Learning to Fly Part 2 - Before your first flightPrerequisites: Ideally done at least one hour simulator time with one of the trainer models. In simulator can take off, turn with coordinated elevator to maintain altitude.
Objectives: Establish budget, purchase plane, prepare plane for first flight, new simulator exercises, exercises for people who don't have a flight simulator (because they don't have a PC perhaps).
Don't forget, if a term confuses you check it out in the
glossary. If it isn't in there, please email me at 0zrcboy@gmail.com, or leave a comment, and I will make sure it gets put in.
Establish budgetBefore you begin looking at planes you should have a budget in mind. You probably want a budget of somewhere between $150 and $250 (Assuming you are Australian and these are AUD - if you are from overseas you need to figure out local prices). If you are looking at buying a sub $100 plane, unless it is second hand, chances are your plane will not have enough performance, or be robust enough for you to learn to fly.
Unfortunately, although quite a bit cheaper than it once was, RC flying is still a somewhat expensive past time. In many ways, if you can't find that much money you might be better of waiting until you can, or looking at other hobbies. Also, if friends have found and referred you to cheaper trainer planes then consider them - I've presented info on planes I know, and I think that sub $100 you are not going to get anything new that does the job.
It is better to save for 3 months for a plane that flys, than 6 weeks for the wrong plane that crashes and disintegrates on its first flight.
If you buy a good robust trainer your ongoing budget should not need to be that much. You might need to replace a couple of parts, but these should have modest cost.
Plane SelectionHopefully you haven't already bought the aircraft, or if you have, you have bought a beginner's aircraft. If you have a 4 channel warbird then in my opinion, that bird needs to sit on the shelf for a couple of months while you skill up on a trainer. You will fly your warbird someday, but not for a little while yet (unless you want a twisted pile of busted foam/balsa).
These are the characteristics you want in your trainer:
- Three channel controllable (even if it is upgradeable to four channel)
- Docile
- Robust (can take some bumps and bruises)
- Self correcting (has dihydral on the wings - the up angle of the wings from the fuselage)
There are three trainers I'm going to talk about below, but there are many others. Of the three below two I have direct experience with, and know are readily available in Australia. The third is so widely recommended that I'm sure it is a good plane based on reports. The planes are the Electrafun XP, The Hobbyzone Supercub and the Multiplex Easystar.
Electrafun XP
The Electrafun XP is a 3 channel pusher prop trainer that comes with everything you need to start flying. It's main strengths are its price (it is about as cheap as you get for an all in package), its performance (which is quite decent from the base package), robustness and availability of spares.
Its weak point is the build quality (which can be a bit random from kit to kit).
Depending on where you buy it this plane will cost you around $130-$150. It is stable and solid in flight, and provided she is correctly trimmed will prove to be a good trainer. Parts are widely and cheaply available - for example a new main wing will only set you back about $12.
The plane has a surprisingly good flight envelope, and it will take quite a while before you are bored of it. The one downside is that it is not a pretty plane.
If you check the sidebar on the right you'll see plenty of notes about Electrafun XP, and how to prepare it etc. This for those that are interested is the plane I learnt to fly on.
For the FMS simulator program I use the Vortex Extreme model which performs somewhat like the Electrafun. You can download the model from the
fms downloads page.
Hobbyzone Supercub
The Hobbyzone Supercub is another all in one package like the Electrafun XP. It is a little more expensive (around $200-$230), but its strengths are its scale looks (it looks like a real plane) and quality of manufacture. Like the Electrafun XP it is also robust, and has a docile flight envelope. In terms of robustness the Electrafun XP probably still has the edge slightly by having the pusher prop. One small gripe about the Supercub is the avionics (flight electronics) that come with the plane. They are non standard and so can only be replaced by other hobbyzone parts. If you want to upgrade the supercub to a normal transmitter later you will need to upgrade the servos, and speed controller at the same time.
The supercub's non standard transmitter is a bit of a mixed blessing. On the one hand, the custom transmitter means the pilot doesn't have the opportunity to make mistakes about which control stick to use turn the plane, as only one of the two sticks moves left right. On the other hand, with the slider throttle amongst other things means the controls are not teaching the pilot all the things they need to know for the next plane. On balance the transmitter is probably a positive overall for begining pilots. It is just a shame it is not easier to switch to a proper trasnmitter later.
In the FMS Simulator program I've created a modified "lite cub" which flys much like the Hobbyzone Cub. You can get that model from the
FMS Downloads page.
Multiplex Easystar
Unlike the other planes discussed above the Easystar is not an all in one kit. Instead it is just an airframe, which you need to add other components (like an engine, receiver, servos, batteries and transmitters) to for a complete flying package.
