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Table of Contents

Title Page

Copyright

Dedication

About the Authors

Credits

Acknowledgments

Part I: Preflight

Intro: Why Use Flight Simulator for Real-World Training?

Why We Fly

How to Use This Book

Procedure Training vs. Scenario-Based Training

What’s on the Website

Chapter 1: Flight School Setup

Installing FSX

Looking at What’s New in FSX

Getting the Right Hardware

Adjusting Performance Settings

Organizing Your Cockpit

Using the FSX Built-in Flight Lessons

Selecting a Real-World Flight School

Working with Your Flight Instructor

Using the Practical Test Standards

Plugging In to Pilot Communities

Key Points for Real Flying and FSX Built-ins

Chapter 2: First Flight in the Piper J-3 Cub

Flight Fundamentals for the Pilot

First Flight in the Cub

Takeoffs, Landings, and Go-Arounds

Key Points for Real Flying and FSX Built-ins

Part II: Sport Pilot

Chapter 3: Ground Reference Maneuvers

The Effects of Wind

Ground Reference Maneuvers Flight

Ridiculous Winds

Key Points for Real Flying and FSX Built-ins

Chapter 4: Airport Operations

Uncontrolled and Controlled Airport Operations

Post Mills to Lebanon Municipal

Take the Cub to Beantown

Key Points for Real Flying and FSX Built-ins

Chapter 5: Old-Fashioned Navigation

Planning a Trip

A Multileg Flight Using Pilotage

Seriously Dead Reckoning

Key Points for Real Flying and FSX Built-ins

Chapter 6: Emergencies

In-Flight Emergencies

Emergency Training

Oddball Emergencies

Key Points for Real Flying and FSX Built-ins

Chapter 7: Performance Takeoffs and Landings

Aerodynamics of Performance

Short-Field and Soft-Field Procedures

Yet Another Runway Surface

Key Points for Real Flying and FSX Built-ins

Chapter 8: Slow Flight, Stalls, and Spins

Taking It Slowly

Taking the Cub for a Spin

Catching the Bus

Key Points for Real Flying and FSX Built-ins

Chapter 9: First Flight in the Cessna 172SP

Transition to the Cessna 172SP

Checkout Flight in the Cessna 172SP

Advanced Maneuvers

Key Points for Real Flying and FSX Built-ins

Part III: Private Pilot

Chapter 10: Radio Navigation with Traditional Avionics

Follow the Invisible Road

Flying Cross-Country with Radio Navigation

Getting Unlost and Going Elsewhere

Key Points for Real Flying and FSX Built-ins

Chapter 11: First Flight with the G1000

Welcome to the Age of Glass

G1000 Cross-Country

Try It with a Crosswind

Key Points for Real Flying and FSX Built-ins

Chapter 12: Night Flight

When Darkness Falls

Night Flight in the Cessna 172SP

Night Flight in the G1000

Key Points for Real Flying and FSX Built-ins

Chapter 13: Weather

Weather Theory and Data

The Joy of Scud Running

Scud Run in Cessna 172 with G1000

Key Points for Real Flying and FSX Built-ins

Chapter 14: Maximizing Performance

Quick, Clean, and Cool

Fly Fast in a Mooney

Mooney under Glass

Key Points for Real Flying and FSX Built-ins

Part IV: Instrument Rating

Chapter 15: Basic Attitude Instrument Flying

Fly in the Clouds

IMC Flight in Mooney Bravo

IFR Flight with Garmin G1000

Key Points for Real Flying and FSX Built-ins

Chapter 16: IFR Flight

Flight Plan Creation

IFR Flight to a Visual Approach

Departures, Holds, and Arrivals

Key Points for Real Flying and FSX Built-ins

Chapter 17: Instrument Approaches

The Final Miles Between Heaven and Earth

Down Through the Muck: Flying Approaches

Do It with Wind

Key Points for Real Flying and FSX Built-ins

Chapter 18: GPS Approaches

No Ground Station Needed

Fly Some GPS with a Six-Pack

Instrument Approaches on the G1000

Key Points for Real Flying and FSX Built-ins

Chapter 19: Additional Instrument Approaches

More Ways to Get Around and Down

Multiple Approaches—Calm Wind

Multiple Approaches—with Wind

Key Points for Real Flying and FSX Built-ins

Chapter 20: IFR Emergencies

IFR Emergencies in Theory

IFR Emergencies in Practice

Unexpected Emergencies

