The flight simulator enthousiast will have fun trying this short flight ( 14 minutes) from the Eagle County virtual airport (KEGE) to the Telluride virtual airport (KTEX). The virtual flight, using FSX, was made during winter, on January 8th. The shots below represent an idea of what is visible while flying toTelluride. Use 14,000 feet, it should do it…
There are lots of beautiful mountains between KEGE and Telluride, and also some unpredictable weather…
The expected ceiling at Telluride was 8500 ft. On the way to the airport, the clouds and visibility were sometimes obscuring the mountains.
Telluride is a very inviting airport for a MD-11. The 7000 feet runway itself does not represent a big challenge, although its 100 feet are a bit narrow: this aircraft would normally require a 150 feet wide landing surface.
The virtual VFR approach made with the MD-11 was the most expensive way to do the trip, since it required a fly-by and a 270 degree turn to the right to align with runway 09.
The 270 degree turn at a 10-20 degree bank allowed to transit from 14,000 to 10,000 ft without doing anything radical. Just a turn while descending and gradually loosing speed to arrive at around 160 kts on final. The aircraft was now installed on long final, with flaps set at 50 degrees.
The high altitude runway’s 9078 feet msl elevation meant the pilots dealt with lower air density and heavy weight when approaching and, as such, the airspeed had to be adjusted accordingly to prevent stalling on final.
Here is a view from the Telluride tower…
Now with a view like that, you would not consider coming in IFR…!
To prevent an overshoot and some additional expenses in fuel (which are already skyrocketing), an optimal approach was required.
Most accidents with the MD-11 happen when the pilot pushes on the stick when there is a rebound with the nose wheel, thus creating an even stronger rebound. When there is a rebound, there is no need to push on the stick, just wait and the aircraft sets itself quickly.
Now with max breaking and thrust reversers…
The MD-11 can easily turn at the first taxiway at Telluride. But in order to capture a wider view of the airport, I exited at the last taxiway (again adding to the already enormous expense in fuel…)
The employee on the ramp was worried that the MD-11 lower winglet would scratch N900SS while taxiing. But there was plenty of space (11 inches)…
The MD-11 was parked temporarily in a spot needed by every aircraft. It was necessary to unload quickly the precious cargo and get out of the way.
Some expert handling would be needed to help move back that MD-11 close to the runway. But that was the Telluride’s airport manager problem and he had promised he would have something ready!
The virtual scenery from departure to destination is a creation of ORBX programmers and the virtual MD-11 is made by PMDG Simulations (I am not sure it works with P3D though). For the weather, I used REX Simulations as the weather engine and REX and Cumulus X for the cloud textures. (Edit: PMDG does not support it’s MD-11 anymore).
For other challenging virtual flights, head towards the flight simulation section of my web site, under “challenging virtual flights”: there is something for everyone!
For more articles on flight simulation on my web site, click on the following link : Flight simulation
Alex Geoff, the ORBX Block Island (KBID) virtual airport designer, asked flight simulator enthousiasts to try to operate the biggest aircraft possible on that airport ‘s 2502 ft runway.
Naturally, we are talking about a virtual flight. You must then forgive the landing of an aircraft which, in real life, would destroy the runway. You also have to disregard the fact that numerous trees would have to be chopped if the aircraft would elect to use the taxiway. I was almost forgetting the pilots and airport manager that would have to be fired following the authorized manoeuver.
The context of the flight having been presented, here is the data that will allow flight simulator enthousiasts to replicate the circuit around the Block Island airport with a Virtavia C-17A.
Contrary to the Cessna type aircrafts normally evolving around the airport, the total weight of the canadian military C-17A used for the flight was 405,000 pounds. The fuel was adjusted to 50% in all four tanks. Both pilots agreed to skip lunch in order to avoid adding any extra weight to the beast…
Flaps were adjusted to 2/3. I backed the aircraft to the beginning of the runway, applied the brakes, applied full throttle, waited for maximum regime, released the brakes and used ground effect to lift the aircraft before it was too late. The take-off was done on runway 10 with a 12 kts and 70 degree crosswind.
