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3-point landing is not possible #8
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@dany93 |
Second round of testing, it does seem a little easier and quicker to get the front end up with the changes.I think so much of this depends on a decent head wind and that is the conditions needed to really compare. |
It's better to do these tests with no wind. Adding external parameters complicates everything. And wind does not change the touchdown pitch angle. It only changes the ground velocity.
Did you observe the aircraft in external view?(easier in replay mode). Viewed from the pilot, observe the dashboard height from the ground (left and right horizon) when at stop. The aircraft has a pitch up angle of 11 to 12 deg with the default gear. You must being able to hold this just before and at touching for a 3 point touchdown. |
I tried master again. You are partly right, it is not impossible to do a 3 point landing with the current master version (tested with the J3Cub, 65 hp, default load). It is only very difficult. You cannot hold the pitch up angle during enough time (2 to 4 sec) to touch down with the 3-point pitch angle. The aircraft looses airspeed and quickly pitches down (that is, tail high). And you touch with the main gear. The FDM compromise is very difficult. Which is annoying is that, up to now, none proposes a solution. Is anyone interested in this behavior? |
Yeah, me! :) It's the main reason I added all the gear change outs and ground cover logic. I really want the STOL behavior these aircraft are known for. Unfortunately, I'm just not versed in the FDM aspect. |
Why is the ground spin so strong and hard to control on these simulated taildraggers? Two things of note for me. |
I had this observation, the J3Cub in FG is particularly hard to control on the ground. Maybe too much, I don't know why. But it is a well known behavior of taildraggers in reality. You can try by changing the tail wheel static and/or dynamic friction (J3Cub.xml line 512) but I don't think it changes much. Unless it would be overwritten elsewhere in Systems?
Rudder pedals help a lot, they are almost indispensable for helicopters and taildraggers. Also, braking by pedals is hard but it's a common difficulty. Could it help if I tried to explain why taildraggers are hard to control on the ground? Or is it something that you already know? |
I can always use and explanation! |
It's a question of stable / unstable equilibrium (balance). Imagine holding a rod vertical, by hand or by a rope.
For an aircraft:
A tricycle aircraft has its CoG before the main gear (between the main gear and the nose wheel). A taildragger has its CoG behind the main gear (between the main gear and the tail wheel). https://www.youtube.com/watch?v=q5trygRQaV0 Uneasy to explain well, sorry for my not very elegant English. Please ask again if not clear. (EDIT) |
How to land a Piper J-3 Cub on a grass runway |
After further testing, I can tell the difference with the latest change. I compared the YASim version to the default version, then tested this version. That was the most accurate way for me to see the differences. Profiling the aircraft on descent for a three point landing is much harder to distinguish the differences. There was a short discussion on another post about the sensitivity of the throttle slider. I think this is an area we can improve. The discussion was a twist ring around the base of the throttle that tightened up the force requires to change throttle settings and maybe the speed or sensitivity of travel to change the throttle setting. |
I agree, the three point landing is particularly difficult with this aircraft in FG. To do these tests, I have three ways. This gives me a visual reference for the pitch angle seen from the cockpit for the three point landing. 2- In replay mode, I watch the aircraft in external view. 3- When almost ready for the landing, grazing low and well aligned, I press "V" to watch in external view and do the latest part (tricky too for the controls). |
I have still slightly improved the three point landing possibility. I will send it in this branch. |
Pushed. "Slightly tweak lift and drag beyond stall AoA". 37a7c6f Still slightly improved version. Alant seems actively working at calculating coefficients. Hopefully, we can expect that he will find a set which will give a correct behavior for our main issues. |
Big difference. That is actually making it easy to do a 3 point. I need to test some more, but that's looking and feeling really good. |
Here are a couple videos showing how easy this is now. 2023-10-09.19-22-18.mp4Even though this second one was rather a stall to a 3 point, it is what you see in some of these competitions. 2023-10-09.19-21-37.mp4 |
The 3-point landing is not possible with the current FDM. It is important for short landing (e.g. in the bush). And slats will be useless otherwise. This point is one of the most interesting features of this aircraft.
In order to be able to do a decent 3-point touchdown, we must have the possibility of holding the aircraft during a (not too) short time at 11 to 13 deg pitch up angle at grazing the ground with a weak descent rate. Reminder: it means 13 to 15 deg wing AoA. And this pitch angle is a minimum.
JSBSim Piper J-3 Cub forum.
This issue has been observed from the beginning of this aircraft IIRC and it seems quite difficult to improve, worse to solve. All the more with the numerous aircraft options.
Hopefully for an improvement and after the discussions and suggestions in the forum, I tried and propose these changes:
The empty CoG can be between 23 and 28% MAC. Current 13.8" is at 22%. Change for 15.75" is at 25%.
https://scindeks-clanci.ceon.rs/data/pdf/1820-0206/2015/1820-02061501031Q.pdf
Unfortunately, it does not completely solve the issue for every engine and wheel options. However, I think it is a noticeable improvement.
Tricky, but possible. One need to hold the aircraft grazing the ground and progressively pull the yoke full back to reach and hold the pitch angle just in time. Too high above the ground, you lose airspeed and the stall makes the aircraft pitch down with no control. At best, you touch down with the main gear. Too low to the ground, you also touch it with the main gear, with too much velocity, and a bouncing risk.
These 3-point touchdown tests should be carried out with the elevator trim at 0 or slightly nose-up. Under FG, the pitch down elevator trim prevents the elevator from reaching 100% travel when the stick is pulled.
Ideally, this should be done with the throttle at 0.
Also, these changes noticeably improve the "nose down" issue for the PA18 at cruise speed (tested close to 88 kts). Pitch angle about -2 deg instead of -5 or -6 deg.
I've made a branch to enable people who wish testing.
I've made a several commits in order to help understanding and make reverting easier. Also, each intermediate commit can be tested.
I've put the replaced code lines under comment tags (not deleted) for the same objective. Even without git, anyone can see and change.
if you think it's an overall improvement, I will make a merge request.
Branch Issue-8
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