Key Points for Real Flying and FSX Built-ins

Part V: Commercial License

Chapter 21: Multiengine Flying in the Beechcraft Baron

Flying Multiengine Airplanes

Getting Up to Speed in the Baron

Doing Performance Takeoffs and Landings

Key Points for Real Flying and FSX Built-ins

Chapter 22: Commercial Flight Maneuvers

Loading and Performance

Commercial Flight Maneuvers

Single Engine–Only Maneuvers

Key Points for Real Flying and FSX Built-ins

Chapter 23: Flying with One Feathered

One Engine Down

Single-Engine Approaches and Landings

Additional Single-Engine Work

Key Points for Real Flying and FSX Built-ins

Part VI: ATP and Beyond

Chapter 24: Multiplayer

Sharing the Virtual Skies

Playing Well with Others

Key Points for Real Flying and FSX Built-ins

Chapter 25: Virtual Airlines and Online Flying

Virtual Airlines

Online Flying

Key Points for Real Flying and FSX Built-ins

Chapter 26: Virtual Air Traffic Control

Pushing Tin

ATC Positions from the Ground Up

Key Points for Real Flying and FSX Built-ins

Chapter 27: Conclusion

Pelican’s Perspective

End User License Agreement

Title Page

 

 

 

To C., B., one yet to seeldotand all the other pilots of tomorrow.

About the Authors

Jeff Van West (Portland, Maine) is the editor of the professional pilot magazine IFR and a contributor to AOPA Pilot, Aviation Consumer, Aviation Safety, and the Internet aviation magazine AVweb. He has also written more than a dozen books, CD-ROMs, and training curricula on computers and general aviation, including Combat Flight Simulator 2: The Inside Moves for Microsoft Press. He is a Certified Flight Instructor (CFI) in single- and multiengine airplanes and single-engine seaplanes and has developed training programs for glass-panel, technologically advanced aircraft as well as antiques that don’t even have electrical systems.

Kevin Lane-Cummings (Seattle, Washington) is the features and columns editor for AVweb and does freelance editing for several other aviation magazines. He is also the chief ground instructor at Wings Aloft, a flight club at Boeing Field, Seattle, and–as a CFI there–specializes in technologically advanced aircraft. Kevin has been in science education for years, including managing two planetariums. Kevin also coaches people in giving technical presentations and sings in a jazz choir.

Credits

Acquisitions Editor

Chris Webb

Development Editor

Kelly Dobbs Henthorne

Technical Editor

Dr. Andrew Herd

Production Editor

Sarah Groff-Palermo

Copy Editor

Kim Wimpsett

Editorial Manager

Mary Beth Wakefield

Production Manager

Tim Tate

Vice President and Executive Group Publisher

Richard Swadley

Vice President and Executive Publisher

Joseph B. Wikert

Book Designer

Patrick Cunningham

Proofreading

Nancy Riddiough

Indexing

Ted Laux

Anniversary Logo Design

Richard Pacifico

Acknowledgments

We doubt any two individuals could create a book like this on their own. We are deeply grateful for the assistance of many people in making this project possible. Chris Webb of Wiley Publishing has shown superhuman patience and faith in seeing the project get off the ground as well as jumping in where needed to make equipment loans work or find key team members. Kelly Dobbs Henthorne, our production editor, and Dr. Andrew Herd, our technical editor, found the short circuits and loose ends within our manuscript and kept us on track. The artists and designers at Wiley also have our thanks for putting everything together in such a great-looking book.

On the computer side of things, thanks to Microsoft’s FS evangelist Hal Byran and also Leon Rozenshein. Fred Zanegood is thanked for his parts-scrounging skills. Thanks to all members of the FS group at Microsoft and the Microsoft beta testers for their work making FSX the amazing experience it is. Thanks to both Alienware and WidowPC for their support of this project. Without their hardwareimgwell, it wouldn’t have been nearly as much fun.

