and click Aircraft &
Situations. In the dialog box that appears, click the Forest Fire Approach button. Alternatively,
the forest fires will show up in the X-Plane maps (available in the Local Map dialog box, found in
the Location menu) as a small fire icon.
In the Bombardier 415, you will have to first scoop up water into the aircraft’s underside.
With your water payload ready to be dropped, you can assign a key (as described in the section
“Configuring Keyboard Shortcuts” of Chapter 4) to the “jettison payload” function (categorized
under flight controls). Press that button to drop your load of water on the fire.
105
106 CHAPTER 9. EXPERT ESSAYS
deflection in the hardware will give 50% control deflection in the aircraft. Likewise, 100% stick
deflection in the hardware will give 100% control deflection in the aircraft.
If the problem being experienced is that the plane feels too responsive in the simulator, try
dragging the sliders all the way to the right. This will give a non-linear response. Set this way,
0% hardware deflection will still give 0% control deflection in the simulator, and 100% hardware
deflection will still give 100% control deflection. The difference lies in between—50% stick deflection
in the hardware might only give 15% control deflection in the simulator. In other words, while the
hard-over roll rate in the simulator will remain unchanged no matter how these sliders are set, fine
control will be increased for smaller, partial deflections, since the flight controls will move less for a
small-to-moderate stick deflection in the hardware joystick or yoke. This will give a nice, fine pitch
control and slow, detailed roll control.
If, after changing the control response, the aircraft still does not fly as it should, read on.
The next level of control tuning is stability augmentation. If the plane still feels squirrelly or
overly sensitive, go back to the Nullzone tab of the Joystick & Equipment window and try dragging
the three sliders in the upper left of the window (labeled stability augmentation) all the way to
the right.
This will cause X-Plane to automatically counteract any stick input to some degree, resisting
rapid or large deflections in pitch, heading, and roll. Basically, it is like always having an autopilot
on that smooths things out. This is obviously very fake, but in the absence of a perfect flight
control system, g-load, and peripheral vision feedback, this can help smooth out the airplane’s
flight characteristics. Try flying with those sliders at various places, bearing in mind that full left
should be most realistic (with no artificial stability added).
If, after doing all of the above, the aircraft still does not fly as it should, nothing more can be
done within the simulator. It is now time to tweak the airplane model itself. In the real world, if a
plane is pulling to one side or the other, a pilot will bend the little trim tab on the aileron one way
or another. This bending of the aileron trim tab counteracts any imperfections in the shape of the
airplane, the dynamics of the propwash, or the mass distribution inside the plane. The same thing
can be done in X-Plane—you can bend a trim tab a bit one way or the other to make the plane fly
true.
To do this, first exit X-Plane and open Plane Maker (found in the X-Plane installation folder,
located by default on the Desktop). Go to the File menu and select Open. There, select the plane
that is pulling left or right and load it using the Open button.
Then, go to the Standard menu and click Control Geometry. In this window, select the Trim &
Speed tab. Look at the far right-hand column of controls in the top half of the screen, labeled trim
tab adjust. This is a measure of how much the trim tabs are bent on each axis. The top control is
the elevator, the middle the aileron, and the bottom the rudder (per the labels on the far left). A
value of 0.000 in the trim tab adjust means that the trim tab is not bent at all. A value of 1.000
means the tab is bent so far that the control is fully deflected by the trim tab—this is way too far.
Try bending the trim tab just a little bit—maybe set the value at 0.05 or at most 0.10. This would
correspond to being enough force to deflect the controls 5% or 10%, respectively, due to the trim
tab. A positive value corresponds to bending the trim tab up or right, depending on whether it is
pitch, yaw, or roll. Thus, if the plane needs to roll right a bit more (or needs to stop rolling left),
then enter a positive number for the aileron control. The same goes for the rudder: if the plane
needs to pull right a bit more, enter a positive rudder trim tab adjust. If the plane needs to pull
up a bit more, give it a positive elevator trim tab adjust. Tweak the trim tabs as needed, save the
aircraft file (using Plane Maker’s File menu), and exit Plane Maker. Then, open up X-Plane and
try flying the plane again. It should noticeably pull one way or another based on how the trim tabs
were bent. The trim tab controls may need to be tuned again to get the plane to fly as straight as
9.2. SETTING UP A COPILOT’S STATION 107
is desired.
There are two general ways of configuring multiple monitors. You can either have your monitors
all connected to one computer, running one copy of X-Plane, or you can have multiple different
computers all networked together, each one with its own monitor and its own copy of X-Plane.
In general, using multiple displays on one computer will be more restrictive regarding the ways in
which you can configure the simulator. Networking many computers together will be more flexible,
but it will also be much more expensive.
• configure plug two monitors into your graphics card (if it supports multiple monitors) and
configure the monitors as entirely separate in your operating system;
• purchase a video splitter like the Matrox TripleHead2Go, plug your monitors into that, and
configure all your monitors as a single, super-large display in your operating system; or
• using a technology like AMD’s Eyefinity (included with the Radeon 5xxx and later series
video cards), plug your multiple monitors directly into your video card and configure them
in the operating system like a single, super-large display.
If your multiple monitors are configured as a single large display in your operating system, all
you need to do to have X-Plane fill the screen with a single large window is to check the run
at full screen box in the Rendering Options dialog box. If, on the other hand, your monitors
are configured in the operating system as separate displays, your best option is to have a regular,
windowed version of X-Plane which you manually resize to fill as much of your display as possible.