Then, four right turns were made : 190°, 280°, 010° and 100°. During the flight, the aircraft’s altitude never went above 2000 feet.
Wheels and flaps were brought down in base so that I did not have to make serious adjustments on final.
The speed eventually went down to 128 kts and, while the aircraft was still about two feet in the air, I used the airbrakes. The thrust reversers were fully activated two feet before touch-down (continued pressure on F2) since they take time to rev up. That is not necessarily the proper way to do it and you can wait one more second, until the wheels touch the runway, to use the reversers. The main gear touched at the very beginning of the runway and maximum breaking was then applied.
It was possible to exit on the taxiway without having to back-track on the runway. The environment always coming second, some trees were cut so that there were no contacts with the aircraft.
If you decide to try it out, think of saving the flight when you are on final, in case you are not satisfied with your performance during the landing (scrapped aircraft, destroyed houses and vehicles in the neighborhood, burned forest at the end of runway 10, collateral victims, etc.).
Good luck!
For other challenging virtual flights, head towards the flight simulation section of the present web site.
For more articles on flight simulation on my web site, click on the following link : Flight simulation
The Boeing B-52 is a Captain Sim creation and the Montreal airport is made by FlyTampa. The remaining scenery is designed by ORBX. Here are few basic informations for those of you who would be tempted to try a flight immediately after the download is completed. For the takeoff: pitot heat, 100% flaps down, YAW SAS Switch Engage, stabilizer trimmed, full throttle within four seconds, climb between 1500 and 2000 ft/min. The climb with flaps down is done at 180 kts. Adjust the thrust so that you have time to bring the flaps in totally; use 230 kts as maximum for zero degree flaps. Once in flight, brake to stop the wheels rotation then bring the gear up (although not before reaching 1000 ft agl).
For a normal descent: (note: keep 20 kts in surplus of the proposed speed when the aircraft is turning). The descent is done at about 240 kts, with airbrakes 4, gear down, throttle to idle. À 220 kts, you may start applying flaps (they take 60 secondes to be fully extended). Once in downwind, use153 kts with airbrakes 4 (for 225,000 lbs). No more than 30 degrees turns. The rollout is done at no more than133 kts.
The touchdown with airbrakes full up is done at 110 kts IAS. The drag chute is then deployed (never above 135 kts). Keep a slight angle only, with the rear wheels touching first. When taxiing, turn the YAW switch and the airbrakes to “OFF”. Those are only basic infos. By the way, when the drag chute is deployed, you will not see a difference in the breaking distance; the chute is there only for “graphic” reality. Have a good flight!
For more articles on flight simulation on my web site, click on the following link : Flight simulation
Knowing I would spend some time in Victoria in 2016, I planned a visit of the Viking Air Ltd installations, the Canadian company who now builds the famous Twin Otter Series 400. This company is unknown from a majority of Canadians since its production is essentially exported. Out of one hundred aircrafts produced so far, only two were bought by a Canadian company. Viking also offers maintenance service for the Twin Otter Series 100 to 300 in activity around the world.
In the beginning of 2016, Bombardier and Viking sealed a commercial deal that now makes Viking the new owner of the patents and designs for the CL-215 and CL-415 water bombers. Viking not only services the existing Twin Otters but is evaluating the possibility of restarting the production of the CL-415 water bombers. All is resting on the demand. But with more extreme meteorological conditions fueling a growing number of major forest fires, one can expect that within the next few years Viking will reactivate the production.
With the on-going regulatory changes actually taking place in China, Viking is confident to see an increase in its orders for the Twin Otter Series 400 on floats. The company will receive, at their Victoria installations in 2016, the first flight simulator essentially dedicated to training pilots on the Twin Otter on floats.
For now, Russia is Viking’s most important customer despite the ups and downs linked to the political crisis between that country and Ukraine combined with a ruble devaluation that have forced a slowdown in the production of aircrafts destined to Russian companies. With the recent stabilization in the political situation, Viking has been able to hire back numerous workers which now brings the count to at least 350 employees, if my memory does not fail me.