The greatest thanks, however, goes to our mentors and students and our spouses and children. Their enthusiasm and patience lets us learn new things everyday.

Part I

Preflight

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Intro

Why Use Flight Simulator for Real-World Training?

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“Flying is so many parts skill, so many parts planning, so many parts maintenance, and so many parts luck. The trick is to reduce the luck by increasing the others.”

–David L. Baker

Why We Fly

If you spend enough time around the airport, or just instructing students, you find that everyone comes to flying with a story. One of the secrets to good flight instruction is to find out what a student’s story is, because that’s how you find out what motivates them. That’s the reason they want to fly.

Some folks love the freedom of being in the air or traveling hundreds of miles in just a couple of hours. Some folks love the technical details and perfecting their technique. Some people even come to aviation to conquer their fear of heights or of flying itself. No matter what your story, however, some underlying drive–some passion–is motivating you and can be satisfied only by learning to fly.

So, what does that have to do with Flight Simulator? Well, flying is expensive, demanding, subject to the whims of weather and maintenance, and sometimes just doesn’t fit easily into the realities of our schedules. Flight Simulator lets you feed your passion when, for one reason or another, flying a real airplane is not an option or even desirable.

Even when flying is an option, developing your skills and knowledge using Flight Simulator can make your flying time more efficient and a lot more fun. Whisking your sweetheart away by air for a romantic island getaway sure beats banging out landing after landing trying to get it just right. Judicious use of Flight Simulator can make that island getaway a possibility just a bit faster.

How to Use This Book

This book mimics the path you might take after you decide to learn to fly, but it does not contain everything you need to know to fly an airplane. Instead, we focus on the items that Flight Simulator teaches well. We also give you the collateral information you would get during real flight training, such as checklists or examples of accidents that illuminate a point. The idea is to use Flight Simulator to give aspiring pilots the best head start possible and help virtual pilots create the most realistic experience.

These items are presented in a chronological order that starts with what a student pilot would learn and ends with a pilot preparing for an airline job. You don’t have to read these chapters in order, but at times we will reference something that we explained in an earlier chapter.

genu Student of the Craft

Some of Our Favorite Aviation Books

Too many great aviation texts are out there to list them all, but building a good aviation library is an important part of keeping up your skills as a pilot. Or, at least it’s a great excuse to collect a bunch of fun books. Here’s a short list to get you going if you need it. In addition, you might want to check out some of the flight manuals for the airplanes you fly in Flight Simulator. Many of them are available through historical aviation merchants and online.

Stick and Rudder, by Wolfgang Langewiesche. A classic since its publication in 1944, this is still arguably the best book on how an airplane flies described from the pilot’s point of view.

The Compleat Taildragger Pilot, by Harvey Plourde. This is our favorite book on flying tailwheel airplanes. It’s a great reference to help master the Cub.

Weather Flying, by Robert Buck. This is another classic on aviation weather written for the pilot in clear, easy-to-understand terms.

Seaplane Operations, by Dale De Remer and Cesare Baj. This is one of the best general texts on flying floatplanes and flying boats (FSX has both). It contains great graphics and some amazing photos.

Mountain Flying, by Doug Geeting and Steve Woerner. This book is hard to find, but we find it more approachable than Sparky Imeson’s classic of the same title. Sparky’s text is a great book too, though.

Basic Aerobatics, by Geza Szurovy and Mike Goulian. Read this book, and then strap on the Extra 300 to get a different attitude on flying.

Song of the Sky, by Guy Murchie. This book contains a series of essays from the golden era of aviation that give an interesting perspective on how far we’ve come in transport-category flying.

Wind, Sand, and Stars, by Antoine de Saint-Exupery. This is arguably one of the most poetic books ever written on the early days of aviation and the people who made it possible.

Fate Is the Hunter, by Ernet Gahn. This is simply a classic and part of any pilot’s understanding about life (and death) in the air.

