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Rudders and nosewheel

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Is there anyway to prevent an aircraft from turning and using rudders at the same time while on the ground can't do a rudder test because it turns while doing it. Since i guess the rudder is somehow connected to the rudder in flightsim i'm not sure if it would be possible.ThanksG-MIDYhttp://www.airliners.net/open.file/265713/L/

Lawrence Ashworth

Easy!Do your rudder check when you're not moving.>Is there anyway to prevent an aircraft from turning and using>rudders at the same time while on the ground can't do a rudder>test because it turns while doing it. Since i guess the rudder>is somehow connected to the rudder in flightsim i'm not sure>if it would be possible.>Thanks>G-MIDY>http://www.airliners.net/open.file/265713/L/>

>Since i guess the rudder is somehow connected to the rudder in flightsim...Well yes the rudder is connected to the rudder...What else WOULD it be connected to? HEHEHEHEHE :)I guess what you meant is that the nosewheel is connected to the rudder. And Yes that is true. That is why you steer a plane on the ground with the rudder pedals and not the yoke. And like the other guy said you don't do a rudder test while moving :)

I guess what you meant is that in jets (7x7 and alike) you can steer the aircraft with a small stick located on the pilot's left side. I don't know of any way to disconnect the nosewheel from the rudder in FS2k2, though... sorry...

Not really understanding the Question. But try turning auto coordination off in the realism menu,that way at least ya can check that some of them are working ;)No there is no way to turn the rudder without turning the nosewheel on the ground... in the air-I believe thats what the yaw damper is for(I think)RegardsJohnhttp://www.bavirtual.co.uk 650Hours ;)P 2.53 GHZ512 RAMWINXPGFORCE 4 128MB Ti4600http://vatsim.pilotmedia.fi/statusindicato...tor=OD1&a=a.jpg

Hello, When modelling an aircraft and you go to animate parts there is a tag for the Rudder so that FS knows it's the rudder part it's to move when the user inputs a rudder input. There is no Nose-wheel-steering tag to mention of, so Model Designed use the Rudder tag to animate the nosewheel. Therefore FS thinks that the Rudder is the Rudder and the nose-wheel is a rudder, but FS dosn't know it's not a rudder..hmm? SO, in conclusion you cannot disconnect the Nose-wheel fromt he rudder. In the real-world the two aren't connected directly but the computer bias one or the other out depending on speed, for instance whilst taxiing the Nose-wheel will have more effect and so will have a bigger input and the rudder a small input. However at higher speed the rudder will become more ffective and the computer will bias the nose-wheel out. Clever eh? In the real-world with this in mind you test the rudder whilst the aircraft is turning, so when you are turning left into a taxi-way you could test left rudder input, and when turning right, test the right rudder. Simple at last...that's all you have to do!

-----------------------[bR]Matthew Murray[bR]Jet-Precision[bR]

http://www.jet-precision.com/MyTravel.jpg

Actually, there is a way.The model designer has the option of using a separate nose wheel steering tag called c_wheel. When used, the rudder and nose wheel are still moved from rudder inputs but only when the aircraft is moving.Sitting still, the rudder will deflect, but the nose wheel remains straight.There are several add-ons which use this feature, my Dash 7 is but one.The advantage of the feature is that it allows the nose wheel to turn to the limits specified in the contact point.0 rather than being restricted by the rudder deflection limit.Milton

  • Commercial Member

"c_wheel" probably refers to a caster wheel like a shopping-cart. Aren't free-castering wheels a fairly common nose wheel configuration? All steering is done with differential braking

Actually it means center_wheel and can be used for the nose or tail wheel (as can the tag c_tire).It can be animated for a full 360 degrees (180 left and 180 right) but is not freewheeling. It is driven by the rudder pedals and the maximum deflection is stated in the contact points. It turns only when the aircraft is rolling.If c_tire is used, deflection is limited to max_rudder_deflection and moves in concert with the rudder whether still or rolling.Milton

  • Author

>Easy!>>Do your rudder check when you're not moving.>>>Is there anyway to prevent an aircraft from turning and>using>>rudders at the same time while on the ground can't do a>rudder>>test because it turns while doing it. Since i guess the>rudder>>is somehow connected to the rudder in flightsim i'm not sure>>if it would be possible.>>Thanks>>G-MIDY>>http://www.airliners.net/open.file/265713/L/>>>Nope you've not read correctly the nosewheel isn't connected to the rudder in real life when your turning on the ground the rudder doesn't move just the nosewheel but in flight sim it does.nevermind anyway.RegardsG-MIDYhttp://www.airliners.net/open.file/265713/L/

Lawrence Ashworth

  • Author

>I guess what you meant is that in jets (7x7 and alike) you>can steer the aircraft with a small stick located on the>pilot's left side. I don't know of any way to disconnect the>nosewheel from the rudder in FS2k2, though... sorry...Ah ok. G-MIDYhttp://www.airliners.net/open.file/265713/L/

Lawrence Ashworth

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