Nowadays, most Canadians ignore that a Canadian company has restarted the production of the Twin Otters and is evaluating the possibility of also relaunching the production of the CL-415 water bombers. In the meantime, some CL-215s recently acquired by Viking will possibly be transformed into the more powerful CL-415 version. The only thing now missing for Viking is an important order from a Canadian company: that would make its name as well-known as Bombardier or De Havilland.
For other articles on aviation and photography, click on the following link: Aviation photography
Ken Hall and Tim Harris have created a new virtual scenery for flight simulation enthousiasts. It is called “Tapini” and sold by ORBX. Their penultimate creation, AYPY Jackson’s International, allowed the virtual pilot to fly in very demanding virtual airports along the Kokoda Trail in Papua New Guinea. “Tapini” represents a whole new challenge and I have included several screen captures to show you how the different runways look in this new virtual scenery.
“Tapini”, still in Papua New Guinea, allows the virtual pilot to test his skills on seven new runways located in difficult areas of the Owen Stanley Range. Those airports also constitute a serious test for any aircraft, like in the picture above where damages to the right engine were sustained at Yongai.
To improve the virtual clouds while flying between the different airports, I used either REX or FSGRW weather engines. The cloud textures and weather effects were improved by one or many of the following products: Cumulus X, PrecipitFX, REX Texture Direct and REX Soft Clouds.
As variety is more fun, and also due to the different challenges created by those runways, the following virtual aircrafts were used: Carenado C-185F, Lionheart Creations PA-18, Virtavia DHC-4, Aerosoft DHC-6 Twin Otter and Milton Shupe DHC-7.
The “Tapini” scenery gives the pilot a choice between the seven following runways:
ASB (Asimba)
A tricky, very short runway near a river.
This is a very interesting runway, best done with a STOL aircraft like the Caribou DHC-4. The inhabitants might have to help you clear out some branches along the runway, considering the size of the aircraft. The runway slopes down on take-off, which helps to build up speed.
FNE (Fane)
A one-way, really challenging 12 degree sloped runway, with unpredictable winds.
The runway sits on top of a hill. It is an amazing experience to land there. No wonder there are a lot of people watching the arrivals and departures.
If you slow down too quickly with an aircraft as big as the DHC-7 on that sloped runway, the twelve degree angle prevents you from moving forward. You must let the aircraft come down the runway very slowly, using the power to control the descent and the rudder to stay aligned on the runway, then apply take-off power for a few seconds to build just enough momentum to get above the hill.
To turn the aircraft around, it’s a combination of power and reverse thrust until you clear all the obstacles (any humans venturing behind the aircraft will also be cleared during the operation…).
There is a not so friendly man with a rifle watching the airport’s operations. Even the United Nations staff do not stay longer than necessary…
KGH (Yongai)
A very bumpy one-way sloped runway. A real bush aircraft is needed here!
Even with a real bush aircraft, there is a possibility that one of the aircraft’s propellers hits the ground while taxiing on the runway. There are so many deep holes that are hard to see, I can only wish the best of lucks to everyone trying out this airport!
Keep a close watch on the area near the little house at the end of the runway. The DHC-6 was really shaken while turning around for take-off. One of the propellers hit the ground but no problems were detected…until the aircraft was airborne. The fire alarm then went off, just as the aircraft was passing the runway threshold, seconds before flying over a cliff.
So much for the planned trip… and it was out of the question to return to Yongai on one engine. I had to pull the handle to stop the fire, feather the prop, cut the fuel where it was not needed anymore then head to the Kokoda airport as it was a sure alternative, having a long runway and an elevation that did not require the use of extra power.
KSP (Kosipe)
A relatively short runway that requires good calculations from the pilot, since it is located high in the mountains.
The Cessna C-185F is a very well suited aircraft for that runway. Make sure not to be too heavy on the brakes, as new C-185 propellers are hard to find in Kosipe. You can land in both directions. Ensure that the mixture is set properly as the airport is above 6300 feet.
ONB (Ononge)
A curved and very bumpy runway! For those who like low flying. Make sure you choose the good aircraft here; there is not much manoeuvering area once on the ground.