If you want to use your secondary monitor as an instructor operator station, refer to the section
“Using an Instructor Operator Station (IOS) for Flight Training” of Chapter 8.
lens” effect. If a 135◦ field of view is described in a flat plane or in an arc of monitors that describe
less than 135◦ of arc, fisheye distortion will result, apparent as a horizon that seems to bend and
distort between monitors.
6. Set the view center Y, panel view (i.e., the y coordinate of the center of the screen when
in the panel view) to be one-half the height of your monitor in pixels (assuming you run
X-Plane in full screen mode). For instance, if your monitor has a resolution of 1920 x 1080
pixels, you would enter 540 here (1080/2).
7. Close the Viewpoint dialog box, either by pressing Enter or by clicking an X in the corner of
the window.
8. Open the File menu and click Save As (not Save, since you do not want to overwrite the
original file).
9. Type in a name for this copy of the aircraft file (for instance, “Triple Monitor [aircraft name]”)
and press Save.
Now, when you load the new copy of the aircraft up in X-Plane, the screen center will be just
where you like it.
of view of 45◦ , these images will blend together seamlessly if you don’t consider the width of the
displays’ bezels (the frame around each monitor). If you cannot set up the monitors to run their
effective image all the way to the edge (as you can with some, even though you wouldn’t be able
to see the part under the border), you might instead try a field of view of maybe 43◦ based on
whatever fraction of the monitor is visible. Vertical and roll offsets, of course, are the up/down and
tilt equivalents of the lateral offset.
Note: While the view offsets do indicate how much to the left or right or up or down each view
is looking, people make the same mistake over and over: they run a center view with a cockpit in
the center screen, and external visuals on the left and right—which is fine—but they notice that
the horizon in the center (cockpit) screen does not line up with the horizons on either side. The
reason for this is that the center-point of the screen where the horizon rests in a level flight attitude
is up near the top of the screen in the cockpit view (to make room for the instrument panel) and
the center of the screen for the external visuals (which do not need room at the bottom for the
instrument panel). Often, people will incorrectly lower the vertical offset of the center panel (with
the cockpit).
This results in countless problems with the views not lining up. The way to correct this is to do
as in the “Lining Up the Horizon (Without Vertical Offsets)” section above and change the screen
center for your aircraft; only then will the horizon always line up across all the visuals. In other
words, the only time a vertical offset should be used is if there is one monitor on top of another.
Let’s talk about the Airfoil Maker application, found in the X-Plane installation directory.
A.1 Menus
The menus of Airfoil Maker are very simple.
A.1.1 About
The About menu’s only option, Version, will display the version of the program and check for
updates from the x-plane.com website.
New
Use this to generate a new airfoil.
Open
Use this to open an existing airfoil for viewing or modification.
Save
Use this to save an airfoil that was created or modified.
Save As
Use this to save an airfoil that was created or modified under a different name.
Exit
Exit Airfoil Maker.
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112 APPENDIX A. AIRFOIL MAKER SUPPLEMENT
The left edge of the graph corresponds to an angle of attack of -20 degrees, and the right edge
corresponds to an angle of attack of +20 degrees. Therefore, moving the mouse to the left edge
of the chart will cause the alpha: reading in the black box to go to -20, corresponding to the -20
degree angle of attack. The same goes for the right edge with its +20 degree angle of attack.
The center of the chart represents an angle of attack of zero degrees. (Remember that the angle
of attack is the angle of the wing to the air. It is the angle at which the wing hits—attacks—the
air).
The green line in the graph is the coefficient of lift, called cl in the coefficient display box in
the bottom left. The red line is the coefficient of drag, called cd in the coefficient display box. The
yellow line is the coefficient of moment, called cm in the coefficient display box. We’ll look at the
behavior of each of these lines below.
Drag div Mach is the airspeed when drag starts to increase dramatically. The Mach number is
a fraction of the speed of sound. Hence, 0.75 is 75% of the speed of sound or about 750 km/h. Most
aircraft never get close to this speed so you don’t need to set this number for your airfoil. If you
are designing a near-supersonic aircraft like an airliner or a supersonic aircraft then you will either
need to find this number in the published specifications or adjust it until you get the resulting
performance you want in X-Plane.
A.2.3 Coefficients
An oldie but goodie! This book has the lift, drag, and moment plots of many airfoils in it, so
the reader can choose their favorite airfoil for a design and then enter it into the computer using
the technique described below.
have a value around 0.6. A typical airfoil like the NACA 2412 (commonly used in general aviation)
has a value of about 0.2.
gradual one as the angle of attack is further increased. In most cases, this number will be zero or
very close to zero.
This is modified using the drop control, seen in Figure A.6.
its low angle of attack moment change at 10 degrees, a point corresponding to roughly +4 degrees
before the stall.
This point of change is set using the alpha 1 control highlighted in Figure A.8.
Figure A.9: A graph of the -180 to 180 degree coefficients [Full size →]
A.2.6 Finishing Up
Change all of the parameters around a bit as discussed above, then select Save As from the File
menu. Type in an airfoil name and hit Enter. Congratulations! You have just generated your own
airfoil! Drop it in the Airfoils folder in your X-Plane folder (so that it will be usable by all planes),
or in a folder that you make called “Airfoils” in the same folder as your airplane designs (to be
used only by that airplane).
file in Airfoil Maker as it will overwrite your coefficients with its own in the +/-20◦ region. The
intercept/slope/power numbers are not used by the simulator, only the tabulated coefficients.