Its price of around $90 seems very reasonable except that the avionics are normally the most expensive part of any aircraft, and a complete easystar (without a transmitter) would be unlikely to come in at less than $170, with a good transmitter adding anywhere between $150-300+ dollars.
Why would you spend so much? One of the problems of the all in one packages is that the electronics used are not usually of high quality, and cannot be safely moved to other models. This will mean, for example, that you will end up flying your second plane with a different transmitter to the first plane.
Buying something like an easystar from the outset will mean that rather than spending some amount of your complete package on a radio that you wont use after your first model, you can put that money towards getting a good radio to start with. This is a bit of a risk. You might decide flying is not for you, in which case you will have spent more than you needed. However, if you decide to stick with the hobby the more expensive radio will have saved you money on your next plane.
I don't know much about the easystar in particular as I haven't flown it, but I imagine its flight characteristics are quite similar to the Electrafun XP although it seems to have a lower wing loading (see the
glossary if you don't know what that means) which means it can glide further and maintain level flight at lower speeds. It certainly has a very good reputation as a trainer, and there is pleny of information on the web about it.
On the
FMS Downloads page use the Multiplex Easystar model for FMS.
Other Beginner/Trainer PlanesThere are quite a few others in this category including Aerobirds and the like. Be very cautious of so called trainers from places like ebay. They normally aren't, and those guys will say anything to move product.
Not Training PlanesHere's a few planes I've heard people try to fly as trainers which are definitely not that:
- Any low wing warbird (in fact pretty much any low wing aircraft all together) including the Parkzone Mustang, FW-190 and Spitfire - these are not beginner's planes.
- Accipter Badius - this is a great plane, but an aerobat not suitable for beginners.
- Extrafun - not an Electrafun, an Extrafun - these are midwing aerobats as well, and definitely not for beginners.
- Parkzone Stryker - although some people eventually learn on this they usually have a pretty mangled aircraft, and to be honest they very rarely have good habits - deltas are both tricky and easy to fly for different reasons.
I sometimes wonder why people end up with unsuitable planes. Sometimes unscrupulous hobby shop owners are blamed, but I'm not sure that is the problem, at least not most of the time. One thing I have seen happen is that the beginner, in a rush of enthusiam, rejects the advice from the salesperson for a more sedate, appropriate training model and insists (sometimes without realising it) on looking at aircraft beyond their capabilities.
So, if you go to the shop make sure you listen to what the salesperson trys to tell you. If you get this training right then one day you will fly that warbird/parkjet, safely, for many many enjoyable flights. But if you take her home as your first plane the odds of not destroying her in the first 5 flights would have to be about 100 to 1. Nuff said about that I spose.
Preparing for your first flightSo you get home from the shop with the model, put the batteries on to charge, assemble the model, and get ready to head to the oval to fly her - after all the salesperson said you would be flying in 50 minutes. What they didn't mention was that without the right preparation you will be crashing in about 50 minutes and 12 seconds.
Before you fly your new model there are two very important things to do, particularly if you are trying to fly solo.
- Get your plane correctly trimmed and prepped for its first flight.
- Get some practice on the simulator.
Getting the Plan Trimmed and Prepped for Its First FlightAfter you've followed the assembly instructions that come with the plane, and setup your control linkages (the rods that connect the servos to the rudder/elevator etc) you also need to decide where to connect the linkage to the control horn (
glossary). Generally you want the least sensitive position, which means the hole furthest from the control surface. If you've done a lot of simulator practice, and have some finesse about how much control input you give (so it's not always full rudder for example) then maybe you can choose the middle hole for the control horn.
There are two parts to trimming - the first is where you trim the control surfaces on the ground by lining the control surface up with either the horizontal or vertical stabilizer (so elevator with the former, rudder with the latter), so that it is parrallel. This is called trimming by eye.
To trim by eye we need to turn on the transmitter (TX), make sure the throttle closed, put the charged battery into the model, and then look at the position where the control surfaces come to rest (they will jump to a position when power is applied). By the way, always make sure your TX is on when the plane is connected to its battery. Using the trim tabs adjust the control surface using the TX until it is parrallel with it stabilizer. It must be
exactly parrallel. A difference of even three millimetres will make your plane turn and be very difficult to control in flight.

This first photo on the right (sorry for the bluriness - pushing the abilities of my cheapie digital camera) is an out of trim rudder from my Electrafun XP. Although the image is not sharp you can clearly see that the rudder is slightly to the left of the vertical stabilizer. If a beginner tried to fly this plane it would, from the hand launch veer to the left until such time as a corection was made, or more likely it crashed. If a beginner was flying chances they would over correct, possibly leading to a crash going the opposite direction. I'm not trying to be down on beginners by any means. I was there myself and I remeber pretty clearly what I was and wasn't capable of dealing with.