Ononge looks really scary when you show up on final for the first time. You wonder if the little trail that you see can really be a runway. For that kind of situation, the little Piper Pacer is an excellent aircraft, approaching slowly and braking on a dime. The runway is curved in the middle so you will need a bit of right rudder to keep the aircraft aligned with the runway.
I guess all those people with their cargo are waiting for a bigger airplane than mine…
TAP (Tapini)
A challenging one-way sloped runway nestled in a tight valley. You can even use an ILS to arrive there!
This is a superbly designed area and airport. I visited it with the DHC-4 Caribou but any other big STOL aircraft would have fitted there. There is enough room to manoeuver. It is not too bumpy. There is an interesting slope: it starts downward and ends upward: this helps to slow down the aircraft after landing.
WTP (Woitape)
Looks like a no brainer, but there is no margin of error on this one-way slightly sloped runway. Very precise calculations and settings are required if you want to land there with something else than a small aircraft.
I found the runway to be very slippery with the De Havilland DHC-7. I must say that there was a good crosswind, as I was flying with real life weather and winds. The DHC-7 behaves like a big boat while decelerating on such a runway.
The Woitape scenery is gorgeous. It is nice to have all those well designed virtual aircrafts, people and animals on site as this makes the scenery so much more realistic.
I love this new Orbx product. When you fly in such a realistic scenery, the brain does not make much difference between what is real and what is virtual. It really works! And if you use real life weather downloaded from the internet, it’s even better.
I tried the seven airports included in the “Tapini” virtual scenery and they are quite demanding. Yongai was the most challenging airport of them all. I had to do two missed approaches there since I ended up too high on the approach. I eventually got it right, like in real life!
I used the Microsoft flight simulator X (FSX) for all the virtual flights, but other platforms would have worked as well (Dovetail Games FSX Steam edition (FSX: SE) and all versions of P3D). The following products were also installed on my flight simulator: FTX Global, FTX Global Vector and Holgermesh, as well as Pilot’s FS Global 2010.
It is a totally immersive virtual experience and you have to forget everything else when undertaking those challenging virtual flights… if you want to make it “virtually” alive!
For more articles on flight simulation on my web site, click on the following link : Flight simulation
If you feel like attempting a virtual landing on an ice runway, an opportunity is offered by ORBX through their Homer (PAHO), Alaska virtual airport. For the flight, I used the FSX platform but it could have been also done under P3D.
The ice runway is just a short distance away from the regular Homer asphalted runway. The DC-3 is an excellent aircraft for the task since its approach speed is very low and it is one of the few virtual aircrafts equipped with skis.
If you want to try that flight, make sure to adjust the flight simulator configuration settings so that the Homer ice runway option is activated, otherwise you’ll end up under water…
In order to add a bit of challenge as well as winter realism, you can add a bit of crosswinds or some snow using the standard « heavy snow » option in FSX. The program PrecipitFX helps a lot if you are looking for a better definition of precipitations, be it snow or rain. For this flight, the Cumulus X program was also activated.
The short flight proved to be an interesting experience, since the runway was narrow and there were some crosswinds. I thought that it would be very slippery but it was not the case. Maybe one day Orbx, in association with the FSX Steam (Dovetail Games) professionals, will work at modifying the flight simulation platform and add a CRFI (JBI) index of .40 or less to increase the difficulty in slowing down and controlling the virtual aircraft?
As this flight is not a super though exercise, I have placed it in the “standard virtual flights”, in the flight simulation section of my website. For more of those flights, click on the following link: Other standard virtual flights
Have fun trying this one! Later on, I’ll present another ice runway located on Antarctica, which virtual scenery was made by Aerosoft. Even the C-17 Globemaster III is approved there…
For more articles on flight simulation on my web site, click on the following link : Flight simulation
The weather engine ASN (Active Sky Next), like FSGRW, OpusFSI or REX updates the weather by downloading the latest information from the internet. There is also a possibility to use historical data (up to two years back).
ASN, FSGRW and OpusFSI use the default FSX cloud texture sets. So those weather engines can benefit from additional cloud texture sets (from REX for example) for a better visual depiction.
The cloud locations and coverage are accurate as well as realist. Thick overcast layers can be displayed. The cloud transitions are smooth, as well as the vertical variations in temperature, wind speed and wind direction.
