I bought VTOL VR a few days ago and have been doing a lot of youtubing to learn the basics. One of the things I've struggle with is knowing the correct speed for the different aircraft to make a (standard) landing. I'm still on land at the moment - haven't tried a carrier landing yet. This video explaining about the AoA has really helped! I'd seen it mentioned in another video to have an AoA of 8 degrees, but it didn't explain why. This makes it much more clear.
Very well done! You explained a lot of technical stuff in an easy to understand and smooth way! I hope you'll make other tutorials for the F/A 16 B. I'm pretty new to flight sim and I struggle a bit with BFM, countermanouvers and situation awareness. A tips video about those topics would be wonderful!
I'm pretty consistent with my carrier landings, but I'm watching the whole video because you always manage to teach me something I didn't know. Some personal advice: Give yourself plenty of distance to line up, reduce speed and make adjustments. I was always turning in too early and rushing to get everything set. Combat flaps!? Please do a video on the application for this! Good job!
I did not see this as an over-explanation! I just completed my first two carrier landings last night and this info will surely help me improve. Ps-been consistently on the three wire as well as overshooting and repeating. So definitely lots of area for improvement!😊
3:35 - I really hope I'm right about that now hah, I'll check that. Great video too, I'd say it'd be the most relaxed pace carrier landing tutorial out there on youtube 👍
Oh forgot to mention, I checked that and it's not actually a flaps mode switch. The wiki is a bit misleading as it makes mention of set flaps to "mode 1" instead of position 1 and since this thing was kinda made like a Hornet I figured it was an auto mode. But it isn't, just regular ol' fixed flap positons, unlike the F-45 which does have auto-flaps
For nav lights irl, we have the saying, "red on right is wrong." Because if you see the red light on the right side, it means the aircraft is headed towards you.
Just a small correction on how flaps work. The equal transit time theory is quite wrong, actually. The air does go faster, but not because it's a longer path on the top. There's a lot of ways to explain why this happens but tbh the simplest one is this: You push air one way, the air pushes you back. If you deflect air down, the air pushes you up. The curvature on the wings is just for efficiency (minimizing drag). Both the top surface and bottom surface contribute to lift. Interestingly, at subsonic speeds, with a "classical" airfoil, most of the lift comes from the top surface, right where the curve is. This curve is where the air is getting bend downwards.
So uh, youre actually wrong about that homie. Directly from cambridge university: "What actually causes lift is introducing a shape into the airflow, which curves the streamlines and introduces pressure changes - lower pressure on the upper surface and higher pressure on the lower surface" They are explaining that the curvature of the air creates a pressure difference, which is what generates lift. Yes, you can use air redirection as lift, and we have objects that function entirely on this principal(frisbees!) however that is not the main driving force that generates lift on an aerofoil. From Monre Aerospace: "As air flows over the top of the airplane’s wings, it becomes less pressurized than the air flowing under the bottom of the airplane’s wings. In other words, the air is more pressurized over the top of the wings than under the bottom of the wings. This difference in air pressure allows the wings to generate lift." - Same thing.
@ampmasterful TL; DR: The quotes are correct. But so am I. These theories are not mutually exclusive. Rather, they are simply different ways to look at the same phenomenon, and both are equally valid. As my original comment mentions, the pressure gradient that you mentioned actually happens in the same place where the air is being redirected. Look at a pressure diagram for airfoils. --------------------- Unhinged rant below: See, the air redirection explanation completely and independently explains lift. And so does integrating the pressure vectors on the wing's surface, like your quotes say. There is notbing special about the airfoil shape that allows it to produce lift. It's just shaped like that for efficiency (less drag). A flat wing, like in a paper airplane, produces lift. Yes, it does require an angle of attack to do so, but so do symmetrical airfoils. I simply prefer the air redirection explanation because it is easiest for most people to grasp. There is no need to get into things like circulation theory or the kutta condition. Also, if you look at the pressure distribution on a wing, you notice that most of the lift is produced at the "hump" on the wing. This corresponds with the spot where the air is being redirected the most. The air is being forced to turn, and you can imagine it as some sort of suction towards the wing's surface. This shows that redirecting the air is an equivalent explanation. Accelerating air requires a pressure gradient. The quotes you posted are not wrong. But neither am I. These are not competing theories of lift. They're just different perspectives on the same effect. If you've ever taken a physics class, you've probably had to calculate the final speed of a block sliding down a slope with friction. Sure, you can solve it via a free body diagram, where you analyze every force involved, but in this specific scenario, that is a bit too complicated. So, instead, we can use the work-energy theorem, which makes this problem trivial to calculate. The force analysis and the work-energy theorem are both right, and neither is more right than the other. They are simply different perspectives on the same effect. In fact, you can find their connection by applying a bit of calculus.