A.3.3 Camber
The camber page is used to influence the visual representation of the wing profile in X-Plane. Many
real wings are almost flat on the bottom or have different bulges to the typical airfoil.
This has no effect on the way the plane flies in X-Plane—it is only for the visual model. There
are only a couple of points here, so you can’t make a detailed 3-D model of your wing. There should
be enough adjustment here so that your model of the Concorde doesn’t look completely silly with
fat wings.
The yellow lines visually indicate the thickness ratio which you set on the first page.
A.3. OTHER AIRFOIL MAKER SCREENS 123
If you are modeling an aircraft that has different airfoils at different positions along the wing
span you need to pay attention to this camber page. Each wing can have a different airfoil at the
root and the tip and X-Plane smoothly interpolates between them. If two X-Plane wing segments
are attached together root-to-tip then there will be an obvious step if the two cambers don’t match.
Either use the same camber in both airfoil files (difficult) or always make sure the tip airfoil of the
inner wing uses exactly the same airfoil file as the root airfoil of the outer wing section.
This feature can also be useful when you need to make small fairings or fittings out of dummy
wings. Engine Pylons, Misc Bodies or Misc Objects should be considered first but sometimes a small
stub wing is required. Remember a pylon or a misc body is a Plane Maker body like a fuselage
which contributes to the simulated drag on the aircraft. An object is a 3-D model produced in an
external modeling program which is just a visual effect with no aerodynamics. But a wing can also
produce lift, roll or yaw, affecting the plane’s flight path.
124 APPENDIX A. AIRFOIL MAKER SUPPLEMENT
Appendix B
Troubleshooting X-Plane
This chapter is designed as a reference for when you encounter common problems in X-Plane. Each
of the following sections describes a common problem and its solution.
125
126 APPENDIX B. TROUBLESHOOTING X-PLANE
• In Mac OS X: 3.5 GB
• In Linux: 3 GB or so
When X-Plane reaches the address space limit of your system (listed above), it will crash.
You can confirm that this is occurring by using your system’s memory monitor and watching the
memory use of the X-Plane process.
To check memory usage on a Mac, do the following:
1. Click on the Applications folder in the task bar. In the menu that opens, click Utilities, then
click Activity Monitor.
2. Launch X-Plane as normal.
3. In the Process Name column of Activity Monitor, look for the X-Plane process.
4. Look at the Real Mem column corresponding to the X-Plane process. It should have a value
like 950 MB or 1.5 GB listed. If this value is beyond 3.5 GB, X-Plane is liable to crash.
To check memory usage in Windows, do the following:
1. Right-click on an empty area of the task bar and click Start Task Manager. In the window
that opens, click on the Processes tab.
2. Launch X-Plane as normal.
3. In the Image Name column of the Task Manager, look for the X-Plane process.
4. Look at the Memory column corresponding to the X-Plane process. It should have a value
like 950,000 K listed. If this value is beyond your operating system’s address limits (listed
above), X-Plane is liable to crash. Note that there are 1, 024 · 1, 024 = 1, 048, 576 kilobytes in
1 gigabyte, so the 2 GB memory limit in Windows XP would be represented as 2,097,152 K.
If this is indeed your problem, you can correct it by doing the following:
• Turn down rendering settings. The major ones are: airport detail (set to default), forests
(set to something moderate if you are using autogen too), and texture res (first run with
compressed textures). Dont use 4x SSAA when in HDR mode use FXAA instead.
• If you are on 32-bit Windows, consider moving to 64-bit Windows, at least in the long term.
• If you are on 32-bit Windows with 2 GB per process, increase that limit to 3 GB as described
on the X-Plane Wiki.
3. Select the rightmost box next to joystick ail/elv/rud. This box will cause X-Plane to display
the input it is receiving while running the simulation.
B.5. MY FRAME RATE IS LOW 127
5. A box in the upper right should be displaying the elev, ailrn, and ruddr commands (elevator,
aileron, rudder, respectively) being received from the joystick.
6. Now, center the stick and pedals. Each axis should indicate 0.0, or close to it.
7. Move the stick full left. The ailrn should indicate -1.0 or near -1.0.
8. Move the stick full right. The ailrn should indicate 1.0 or near 1.0.
9. Move the stick full aft. The elev should indicate 1.0 or near 1.0.
10. Move the stick full forward. The elev should indicate -1.0 or near -1.0.
11. Move the rudder full left. The ruddr should indicate -1.0 or near -1.0.
12. Move the rudder full right. The ruddr should indicate 1.0 or near 1.0.
By moving the stick and pedals and seeing what values they are sending X-Plane, you can see
if X-Plane is getting proper stick input.
If the correct values (according to the tests above) are not being received in X-Plane, and you
have calibrated the controls in X-Plane per the section “Calibrating the Hardware” of Chapter 4,
then the issue is with the hardware’s calibration in your operating system, not X-Plane. If the hard-
ware is indeed calibrated correctly in the operating system, the hardware itself is malfunctioning.
On the other hand, if the correct values from the above tests are being received, then the hardware
is working fine.
If the frame rate gets too low for the flight model to handle, then the plane is likely to start
oscillating quickly back and forth (referred to as “simulator flutter,” often occurring with autopilot
on) as the flight model tries unsuccessfully to predict what the plane will do next. At this point,
the computer is running too slowly to take small enough steps in the flight model to see what the
plane will really do at each moment. Smaller and more maneuverable planes will accelerate more
quickly, and greater accelerations require a higher frame rate to simulate.
