Tutorial: How to Fly Circuits in a Light Aircraft
Getting more out of Flight Sim

Intro / Disclaimer: This is a very basic outline of what to do if you want to fly VFR circuits in FS. I am not a real pilot. This material does not translate to real-world procedures. Do not try this in a real airplane. If you do, and make a big, smoking hole in the ground, please don't complain to me. If you someday want to become a real pilot, then it is up to you to avoid acquiring bad habits that may carry over to your training. If you already know how to fly a circuit, feel free to skip this brief tutorial...

The Circuit:

A really good way to become familiar with FS is by flying circuits. Flying FS circuits is also a good way to get the feel of a new airplane, a nice way to relax when you want to fly but don't have anything special in mind, and a good way to get better at flying more precisely.

What is it?

A FS circuit is a box-shaped pattern around an airport. Here's how to fly one in a Cessna. Remember, this is very basic:

Take off on Runway 36 and maintain about 70 - 80 kt in the climb. Stay at full power and use pitch (the stick or yoke) to hold your airspeed. The resulting climb should be fairly steep. You can dial in some trim to remove the stick or yoke pressure necessary to hold the plane at your target airspeed. If it seems unclear to you how to control a plane's airspeed using the stick, quit reading this, and get out there and do some flying...!

Raise the gear if applicable, and flaps (you did use flaps didn't you?). Raise the flaps one at a time.

Keep it at 70 - 80 kt until you reach 1,500 feet. You are at about 900 feet above ground level at this time.

Start a right turn to 90 degrees. This is the crosswind leg. The standard pattern is left-hand, but at Meigs there are buildings to the west, so left-hand circuits are not allowed on 36.

Keep climbing in the turn. When you reach 2,000, reduce power a bit and level off. You will gain airspeed, but don't be going faster than 120 kt in the Cessna or other light airplane. As soon as you are stable on a 90-degree heading, start a right turn to 180 degrees. Don't go out too far, a mile is plenty. Don't go out five miles and then turn downwind, you will then have departed the control zone - it's just not the way it's done. Keep the circuit rectangular (fly the corners square), and resonably tight.

You are now in the downwind leg, level at 2,000 feet, doing somewhere around, or less than 120 kt. At this point you may want to call Tower and tell them you are downwind. Look out the window for other airplanes, and get used to the way the airport looks as you fly along parallel to the field. As you get used to it, practice flying tighter patterns. Try flying some real tight patterns, those are fun. If you are in Multiplayer, tell Tower you want to keep it in tight...




When you get abeam the runway threshold (when it is beside you as you look out the right window), drop a flap and the gear. Slow to 100 - 110 kt. Stabilize the airplane. Your next turn will put you 90 degrees from the runway heading and is called the base turn.

When to turn base is mostly up to you, within reason. Tower may ask you to extend the downwind leg, or keep it tight, or may call the turn for you. If you're not comfortable with a clearance, let them know.

If you go too far downwind, other aircraft behind you in the circuit may cut in, not realizing you are staying in the pattern, and you tend to lose your perspective on where the airport is. A mile to a mile and a half past the runway threshold is good, no more than a minute's flying at 100 kt. Try turning when you are abeam the last of the buildings along the shoreline (with scenery detail at very dense). You can turn in closer, but things will happen faster, so be ready for that. Try to do it the same way every time so you can get used to the way the airport looks. Check to see where other aircraft are in the pattern, and don't cut somebody off.

Turn right to 270 degrees. Stabilize the airplane. Look out the left window just in case somebody is making a straight-in approach. Then look out the right front to see where the airport is. A four-button joystick or yoke is invaluable because you can program the buttons to control all your views, and won't have to go to the keyboard.




Your final turn is important because this can make or break the approach, and a good landing depends on a good approach. If you turn too soon or too late, you will have to compensate and your final approach will be sloppy. Again, using switches or buttons on the stick or yoke will make it easy to quickly check the runway while in the turn to see how you are doing. Practice will help you visualize when to turn based on how the airport looks.

When it looks good, call the Tower and report turning final, then turn right until you are lined up with the runway. Your heading should be somewhere around 360 degrees. Stabilize the airplane, and when you are stable at 2,000 feet, drop another flap and start the descent while slowing to about 80 kt. Save the last flap, you may need it later.