Okay. The second photo on the right shows a correctly trimmed by eye rudder. The rudder is parrallel to the control surface. Although this plane may still need some trimming in the air you've given it the best possible chance of flying straight and true from the hand launch.
If you find that you cannot trim the surface to "neutral" (parrallel with the stabilizer) using the trim tabs (after maximum throw in one direction the surface still isn't neutral) then you need to mechanically adjust the trim (yes unplug the battery from the model, turn of your TX etc). How this is done will depend on the model. If you have an Electrafun XP these
notes might help. If you have a Supercub or other model that uses threaded rods you will need to rotate the control horn connector until the right distances is achieved.
In an ideal world, your control surface will trim correctly somewhere reasonably close to the middle position for the trim tab on your TX. If your surface is trimmed by eye at a maximum extreme then you should make a mechanical adjustment to bring the trim tab position back closer to the middle of the range on the transmitter. This is because once we have the plane in the air we also need to "trim in flight". Trimming by eye will hopefully stop the model from spirallling out of control on the first launch/takeoff, but until we fly her we wont find out about the more subtle trimming we will need to keep her flying straight and level without input. If when you fly her you cannot trim her, because you can't go any further in that direction, you will have the unenjoyable experience of flying an out of trim aircraft. This is difficult and annoying for experienced pilots. For a complete beginner the chance of disaster is very high.
So, do your best to trim you plane by eye and then if possible take it back to where you bought it (if you bought it locally). A good hobby shop will happily look over your model once you have tried to trim it and give you advice on what is right and wrong - in fact they will probably be glad that you have bought it back to them for their opinion .
If you didn't buy it locally there might still be people that can help you. Check the Internet RCUniverse and RCgroups forums. You might even find another parkflyer in you local area. If y0u are an Aussie there is a great forum on RCuniverse with
Australian parkflyers.
There are often other steps to preaparing your plane. On Electrafun XPs it is often a good idea to put some tape on the wings which will save you the cost of many wing replacements. I have some
notes on this and other things for the Electrafun XP. Supercubs benefit from a layer to tape to protect the leading wing tips and the leading edge of the aircraft. Just lay a long piece of clear packing tape (fiberglass laced tape is better if you can get it) lengthways along the leading edge, centred over the edge and just fold it over the top and bottom of the wing to make it flush with the wing. For other planes, check the Internet etc for info - rcuniverse, rcgroups and wattflyer are all good forums (put those words into google).
To save yourself money it is best if you do these strengthening preparations before your first flight. If your plan is fly once, then do the preps you are ignoring the fact that your first flight is likely to be one of the hardest on your aircraft.
UndercarriageThe undercarriage on the cub is good and worth using. The undercarriage for the Electrafun XP isn't worth the trouble (it is worth playing with when you have some more experience perhaps) and I don't actualy know about the Easystar but I don't think it has undercarriage.
Simulator ExercisesNow that you have chosen your trainer it is time to start practicing with that particular plane only in a simulator. If you are using FMS, and have one of the planes I've talked about above then one of the models on my
FMS downloads page should be a reasonably close match. If one or the other of these isn't true then you will need to find your own model close to yours.
Now that you have a plane make sure your actual control layout is the same as your model in the simulator.
Okay, here are some exercises:
Takeoff, Fly at least 10 Figure 8s, setup approach, land: Flying figure 8s is a little more challenging than flying a four cornered box because you turn a different direction at each corner. This will start to test your orientation skills. So, figure eight circuit is away from you, turn slowly right, towards you, turn slowly left, repeat. Reverse the directions and just see if your orientation holds out for the whole flight.
While you are flying try coordinating the elevator to make the plane turn faster, and maintain altitude through the corner. If you are still losing altitude in corners, then make sure you use the straight sections of the circuit to restore the same altitude.
Intentional stall turns: Stall turns are what happens when an aircraft with high dyhedrayl (the up angle in the wings) is given rudder inputs that take it past the point where it's wings are almost perpendicular (at right angles) to the ground. If you get an orientation loss this is possibly what will happen to you, where you continue to turn the plane the wrong direction. Eventually what will happen is the plane will stall, and rapidly lose altitude until it restores enough airspeed and recovers (providing it doesn't meet the ground first). Practice a few intentional stall turns with some altitude. Just feed in rudder until the plane falls out of the sky. Use some up elevator to restore level flight.
Throttle Control: Up til now you may have just been flying with full throttle all the time. Try something else now. As you are flying your figure 8s see what the minimum throttle you need to keep the aircraft airborne and flying comfortably is. You may notice you need to use the elevator to keep the plane level, but that their is more than enough airspeed to fly. As a plane flys faster it will generate more lift, slower less lift. This means that when the elevator is trimmed for level flight it is actually trimmed for level flight at a particular throttle position.