This occurs due to the way that X-Plane moves aircraft within the simulation. X-Plane calculates
the acceleration of the craft for each frame, then adds up the acceleration between frames to move
the plane. This works fine if the frame rate is reasonably high and the accelerations are reasonable
low. In fact, for any reasonably normal aircraft that has reasonably normal accelerations, a frame
rate of 20 fps or more is fine.
Problems occur, though, when you have very light aircraft with very large wings going very
fast, or sitting on the ground with landing gear spread very far out from the center of gravity.
All of these things add up to the same result—high acceleration. A light aircraft gives high
acceleration because there is little mass, and therefore little inertia. Big wings give high acceleration
because they put out lots of force. High speeds give high acceleration because there are high forces
under all that air pressure. A widely spaced landing gear gives high acceleration because it has a
huge lever arm on the center of gravity.
X-Plane, of course, can handle these high accelerations, but it needs a high frame rate to do it.
For the flight model to work, there can only be a certain amount of velocity change per frame of
the simulation. If the accelerations are high, then the frame rate better be high so that there is a
reasonable velocity change (i.e., acceleration) per frame.
To determine how high a frame rate is enough to handle a given acceleration, just find the frame
rate at which there is no flutter.
For example, imagine a Boeing 747 at approach speed. It slowly lumbers along, hardly acceler-
ating at all. One frame per second could track that flight accurately. Now imagine holding a paper
airplane out the window of a car at 80 miles per hour and letting go. The plane doesn’t smoothly,
gradually, accelerate up to speed, it disintegrates in a thousandth of a second! To simulate that
may require a simulator to run at one thousand frames per second!
So, while a simple 20 frames per second works fine for most any aircraft, when small, light,
big-winged craft with widely spaced landing gear designs start flying fast, the accelerations come
up enough that in extreme cases, 100 fps might be needed to model accurately.
This is more of a problem with planes that:
• are small because they maneuver much more quickly than big planes,
• are light because they have less inertia and react faster,
• have long wings because they have more leverage on the center of gravity, thus reacting faster,
• have big wings because they get more lift, thus reacting faster, or
• have widely spaced landing gear because the gear has more leverage on the craft, causing it
to torque the plane faster.
When using an airplane that reacts extremely quickly to the environment, the computer needs
to react just as quickly to simulate it. This can be achieved by reducing the rendering options and
visibility in X-Plane enough to raise the frame rate to a non-fluttering level. More info on this can
be found in the section “Setting the Rendering Options for Best Performance” of Chapter 4.
B.8. GETTING HELP WITH OTHER PROBLEMS 129
Tech Support
Before calling or emailing, save both yourself and customer service time by checking this manual
or the X-Plane Wiki for answers. Also, be sure you have the latest version of the software you’re
using before calling (you can check this by following the instructions found in the section “Updating
X-Plane” of Chapter 4).
To contact customer service, email [email protected] or call (913) 269-0976 (Central Standard
Time).
For questions regarding your order status from X-Plane.com, email our shipping department at
[email protected].
131
132 APPENDIX C. TECH SUPPORT
Appendix D
When sending a bug report, please include as much information as possible—anything that the X-
Plane development crew might need to know in order to reproduce the malfunction. This includes
(but is not limited to) the following information:
• Be sure you are using the latest version of X-Plane (this includes making sure you aren’t
using an outdated shortcut).
• Delete (or change the name of) your preferences file in order to rule that out.
• Disable any plug-ins or third-party add-ons. (Please report bugs in third-party software to
the software’s developer, not the X-Plane team.)
• Be sure you understand the feature you are reporting a bug on.
• Contact X-Plane customer support at [email protected] if you are not sure whether you have
a bug or a tech support problem.
• Attach a log.txt file from X-Plane (or the installer or other X-Application) when filing the
report, as well as PNG screenshots for any visual problems. The log.txt file will tell us a lot
of information about your system that will speed up bug analysis.
http://dev.x-plane.com/support/bugreport.html
Please note that, if the report was filed correctly, you will not receive any feedback on it. The
report will be saved and looked into, and, depending on its priority, fixed in a future update.
Very often, people will report a bug like, “My speed indicator does not work.” Well, I might
crash my Corvette into a tree, pick up my cell phone as the airbag deflates in my lap, call General
Motors, and say, “My speed thing indicates zero!”
In a case like that, how good a job can GM do in deciphering that report?
Filing a report with X-Plane saying “My speed indicator does not work” can be that incomplete
for two reasons. The first is that with about 20 or 30 instruments available in the X-Plane world
133
134 APPENDIX D. HOW TO FILE A BUG REPORT
(accessible via Plane Maker) that indicate speed, saying “speed Indicator” does not really isolate
what instrument is being discussed. The second reason is that you have not really given a checklist
of steps that you took to find yourself with the apparent bug. For example, it may take certain
conditions for the airspeed indicator to not work, conditions you may cause without thinking about
based on your airplane selection, weather, etc.
In the Corvette analogy above, the proper report to GM would be:
1. I got in my car.
2. I hit the starter button, the engine started, and I put the transmission in first gear.
3. I hit the gas and turned the wheel and drove until I hit a tree, which stopped me.
5. I included a picture I took on my digital camera here, showing both the speedometer indicating
zero and the car actually stopped.
In the X-Plane world, a proper checklist for the report would look like this:
1. I renamed my preferences file so I did not have any odd settings that may cause this that we
might not know about.