Note that in the real world, patterns are often flown at 1,000 feet above ground level, which would equal about 1,600 feet at Meigs in FS. In Flight Sim, I really recommend an extra few hundred feet of altitude - it lets you get a better view of the airport. Also, in the real world, descents are usually started when abeam the runway threshold. Not really recommended with Flight Sim, see below.

Can't see over the panel?

Make sure that the view window goes only as low as the top of your panel and no lower. Slide the panel out of the way by dragging with the mouse, and resize the window by dragging it up from the bottom, so that the bottom of the window comes up to the top of the instrument panel. If your outside view takes up your whole screen, you will never be able to see over the panel.

Depending on what panel you are using, you still may have to slide the panel down a bit by dragging it down with your mouse. It's better than panning your view down (shift-enter), although panning down briefly is sometimes useful. If you still can't see the runway over the top of the panel, you may be flying at an angle of attack that is preventing this - the nose of your airplane is too high relative to your flight path.

Why might your angle of attack be too great? You may be flying too slowly for the type of airplane you are flying, or for the way your airplane is configured. For example, you may not be using the proper flap setting for landing - not enough flap and the aircraft will need a higher approach speed than normal. If instead you fly the approach at a slower airspeed, you will need to keep the nose well up to stay in the air, at an angle of attack that is approaching the stall. In this condition, it is naturally going to be hard to see over the panel. Remember that in some aircraft, a full flap setting produces excess drag and could make the aircraft difficult to handle during a missed approach - try a setting of less than full flaps and see how it handles.

Remember also that many aircraft have a maximum landing weight, and are actually over that limit when full of gas. Trying to land an aircraft in Flight Sim that is full, or nearly full of fuel, is more difficult, because at heavier weights, airplanes use higher approach speeds.

Basically, if you are flying at an approach speed that is too slow for the way the aircraft is configured, it can make it harder to see over the panel. Try flying the approach a little hotter and see if that helps...

To summarize, don't fly the approach too slow, don't descend too early, and don't fly a flat approach. Try an approach that seems steep to you, it will probably be about right.

If you still can't see over the panel, just get a different one. A friend who has about 500 hours on Cessnas, and flies FS regularly, says he only has this problem in the simulator, not in the real plane.




The Approach

If you are stable in the approach at the proper airspeed, it is easy to use power to adjust your rate of descent. If you are not stable, save the flight a mile or more back from the runway and practice getting stable. But don't do it in Multiplayer, please...

Use pitch to get the airplane at the proper airspeed, and the nose where you want it. Then adjust power to keep it there. Fly the descent at 80 kt. Rate of descent should be around 700 feet per minute. As above, keep the runway visible at the top of the panel. If the button of the runway (the threshold) disappears below the panel, you may be high on the approach. Reduce power somewhat, then add a bit. Lower the nose if you want, but it is best to avoid playing with pitch too much once you are established. If the runway slides up the screen, you may be getting low on the approach. Add some power, but avoid flattening out the approach. It is very difficult to salvage a FS approach where you are low, too slow, and flat. Catch deviations early.

If you have trouble with approaches, try saving a stable approach, then experiment with power, hands-off the stick. Bring it up to full throttle and see what it does. Cut power and watch what happens. You will learn faster that way, and you can't damage the engine on a simulator.

Don't fly long, straight-in approaches VFR (Visual Flight Rules). It's too hard to judge perspective, distance and altitude that way. Remember, you shouldn't be looking at the dials and gauges when you are VFR, but should be looking out the window most of the time. It is possible to fly a nice, long approach power-off, right down to the runway, but on a real airplane that could cause the engine to get too cool, which would cause damage. That type of approach is just not recommended for VFR flight.

Landing

When you are close to the airport, add the last flap if required and let the airplane slow to 70 kt. Use trim (a wheel on the stick or the page up / page down key) to make fine pitch adjustments. The plane should almost land itself. As you get close to the ground, begin to slow down your rate of descent by adding back stick. Continue to pull until you are flying more or less straight and level a foot or so above the ground. Hold it there, then let the plane settle while adding more stick. If the stall horn goes off just as you touch the ground, great. If you flare 20 feet above the runway, you may stall and your arrival will be abrupt. If you don't flare soon enough, you will hit the runway too hard. Either way you will probably crash...


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