Landings: Now that you know which model you are trying to fly with it is time to put in lots of landing practice. For your first flight we are going to do a power off landing. So get your approach setup (about 10 metres off the ground and about 40 metres away) and close the throttle.
Now, here comes the hard part because it is counterinutuitive and doesn't feel right. Dive the aircraft - just slightly, just below its natural glide curve. Here we are attempting to build up enough airspeed so that we can flare properly just above the ground. When you are about 1 foot of the ground use very slight up elevator to make the aircraft fly parrallel the ground. Eventually the airspeed will drop to just above stall point (at which stage there wont be enough lift to hold her up, and she will gently settle onto the ground).
If you don't dive there are a few things that can happen, and none of them are particularly good, and unfortunately FMS probably wont actually teach you about any of them (there are limits to the simulator). Here's a summary of some of the stuff that goes wrong:
Electrafun XP - as you just let your plane glide in you will lose so much airspeed that it no longer responds to controls. The plane may start to roll in one direction or the other, and no amount of rudder will do a thing about it. The EF has quite small control surfaces and needs reasonable airspeed to respond to controls. Also, the plane will probably fly further than you expected, overshoot the landing area and typically end up in the one tree on the whole field.
Super Cub - If you just let the super cub glide in it will hit the ground hard, nose over, possibly bust a prop and the cowling. However, there is a fair chance it will be okay as well.
Easystar - from what I've seen behaves a bit like an Electrafun - starts to porpoise (stall recover, stall recover) and gets a bit thingy about responding to controls.
So - here is the point - powered aircraft cannot land at glide speed - you need to dive (just slighly) below the glide curve so that you have enough airspeed to flare, and settle the plane.
So get plenty of practice trying to land your plane. Fourty metres out, ten metres up, cut throttle, slight down elevator for airspeed, and then just slightly flare at about 1 foot. Hold the plane parrallel to the runway until it settles.
Okay - one more exercise for simulator landings. As you are typically landing towards yourself you are in a prime position for an orientation error with the aircraft close the ground (the worst of times). We need to spend some time practicing this as a slight breeze, or a change in the trim of your aircraft at different airspeeds may mean it doesn't land entirely straight.
So, setup a landing as normal. At about 5 metres altitude close your eyes and give a quick jab full left, full right, full left rudder input. Open your eyes, and either recover and land, or power up and go around for another approach. Try this a few times - you need to push one way, opposite and back the same way to disorient your brain, otherwise it will remember what you last did and correct by doing the opposite. By varying the jab time just slightly you should be able to well and trully mess it up, and force it to figure out how to correct the aircraft (remember - think of yourself in the pilots seat).
I Don't Have A Computer - What Do I Do? Okay - if you don't have a computer obviously you can't spend much time on the simulator. Now that you have your plane you need to spend some time learning the associations I spoke about in Part 1.
Turn on your TX, close the throttle, connect the battery to your model and sit inside, behind the plane looking at its tail and working the controls. Watch the controls, how they respond. Practice giving small inputs, smooth large inputs etc.
Once you think you've got this right, if you can get someone to "drill" you. Setup as before, and get the person to call out things they want the plane to do ("Pull Up", "Nose Down", "Turn Right", "Turn Left"). You give a smooth but decisive input to the controller, hold it, check that you made the correct choice, and then ask the person to call out the next one.
If you have that working well then turn the plane so it is facing you. Now have your helper call out either "Pull Up", "Nose Down", "Plane's Left", "Plane's Right", "Your Left" or "Your Right". Now you will need to do the transposition on the fly. Once again, make a smooth decisive control input as soon as you can, hold it, and check that you made the right decision.
Once you've done this thank your helper and let them get back to whatever they were doing. Now you want to try practicing some coordinated turns. Give moderate rudder and a little elevator. Try this in both directions. You wont know exactly how much you need of each until you fly, but learning to coordinate this manuveur will help you.
Finally, with the battery in the plane unplugged and your TX off, spend some time playing with the throttle, just getting a sense for how it feels. Without looking at the controller you need to be able to set the following throttle positions easily: Closed Throttle, Quarter Throtte, Half Throttle, Three Quarter Throttle, Full Throttle.
Like most mental things once you have it you need to practice to reinforce it. Your first session of doing these exercises may take 30 minutes or maybe more. Come back to it half a day later and run through the same thing (probably only taking 5 minutes this time), and then practice it the next day for 5 minutes. By now you've made a good start on getting these associations built. If you have time, keep on practicing before your first flight.
Next PartThe next part will be a short one (I promise - about planning your first flight - you will get there! Stick with me).
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