3. I went to the File menu and opened the “Austin’s Personal Transport” aircraft.
4. I noticed the EFIS airspeed indicator stayed at zero, no matter how fast I flew.
5. I included a screenshot of X-Plane showing the panel here, with the actual speed of the plane
shown using the Data Output screen to show my real speed.
The difference between the five-lined report above and the one-liner at the top is that you have
actually told us what you are doing. You are starting by resetting the preferences so that we can
do the same as you (a first step toward solving the problem!). You are telling us what aircraft you
are opening (so we can do the same). You are choosing one of the planes that come with X-Plane
(so we can do the same as you), and you are listing which of X-Plane’s dozens of speed indicators
you are referring to, so we can see what the problem really is.
To summarize, be sure to give a complete checklist to duplicate the issue, starting with deleting
the preferences and choosing an airplane that comes with X-Plane so that we can go through the
same steps as you. We must be able to mirror your actions, step by step, to duplicate the bug on
our computers, as this is the first step to solving the problem.
Another common mistake, though, is to say something like, “I flip a switch and hit a button and
an indicator goes to 56%.” The problem with this is that it doesn’t tell us what the issue actually
is. What do you think the indicator should go to? And, above all, prove it.
In almost all filed bug reports, the report lacks any sort of proof that the value being cited as
wrong is actually wrong. Since we sometimes get reports from people that think a Cessna cannot
roll, an airliner cannot take off without flaps, or a helicopter cannot turn without pulling collective
(all incorrect assumptions on the part of the “bug” reporter). We need proof that a characteristic
that is claimed to be wrong actually is. Segments of pilot’s operating handbooks are typically just
fine.
135
So, be sure to include proof that a characteristic of the simulator is wrong if you believe it to
be so.
Another very common error is for people to install plug-ins that modify data in the simulator,
third-party scenery packages that don’t quite follow the standards, or third-party airplanes that
may have problems, and then report it as a “bug” when something does not work correctly.
We won’t be able to duplicate the problem if it is due to third-party modifications. So, be
sure that starting from a freshly installed copy of X-Plane with the preferences (and any plug-ins)
removed is the first item in your step-by-step walkthrough for recreating the problem. Build up
from there as needed, including each step in the checklist so that I can go through it and see the
same thing you see. Use only scenery and planes that come with X-Plane if possible, so that I can
duplicate the bug.
Once again, be sure to:
1. Use a checklist to explain what you are doing, starting with renaming the preferences.
2. Include every step in the checklist that you send in your bug report.
3. Use proper terminology. If you do not know the name of an instrument, then go into Plane
Maker and click on it with the mouse. The X-Plane instrument name will be displayed at
right. Alternatively, you can get the real name of the instrument by turning on the instrument
instructions option (by going to the About menu, clicking Instructions, and checking the to
get the Show instrument instructions in the cockpit box).
4. Explain why you think the result you are seeing is wrong. Provide proof if you think the
simulator is not doing what the real plane would do.
Remember, a bad report would say, “The pressure gauge does not work.” (Which pressure
gauge? Why do you think it does not work? What do you expect it to show? What plane are you
even flying?)
A good report would say, “On a Mac running OS X Lion, I renamed the preferences and opened
[an aircraft included with X-Plane] via the File menu, then I set the controls as follows, then
I observed the manifold pressure gauge to indicate manifold pressure of zero as I advanced the
power, though in the real plane I would get 25′′ of manifold pressure in this plane, as I know from
the following excerpt from the plane’s pilot’s operating handbook.”
That report indicates what type of computer you are using, what you do to get the problem
(in a way that lets us perfectly mirror it), what you think the problem is, and it gives proof that
what you believe about the plane is in fact true. That is enough info for me to work with!
Also, be sure to send the log.txt file! This lists what type of computer you have. Hardly anyone
even thinks to mention whether they are on Mac, Windows, or Linux!
136 APPENDIX D. HOW TO FILE A BUG REPORT
Appendix E
Laminar Research now offers the capability to custom-create real aircraft for X-Plane on a contract
basis. This work can duplicate an owner’s airplane, down to the paint, tail number, avionics and
instrument panel, including the proper placement of controls and switches. This process includes
custom one-off engineering and design graphics work. Historically, we have even certified a few of
these aircraft for use with the FAA-certified version of X-Plane. As you can imagine, this work is
priced accordingly and is not inexpensive, typically about $3,500 per file.
Please contact X-Plane Customer Service at (913) 269-0976 or email us at [email protected]
for more information. If either of these has become outdated, current contact information can be
found at X-Plane.com.
137
138 APPENDIX E. COMMISSIONING CUSTOM AIRCRAFT FILES
Appendix F
When scenery is not installed for a given location, all that will be visible are airports and water. This
is referred to as “water world,” and is a common problem, especially when using older installers.
To avoid water world, either install the scenery for the location in which you’re flying, or choose
to fly somewhere else. To install scenery, insert the first X-Plane installation disc (the same disc
used to run the simulator) and run the installer as before. Instead of installing a new copy of the
program, though, when the installer window appears, press the Add or Remove Scenery button.
If scenery for the location is in fact installed, be sure that the copy of X-Plane for which it is
installed is the one being used—for instance, if you have two copies of X-Plane installed (say, one
running version 9.62 and one running 10.0), the two versions may have different amounts of scenery
installed.
139
140 APPENDIX F. WATER WORLD
Appendix G
The following table provides a brief description of the fields present in X-Plane 10’s data output.