Cloud-based effects include in-cloud reduced visibility, related turbulence (in cloud or when entering or exiting a cloud formation), accurate position of precipitation according to the type of clouds and to your position relative to the cloud formation.
Microbursts, wind shears, hail, turbulence as well as updrafts and downdrafts effects are modelled for thunderstorms. There are aural wind shear alerts when flying through a thunderstorm cell: That will nonetheless not be of great help if you attempt to cross a strong thunderstorm as, like in real life, you might not succeed…
You can use the radar to navigate through bad weather since radar and cloud positions are synchronized. The radar shows the intensity of precipitations as well as the echo tops.
Voiced warnings will be triggered when new Airmets and Sigmets are issued. They cover the world and can be viewed on a map. Associated icing and turbulence are added according to the warnings.
In flight, you can receive voiced weather updates through ATIS, FlightWatch or FSS.
ASN corrects the problems sometimes associated with low-level clouds, like inaccurate coverage and wrong position of the clouds, or layers that are really too thin.
Like with other weather engines, there is a flight planning mode. You can enter, import, or build a flight plan, as well as change the flight plan and waypoints at any time before or during a flight.
The weather, airports and navaids are displayed and can be edited, added or erased. The forecasts are available through graphics or text. If, along your route, there is no Metar issued for few hours, the engine will use the forecast to update the weather.
The thermals are modeled using the temperature and surface of terrain.
The wake turbulence trails are visible and, like in real life, are moving with the wind.
ASN does not rely only on interpolation to cover the oceanic areas and other territories where there are few weather stations.
The developers of ASN say that they have created a realistic hurricane simulation based on actual hurricane data. Their program would automatically disregard the ground data that seems incorrect. I cannot comment about the realism of that simulation since I have not tried it yet. But if it is correctly modelled, this function should interest whoever wants to experiment what it is to fly in or near a hurricane.
ASN is compatible with FSX, FSX: SE and the P3D versions up to P3DV4. It can support a multi-monitor setup.
I am not listing all the characteristics of this interesting software since there are always new options added. If you want more details, I provided the link below. Like with all the other weather engines, take the time to see what each has to offer since they have quite different features and spectrum of options.
REX offers two important elements through its different products: 1) A weather engine that downloads real weather in your computer while replicating the different weather phenomenon, through its REX Essential Plus program and 2) very realistic cloud textures (through its add-ons like Overdrive, Texture Direct, Soft Clouds).
A flight planning mode is also included, as well as numerous options to create specific weather themes that take care of the appearance of the clouds, the quality of the light in the sky, the definition of the sun effects, the different textures and colors of water.
You also have the possibility to choose different runway markings, the sounds associated with thunderstorms and the type of lightning that will illuminate your virtual sky.
REX is compatible with all platforms, including X-Plane.
Here are the REX products, which each play a very different role:
REX Essential Plus: a weather engine and a product that contains cloud textures and multiple options in order to simulate as much as possible the real outside weather for the area you have chosen. The weather engine will soon be renewed with a new addition: REX Weather Direct.
REX Overdrive: adds 12 GB of cloud textures.
REX4 Texture Direct: adds another 16 GB of cloud textures, and a possibility to create complete weather themes according to your preferences, while you still have access to other themes created by all the virtual pilots of the REX community.
REX Soft Clouds: adds volumetric clouds in the lower layer of the atmosphere for a more realistic effect.
REX4 Weather Architect: a program that allows you to create a precise weather system then position it anywhere on the planet. This is not a weather engine: It will not look for new data on internet and download it in your computer.
REX Weather Direct: a soon to be released improved weather engine that will be compatible with DX9, DX10 and DX11 as well as with FSX, FSX: SE (Steam Edition) and P3D.
On virtual flying forums, users seem to have a preference for the Active Sky Next (ASN) weather engine combined with REX cloud textures. This is a good combination, but it’s not the only one that deserves attention: FSGRW together with REX cloud textures do an excellent job (this is the duo that I am using for very precise results). There is also OpusFSI with REX, ASN with ASN2012 (ASN weather engine combined with ASN2012 cloud textures) or even a REX only set of programs (soon to be available REX Weather Direct and REX cloud textures).
