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Wiki / Aircraft / Select Aircraft

Select Aircraft

You can select the aircraft from the main menu, the left side menu and from the bottom bar menu.

Select Aircraft Select Helicopter Select Multirotor

Select Airplane, Helicopter or Multirotor

A description of the main characteristics and the required experience level is shown in the Aircraft Selection Panel.

Aircraft Selection Panel

Wiki / Aircraft / Aircraft Initial Position

Aircraft Initial Position

Each scenario has a predefined set of initial model and camera positions P1, P2, and P3

Initial Position 1
Take-off from left to right

Initial Position 2
Take-off from right to left.

Initial Position 3
Camera in the middle of the runway behind the model

Predefined Initial Positions of model and camera

How to reset Model Position

Automatically

After a crash.

This can be disabled from Main Menu / Model / Automatic Reset Position

From Keyboard

Push Space Bar (for reset), or BackSpace (to travel back in time)

From a Transmitter Switch

Assigning a transmitter channel to this function from Main Menu / Controller / Configuration

From the Function Bar

Clicking on

From Main Menu / Model

Reset Model Position

Turn Model Upright in the same place

If the model is upside down after a crash, it can be turned upright from Main Menu / Model / Turn Model Upright

Wiki / Aircraft / Tuning

Tuning

I want more Engine Power, more Manoeuvrability and more Response Time, and I want it NOW...!

By the way, I also want to move the CG rearward.

All this can be easily changed from the Model Tuning Panel.

Click on at the Bottom Menu Bar to open the Model Tuning Panel.

Model Tuning Panel

Engine Power Adjustment

The Power of the Engine/Motor is a determining factor in the characteristics of the flight of an air model.

An underpowered model requires careful piloting in order not to loose too much speed, since it would be difficult to recover from such situations.

However, an overpowered model will be able to level from any flight attitude otherwise dangerous.

With the slider control, the engine power can be reduced and increased.

-100%
0%
+100%

underpowered model.
just right for the type of model.
overpowered.

Manoeuvrability Adjustment

Model manoeuvrability depends greatly on the deflection angles and size of control surfaces (ailerons, elevator and rudder).

With this slider, these values are changed, and therefore, manoeuvrability is increased or reduced.

-100%
0%
+100%

reduced manoeuvrability.
normal.
increased manoeuvrability.

Servo Speed Adjustment

Servos require a fraction of a second to travel to the commanded position. Although such delay may seem short, actually, it is significant in fast moving models.

A standard servo requires approximately 0.20 seconds to travel 60 degrees. There are faster servos which improve the response of the models to fast stick movements.

Use the slider to experiment with different servo speed and check the model response time.

-100%
0%
+100%

slow servos
servo speed appropriate for type of model.
ultra fast servos.

Model CG Adjustment

If the Centre of Gravity is forward, the model will be more stable and less controllable. However, if on the contrary, the CG is aft, the model will be less stable but will react better to controls.

Use the slider to experiment how the model stability varies with different CG positions. The position of the CG can be observed graphically in the in the Model Editor

-100%
0%
+100%

CG aft (less stable and more control)
CG normal.
CG forward (more stable and less control)

Model Out-of-Trim

The aircraft should be correctly trimmed out to fly straight and level at cruising speed. However, during the first flight of a new model, the pilot must make some in-flight adjustments to the trims to counteract any unwanted model tendency.

Use this slider to set the model out-of-trim and practise trimming.

The incorrect trimming will change with every reset of the model position.

0%
100%

Model correctly trimmed
Model completely out-of-trim

Save Adjustments

The adjustments for a particular model can be set in the Model Editor, in the General Info component, the properties to be edited are:

Wiki / Aircraft / Start / Stop

Start / Stop

In aircraft equipped with engine, to start or stop the engine, press at the Bottom Function Bar, or from the Main Menu / Aircraft.

Another way of starting the engine is moving the throttle stick down and then up.

For arming the motors in some Multirotors, move the sticks to the position indicated by the moving green stick representation on the screen.

Wiki / Aircraft / Enhancement

Enhancement

Push at the Function Bar to activate this function, or from the Main Menu / View

This function enhances the perception of the model when the model is too small in the screen.

When the model is far and small, its attitude (i.e. orientation) is hardly recognised. The graphic enhancement consists of drawing a silhouette around the model that is displayed when the model size on the screen is too small. With this aid, even small changes in attitude can be distinguished.

Although this enhancement is of great help during the learning process, it should be deactivated to practise like in the real life.

Model Enhancement. The silhouette shows clearly the attitude of the model.

Wiki / Aircraft / Hand-Launch

Hand-Launch

Models without landing gear must be hand-launched to start to fly. This function simulates the hand launching of the model.

How to Hand Launch the Model

From the Transmitter

Pushing gently the throttle, a count-down will start
and the model will be launched.

From the Function Bar

Pushing

From Main Menu / Model

Hand Launch

From Keyboard

Default key is CONTROL+ Space Bar

How to change the launch parameters (velocity, angle, etc.)

The parameters for hand-launching a model (height, velocity, angle, etc.) can be edited for each model in Main Menu / Design / Edit Model, from the properties of the General Information component.

Wiki / Aircraft / Fuel and Battery

Fuel and Battery

Fuel and Battery

Simulation of Fuel and Battery

The Fuel and Battery charge in AeroSIMRC are consumed during flight.

The Instrument Panel shows the remaining fuel / battery charge, current consumption, and the estimated remaining time at current throttle setting.

When Fuel Tank is empty, this sign will flash in the Warning Panel before the engine stops. The engine cannot be started again until refueled.

In models with electric motor, when the batteries are flat, this sign will flash in the Warning Panel, and the characteristic reduction in power is experienced.

The Centre of Gravity of the model moves as the fuel is burnt.

Reload Fuel / Recharge Batteries

Pushat the Function Bar to activate this function, or from the Main Menu / Model / Fuel/Battery Load

Unlimited Fuel / Battery

If you want to fly with unlimited fuel and battery charge, check the box at Main Menu / Model / Unlimited Fuel/Battery

Flight Tests with nearly empty Fuel Tanks

As fuel is burnt, the Centre of Gravity of the model moves (usually rearwards), changing the behaviour of the model. To test the model under empty fuel tank condition, check the box Main Menu / Model / Empty Fuel Tank

Wiki / Aircraft / Aircraft Editor

Aircraft Editor

The behaviour of the model is the sum of the individual simulation of all of its components: Battery, Mass, Wings, Engine, Propeller, Wheels, Servos, Receiver, Transmitter, etc.

A deep knowledge of aeronautic an radio control is required to understand the effect of the many parameters that define a model. As a starting point, an existing model can be modified, and then saved with a different name from Main Menu / Design / Save Model

Editor Area

In model editor mode, the screen is divided into four areas:

Graphic Editing Area

Flight Test Area

Components List Area

Component Editing Area

Graphic Editing Area

Show / Hide Grid

Show Graphics

 

Show / Hide Components

Show mass distribution

Activate aileron and altitude Auto Pilots (this is of great help during flight tests)

 

The arrow buttons can be used to change the point of view of the model.

Flight Test Area

Components List Area

Component Editing Area