This includes UDP output (output over a network), file output (to the Data.txt file located in your
X-Plane installation directory), graphical display (in the Data See tab of the Data Input & Output
window), as well as on-screen display in the cockpit during flight. Note that this list is current as
of X-Plane 10.0.
To enable output from these fields, launch X-Plane and open the Data Input & Output window
(found in the Settings menu). There, check the boxes corresponding to the fields you wish to output.
Each field has four checkboxes, corresponding to the four places the data can be sent (i.e., to the
network via UDP, to a file, to a graphical display, and to the display while in flight).
In this table, note that each group of data fields is labeled as it would be in the Data Input &
Output window. For instance, to see the values of the “f-act” or “frame time” variables, you would
consult the table and see that those variables are under the frame rate label. Simply check the
box corresponding to “frame rate” in the Data Input & Output to see those variables. Alternately,
if you know you want frame rate-related variables, you could consult the portion of the table under
the frame rate heading to find out what data is available. Where the meaning of a label in the
Data Input & Output window is not immediately obvious, a longer version of the label is given—for
instance, “Simulator statistics (sim stats).”
141
142 APPENDIX G. DATA OUTPUT FROM X-PLANE
The following is a list of this manual’s references to specific menu items in X-Plane 10. Note that
for the sake of providing context, each page number indicates the beginning of the section in which
the reference occurs.
About
About X-Plane
Update X-Plane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 15, 30
Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .pp. 55, 57
Logbook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 65
File
Save Situation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Load Situtation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Save Replay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Load Replay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Load Flight Data Recorder File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 62
Take Screenshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 60
Toggle Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Quicktime Movie Specs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 59
Quit
Aircraft
Open Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 13, 45, 47, 54, 89
Open Livery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 49
File Flight Plan
Weight and Fuel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 68, 94
Equipment Failures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 69
Aircraft & Situations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 44, 87, 92, 94, 94, 99, 103, 104
A.I. Flies Your Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 56
A.I. Controls Your Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 56
Toggle Puff Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 69
165
166 INDEX OF MENU ITEMS
Location
Select Global Airport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 14, 49
Local Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .pp. 72, 75–76, 103
Planet Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 50
Get Me Lost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 50
Environment
Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 50
Set weather uniformly for the whole world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 51, 87, 103
Set random and only semi-controlled weather patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 53
Paint weather patterns by dragging the mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 53
Grab real weather from the net . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 54
Date & Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 54
Settings
Data Input & Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. ??, 105
Net Connections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 77, 107, 108
Joystick & Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .pp. 12, 31, 94
Axis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .pp. 31, 105
Nullzone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 33, 105
Buttons: Basic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 33, 78, 80
Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 35
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 35
Rendering Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 36–43, 77, 87, 108, 108, 109, 110
Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 44, 65
Operations & Warnings
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .p. 30
Startup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 67
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 68
View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 56
Forwards with Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 56, 58
Forwards with HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 56, 58
Forwards with Nothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 56, 58
3-D Cockpit Command-Look . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .pp. 56, 58
3-D Cockpit Mouse-Look . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . pp. 56, 58
167
Special
Find Pitch Stability Derivative
Find Yaw Stability Derivative
Show Flight Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 62
Output Flight Model
Open Text File for Viewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 68
Toggle Text File for Viewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 68
Open Checklist for Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 68
Toggle Checklist for Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 68
Set Environment Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 104
Set Artificial Stab Constants
Set Autopilot Constants
Set FADEC Constants
Show Control Deflections
Show Bouncers
Show Weapon Guidance
Show Projector Setup
Show Sky Colors
Plugins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 46
168 INDEX OF MENU ITEMS
Glossary
Install: To install something is to move a copy of the software onto your computer so that it can
be run. When you get a DVD with X-Plane on it, you run the installer to install the program from
the DVD—this is not downloading the program. It is installing it. You would only be downloading
the program if the files were coming from the Internet (though once such files were downloaded,
you would install them to have them ready for use).
Update: To update a piece of software is to convert it to a newer version. This should be done
every couple months or so in order to take advantage of new features in the simulator. To update in
X-Plane, a user first downloads and then installs a newer version. The updater program (available
for free at X-Plane.com) does both of these things for you very easily.
Collective: In a helicopter, the collective is the lever that modifies the collective pitch of the
main rotor’s blades. It is called “collective” because the pitch of all the blades is modified at the
same time. Because the engine keeps the rotor moving at a constant RPM, increasing the rotor
blades’ pitch with this control will also increase their lift.
Cyclic: The control (a joystick in real life) which changes the pitch of the main rotor’s blades as
they go through each cycle, used to steer the craft left, right, forward, or aft.
Joystick: A control device used in aircraft. It consists of a base with a handle attached to it. The
handle can be tiled around within the base to control the pitch and roll movement of the aircraft.
Computer joysticks often have the ability to twist the handle to control yaw movement also. Real
169
170 GLOSSARY
Figure G.1: The flight dynamics of an aircraft. Thanks to Wikipedia contributor ZeroOne for
releasing the image under the Creative Commons Attribution 3.0 Unported license. [Full size →]
airplanes have either a joystick or a yoke to control them, while helicopters are controlled with
joysticks only.
Rotor: The rotating part of a helicopter that generates the craft’s lift; similar in appearance to
an oversized airplane propeller, though different in its operation.
Rudder pedals: Foot pedals in an airplane used to steer the plane down the runway and to
control its yaw motion in flight (that is, the wagging of its tail left or right). This becomes very
useful when starting turns and counter-acting crosswinds. Note that these are not spelled “petals,”
as they are not named after the fragile leaves of a flower.