This all depends on your priority: the FSGRW simplicity and absolute realism, the facility to use a cockpit camera and the dynamic head movements supported mode of OpusFSI, etc. It is best to read a lot and take the necessary time before jumping to quickly to a conclusion.
Some weather engines might need tweaking or modifications to be compatible with the most recent versions of P3D, if we believe what is written on specialized forums.
In the early 80s, the oil crisis forces airlines to greatly limit hiring. This was not the case during our pilot training course but becomes a reality when applying for a job a year later.
However, on the government side, the situation is quite different. The air traffic services branch of Transport Canada is looking for new employees to replace staff approaching retirement age. The only option immediately accessible to me is to apply as a flight service specialist (FSS). I have only a rough idea of what are the responsibilities, nothing more. But the pay and advantages are far better than what is otherwise available to a new flight instructor. It is time to send in an application.
For the Province of Quebec, two written examinations totally unrelated with aviation are held at the University of Quebec in Montreal. There are 1500 candidates (5 sessions of 300 applicants) who attempt these tests during the two days allotted for the first phase of the selection process. In the following weeks and months, those who have succeeded in the written tests must then undergo anything from personal interviews to language tests, medical examinations and security clearances.
We are now three candidates from Quebec heading towards the Transport Canada Training Institute in Cornwall. There will be thirty-five hours of theoretical and practical course per week, over a six months period. The pressure will be continuous and desired in order to eliminate candidates who may not react well to stress.
We will be paid to study. A candidate is guaranteed with a posting upon completion of training, providing he manages to obtain 80% and above on the written and practical evaluations. Because this 82-01 course is not dedicated to Quebecers only, it cannot be offered in French. So it is going to be in English only, and will include twenty-four students from almost all Canadian provinces.
The Transport Canada Training Institute in Cornwall is nothing short of exceptional for those who have decided to study and succeed.
In order to help the student to deal with the weekly thirty-five hours of courses and examinations, the school provides interesting amenities.Each student has a private room with daily maid service. The cafeteria offers a good choice of meals. Calories can be burned at the pool, gym, weight room, on the tennis court or on the baseball field. A snack bar remains open for late-night cravings. A bank teller is made available to students, as well as a hairdressing salon, a bar, arcade games, pool tables, etc.
So that we understand what lies ahead, we are told that there are traditionally many students in each class who will not keep pace and will be sent home, despite their efforts. For a francophone who wasn’t using a second language on a daily basis , it is clear that integrating new theory presented in English for seven and a half hours every day, five days a week, becomes demanding. I compensate for the times when my attention decreases by studying in the evening.
There is a library in the school as well as multiples rooms for flight simulators designed for every career considered by the students.
In the courtyard, there is a peacock and other small animals and a water source flows into a very well planned landscape.
The amenities are simply stunning. The message is clear: “Transport Canada only ask you to study and succeed, it will take care of the rest.”
Finally, the moment we were all waiting for as arrived. Students who managed to get through the course celebrate their graduation.
Assignments are distributed. Those who will be working in isolated postings, in northern Quebec, are well aware that the schedule does not include holidays. The FSS will be on duty every day. The new employee will be compensated for overtime and a more expensive cost of life. He will also benefit from subsidized rents.
My departure is planned shortly for Inukjuak (CYPH), along the east coast of Hudson Bay in the Nunavik. Life will soon change radically.
(Next story: enroute to the first posting: Inukjuak)
here is a picture and an edited screen capture recently added on the site (among about ten new pictures). During the next few days, two articles will be published on 1) Bletchley Park and 2) the trip (with pictures) of a VFR flight from St-Jean-sur-Richelieu, Quebec, to Edmonton, Alberta, trip that was done in 1981 with an old Cessna 170B.
Have a good visit,
François
The nice problem with the flight simulator is that there are lots of interesting planes and sceneries available from around the world. Virtual pilots benefit from a huge variety of products. In general, flights made either at dusk or dawn benefit from a special light. For the actual flight with the Sikorsky, I went for a cool light so that the military helicopter would not look too inviting.