West with the Night, by Beryl Markham. This book contains true tales of early flying in Africa and the first east-to-west transatlantic crossing. It is beautifully written.

Federal Aviation Regulations and Aeronautical Information Manual, by the FAA. Calling this a favorite is a bit disingenuous. Who reads the rules just for fun? But the FAR-AIM is the bible of real-world flying in the United States. If you want your sim flying to be as real as it gets, fly according to these rules and procedures.

Procedure Training vs. Scenario-Based Training

Flight training has undergone a major shift in the past 10 years. A combination of change in certification standards for airplanes, liability laws, and the availability of cheap electronics has brought a number of complex and capable airplanes onto the general aviation (GA) market. The Garmin G1000 “glass cockpits” in several of the Flight Simulator X (FSX) aircraft are great examples of the kinds of computing power you might find in a GA cockpit.

All that computing power comes at a price. The amount of information a new pilot has to learn, and the amount of information any pilot has to integrate, has gone way, way up. Old-school flight training was based around teaching the procedures for flying an airplane–how the throttle works or how to fly around the traffic pattern in an airport, for example. That was fine when aircraft were fairly simple, but with so many complex systems on modern aircraft, a new system was needed to help pilots integrate thinking skills, technical skills, and physical motions that are needed to work together to use the airplane well.

That’s where scenario-based training comes in. Scenarios are kind of like those do-it-yourself stories you might remember from your childhood where you’d read a little bit and then have to make a choice between two actions, each with its own page number. After you chose, you went to that page to find out what happened, read a little more, make another choice, and so on. By the end of the book you could’ve found the pirate’s treasure or ended up stranded on a deserted island.

In scenario-based flight instruction, the instructor guides the student through a scenario where the student has to use all available resources to try to have a successful outcome. For example, while flying from airport A to airport B, the instructor might simulate a partial power loss to the engine. The student would have to fly the airplane in its impaired state, use the GPS to find an alternate airport, and troubleshoot the problem. There are no right or wrong answers, just choices and consequences.

FSX is a great tool for flying scenarios and practicing this integrated approach to flying. Even better than with a real airplane, FSX lets you set up any kind of wind or weather, stop and redo scenarios from any point, and even get the view from outside the airplane. Wherever possible, we’ll structure our training around scenarios that you can fly.

What’s on the Website

FSX comes with preinstalled flights that place you in a particular airplane at a particular airport, with some challenge to accomplish. For each of the lessons throughout this book, we have created our own flights and provided them on the website at http://www.wiley.com/WileyCDA/WileyTitle/productCd-0764588222,descCd-DOWNLOAD.html. All you have to do is load up the flight and turn to that section in this book to be ready to practice.

Flight instructors regularly demonstrate maneuvers or procedures to their students before asking the student to give it a try. Although we can’t sit down next to you at your home computer, we have used FSX’s flight recorder feature to record us demonstrating a maneuver so you can play it back and see it for yourself. Several of these flights are on the website.

To get the flights and movies onto your computer, you’ll need to move them to the correct FSX folder. Here’s what to do under Windows XP:

1. Go to www.wiley.com, and do a search for Flight Simulator X for Pilots.

2. Click the link for FSX Flights and Movies. You will be prompted whether you want to open or save the file. Save it somewhere you can find it later.

3. When the download is complete–and it might take a long time if you don’t have a broadband Internet connection–double-click the compressed folder you downloaded. It’s called FSX_Files.zip.

4. This should open the folder and show quite a few files. You can use the “Extract all files” link in the folder tasks on the left, or you can simply select all the files and choose Edit > Copy.

5. Open the My Documents folder on your computer.

6. Open the Flight Simulator X Files inside My Documents.

7. Choose Edit > Paste.

This should copy all the FSX flights and movies referenced in this book into your folder, so they will be available the next time you start FSX.

We’ve also included several other documents to help with your flight training, such as aviation charts. We’ll mention them as they come up in this book, and you can find on the website in a compressed file called Additional Files.zip.

Color versions of the black-and-white images in the book are also on the website under the “Book images” link and are organized by chapter.