Yoke: The yoke, named after a wooden device draped across oxen to tow things, is the “steering
wheel” of the airplane. It is used to steer the plane in flight by dipping the wings up or down and
by pulling the nose up and pushing it down. Note that this is not spelled “yolk,” as it is not named
after the center of an egg.
Roll: Movement of the aircraft’s body along the line formed by its body; in an airplane, this is
easily seen as the dip or rise of the wings (illustrated in Figure G.1).
Yaw: Movement of the aircraft’s body left or right, most easily pictured as a wagging of the
aircraft’s tail (illustrated in Figure G.1).
G.4. OTHER AVIATION TERMS 171
Airspeed indicator (ASI): The ASI is driven by the pressure of the air impacting a little tube
on the nose or wing of the plane. More pressure means the craft is moving faster. See the discussion
in the “Indicated airspeed (IAS)” entry below.
Air Traffic Control (ATC): The body governing aircraft operations in a given airspace.
Altitude: An aircraft’s altitude is its height above sea level. This is typically displayed on the
aircraft’s altimeter, which is driven by air pressure.
Automatic Direction-Finder (ADF): This is the old-style navigation device that just points
a needle at a transmitter on the ground. These are not used too often any more because modern
navigation involves staying on a pre-defined course (a line), not just taking any random routing to
get to a pre-defined point, like an ADF typically provides. Additionally, with GPS navigation, the
whole idea of going to pre-defined points (like picking up bread-crumbs to find one’s way home)
is thankfully disappearing. The GPS will take pilots all the way to where they want to go in a
straight line, not a zig-zaggy one like would be achieved in flying from one navigation transmitter
to another, wasting fuel with an indirect routing simply because of the locations people chose to
plant navigation transmitters fifty years ago.
Back Course (BC): This is the part of the ILS that goes beyond the touch-down zone. Read
all about it in Chapter 7, Navigation, Autopilots, and Flying on Instruments.
Course Deviation Indicator (CDI): This instrument (part of the OBI or HSI) displays which
direction the aircraft needs to turn in order to intercept the VOR course. This is discussed in
Chapter 7, Navigation, Autopilots, and Flying on Instruments.
Density altitude: As the temperature of the air increases, its density decreases. The barometric
pressure can vary based on a number of other factors, too, so at sea level on a hot, low-pressure
day, the density of the air may be the same as standard air density at 10,000 feet up in the air!
This is a 10,000 foot density altitude. This means there is less air for the engines, less air for the
propeller, and less air for the wings. All of this adds up to say that it will take the aircraft longer
to get off the ground.
172 GLOSSARY
Drag: The aerodynamic force (created by a fluid such as air flowing around an object) that slows
the object’s motion.
Electronic Flight Instrument System (EFIS): A flight instrument system (found in an air-
craft’s panel) with electronic displays rather than the mechanical gauges of a standard panel.
Go Around (GA): An autopilot mode that raises the nose in a wings-level attitude and calls
for lots of power in order to get back to altitude after a botched landing approach).
Glideslope (G/S): The angle at which an aircraft approaches (or needs to approach) a runway;
often used when discussing navigation by instruments. See Chapter 7 for more information.
Global Positioning System (GPS): A form of navigation using data from satellites.
Heading (HDG): An aircraft’s heading is the direction that its nose is pointing. This is also a
mode in the autopilot that lets the pilot hold a pre-defined heading, typically magnetic. A magnetic
heading is heading to the magnetic north pole, something a hair different than true north, which
is a geographic heading that will take one to the true geographic North Pole. Remember, since
the magnetic north pole is separated from the geographic north pole by a bit, true and magnetic
heading are not typically the same! They may be off by 5 or 10 degrees in the medium latitudes.
The difference between the true and magnetic north poles is called the magnetic variation.
Hold (HLD): Pressing this button will engage the autopilot in altitude hold mode. See the
Autopilots section of Chapter 7 for more information.
Horizontal Situation Indicator (HSI): This instrument is found in the panel of many aircraft
in X-Plane. It serves the same function as an OBI—that is, it indicates course deviation. See Chapter
7 for more information.
Instrument Flight Rules (IFR): The procedure for flying an aircraft based solely on the
craft’s instrument panel. Environmental conditions requiring such flight (such as the poor visibility
on a rainy day) are referred to as IFR conditions. This is contrasted with VFR conditions (those
operating under visual flight rules). In bad weather or above 18,000 feet, pilots need to fly by
Instrument Flight Rules, following their instruments and air traffic control instructions carefully
to avoid hitting the ground or other planes, or going off course and messing up the carefully laid
plans of the air traffic controller. When flying IFR, it really makes no difference whether the pilot
can see out the front of the plane or not, since he or is on a carefully mapped procedure to stay on
a safe course. Seeing out the window in this case is an unneeded luxury.
Instrument Landing System (ILS): A ground-based system for guiding approaching aircraft
into the runway via radio signals. See the Chapter 7 for more information.
G.4. OTHER AVIATION TERMS 173
Instrument Meteorological Conditions (IMC): When pilots are in clouds or rain and cannot
see out the window, they are required to fly by IMC rules. In such conditions, they need to be on
an instrument flight plan.
Indicated airspeed (IAS): The presumed airspeed of a craft as determined by measuring the
pressure acting on a little tube attached to the craft which points into the wind. This differs from
true airspeed in situations where the air has very little density (for example, at 80,000 feet in an
SR-71 Blackbird or in orbit in the Space Shuttle). This error, though, can be useful, because if there
is less pressure pushing on the airspeed indicator, then there is also less pressure pushing on the
wings of the aircraft. Therefore, the airspeed indicator tells how much air pressure is available for
the props and wings (which is what a pilot really cares about, as more pressure gives more lift and
drag). So, if a pilot is going 120 mph in thin air, but the pressure is only strong enough to measure
100 mph on the airspeed indicator, then that means the aerodynamic pressure on the wings is only
100 mph-worth of pressure! It is this pressure that determines how much lift and drag the wings
can put out.
Lift: The aerodynamic force (created by a fluid such as air flowing around an object) that pushes
an object upward.
Localizer (LOC): A localizer is part of an instrument landing system (ILS). It serves as a lateral
(left and right) guide to the centerline of the runway.
Mach speed: The speed of sound through the air. Mach’s number actually describes the speed
of sound through any fluid (that is, liquid or gas). In application to aeronautics, though, it is
implied that the fluid is air. Note that this number is dependent on a number of factors, such as
temperature, humidity, and pressure. Generally, “Mach 1” is cited as 768 miles per hour (the speed
of sound at sea level in dry air at 68◦ Fahrenheit).
NAV: Short for “navigate.” This is an autopilot mode that follows an ILS, localizer, VOR, or
GPS path. See Chapter 7 for more information.
NAVAID: A navigation aid transmitter (typically a VOR, NDB, or ILS) which is used as a
reference when flying. These are often found on or near an airport, but they can also be scattered
between airports to use a node points in an airway. Pilots often fly from NAVAID to NAVAID on
long flights, as a VOR is only usable from about 50 miles away. See Chapter 7 for more information.
Omni-Bearing Indicator (OBI): This instrument, used for navigation, is found in most general
aviation aircraft. It consists of a moving arrow (called the course deviation indicator, or CDI) which
points the way to whatever VOR frequency is tuned in the navigation radio. The instrument is set
using the Omni-Bearing Selector (or OBS), the knob in its lower left corner. A more expensive
version of this is an HSI. See Chapter 7 for more information.
Rotations per minute (RPM): a way of measuring the speed of a rotor or propeller. In a
helicopter, the RPM of both the main rotor and the tail rotor are held constant.
174 GLOSSARY
Speed: The change in the position of an object over time; unlike velocity, speed does not take
into account the direction of the object’s movement.
Thrust vector: The direction in which the engine or rotor’s thrust is going; for a helicopter
sitting on a helipad with its controls at neutral, this is straight down.
Thrust vectoring: The ability of helicopters and some other aircraft (such as the Harrier or the
F-22) to change the direction of the thrust from its engines/rotors.
Vector airways: Vector airways are the pre-charted airways that are defined by a series of VORs.
Pilots fly from VOR to VOR until they reach their destination, thereby staying on a vector airway.
Each segment of the vector airway thoughtfully lists the minimum altitude that pilots can fly that
airway segment with to avoid crashing.
Velocity: The combination of an object’s speed and the direction of its movement; for example,
an aircraft might have a vertical velocity of 500 feet per minute (meaning it moves upward at a rate
of 500 feet per minute) or a vertical velocity of -500 feet per minute (meaning it moves downward
at 500 feet per minute).
Vertical speed/vertical velocity: The rate at which the aircraft is gaining or losing altitude,
typically given in feet per minute.
Velocity of Flap Extension (Vfe ): This is the maximum speed at which the aircraft can deploy
its flaps without damaging or breaking them.
Visual Flight Rules (VFR): This is flying done using a combination of the pilot’s view of the
outside world and the aircraft’s instruments. Environmental conditions permitting such flight (such
as a sunny day with 10 mile visibility) are referred to as VFR conditions. It is assumed in such
conditions that pilots are always able to see out the window well enough to avoid collisions with
terrain and other aircraft. To use visual flight rules, one typically needs about 3 miles visibility and
to stay about 1000 feet from the clouds.
Visual Meteorological Conditions (VMC): These are environmental conditions suitable for
flying by sight (VFR).
Very high frequency Omnidirectional Range (VOR): This is a type of NAVAID that sends
out signals that pilots can follow to get to or from the transmitter. While an NDB simply lets the
aircraft’s ADF needle point right to it, the VOR actually lets pilots fly to the station along a
programmed radial. So, for example, rather than just “flying to the VOR,” a pilot can be sure to
fly to the VOR along the 090 radial (from the east), guaranteeing his or her location to be along an
airway for the entire trip to the VOR. This is nice because once the airway is charted, the aircraft
will be over mapped terrain height for the entire trip, and if the wind starts to blow it off course,
then the pilot will see it quickly due to a deflected needle, at which point he or she can turn the
nose into the wind to stay on the desired radial. Light airplanes often track these VOR signals using
an Omni-Bearing Indicator, or OBI, while more expensive craft often use a Horizontal Situation
Indicator, or HSI. See Chapter 7 for more information.
G.4. OTHER AVIATION TERMS 175
Velocity Never Exceed (Vne ): This is the maximum speed that a given airplane can go. Going
faster than Vne can result in “structural damage.” Please be aware that “structural damage” is
very conservative language for “ripping your wings off so you plunge to a horrible death.”
Velocity Normal Operating (Vno ): This velocity should not be exceeded unless the air is very
smooth. Even then, it should be exceeded “with extreme caution,” as the operating handbooks say.
Vertical Speed/Velocity Indicator (VSI or VVI): By looking at how fast the air pressure
is changing, the VSI deduces how quickly the aircraft must be climbing or descending.