@@TheFerretsWheels As i learned in another comment section, the reasons the AI LSO calls a wave off is put into the game logs. Good to understand what the AI thinks is wrong.
i had trouble with getting the cable to catch and spent hours going round. so i found an easy way, set auto pilot speed to 190 knts , keep ball in centre and stay in centre of runway .
This can work in some situations, but a carrier approach depends a lot on the correct AoA. To get 8° you speed can vary from mid 100’s to around 200 knots
One note on the VSI- you said "minus ten degrees," but that's actually feet per minute x100. "Minus 10" on the VSI means you're descending at 1000 feet per minute... and that's a bit faster than you want to be dropping onto your landing gear!
@@TheFerretsWheels Thank *you* for making these videos! Lot of this stuff isn't covered in the tutorials. I haven't gotten really into flight sims since Falcon 4.0 in the 3-ring binder, and you've softened the learning curve on some of this substantially. I doubt I'd have remembered / figured out how the ILS worked, for instance, and one of your other videos made JDAM/SDB employment a snap.
Got this Vtol game a week or so ago and finding your videos very helpful, so thanks, do you use a real joystick or just in game, or Is there no option to use a real joystick. Cheers.
Thank you. VTOL is VR controllers only, part of the reason the dev made the game was so there was no hotas. Some did make a mod for hotas input but I haven’t used it. I prefer the controllers for VTOL
@@TheFerretsWheelsthe centre dot every time I looks away from it it just starts to bring my crosshair to the side and it is very annoying and I still can’t land but this tutorial did make me improve so thank you but I still don’t know is it a normal thing for that to happen it’s been years since I have played vtol
Also ILS is the automated landing system in a plane so yes Vtol doesnt have ILS And as far as i remember a carieer doesnt habe ILS because its not a stadic airfield
ILS stands for instrument landing system. You get a similar readout on the HUD in DCS, vertical like for approach and horizontal line for glide slope. It isn’t automatic
@@TheFerretsWheels you ever played any real flight sims instead of this game you know it is When youre line up a 747 or any other plane with the ILS the plane can and will auto land all the way
Like DCS? That not a flight sim? What you are thinking of on commercial jets is called autoland. In the F-18 you still get the lines on the HUD but if I take my hands off stick ILS won’t land the plane
@@TheFerretsWheels yes and the autoland on a commercial jet still needs ILS and a airport that has ILS to even work and yes not every airport has ILS also i didnt see the DCS referance in youre comment till now I see so a fighter yet in this case the F-18 has the ILS system but not the autoland option i see that explains the confusion
with the flaps and the wings that create lift is wrong. as the aircraft is going faster the air will stick to the wing as it fly's. which will make the air want to go away from the wing. you know when youre at a park with a spinning pole and you start spinning fast and you are forced to go away from the pole as you spin? its the same force with the wing. the wing is the pole and the air is you.
This is missing a lot of important real world procedure. You go back to full power on touchdown and only throttle down when you are completely stopped by the wires. You don't go as slow as possible you maintain an angle of attack of 8 degrees. This is not how a case 1 landing is done. You should be on a down wind leg to get on speed and flaps and gear down then turn up wind and onto the final approach. You hit the deck without flaring and hope you get a 3 wire.
Thanks dude. I did cover most of what you said, but it’s hard to stick to the exact procedure and explain everything you are doing as well. I always forget to power up on touch down though smh
Although I have become a huge fan of ferret's realistic flying I have to agree with this assessment. Flaps/gear/hook/lights as or before you turn final, and then yes you want to shoot for the 3 wire so aim your velocity vector a little further down the deck... I usually aim just past the wires. Sight picture should have the boat at about 3 deg below the horizon on the HUD, and I like to shoot for 170-173 knots on final to get me on glideslope at least for the F/A-26. Hope that helps!
I bought VTOL VR a few days ago and have been doing a lot of youtubing to learn the basics. One of the things I've struggle with is knowing the correct speed for the different aircraft to make a (standard) landing. I'm still on land at the moment - haven't tried a carrier landing yet. This video explaining about the AoA has really helped! I'd seen it mentioned in another video to have an AoA of 8 degrees, but it didn't explain why. This makes it much more clear.
We all started the same gamer. I had to do a lot of research myself which is why I made these videos
Very well done! You explained a lot of technical stuff in an easy to understand and smooth way! I hope you'll make other tutorials for the F/A 16 B. I'm pretty new to flight sim and I struggle a bit with BFM, countermanouvers and situation awareness. A tips video about those topics would be wonderful!
I'm pretty consistent with my carrier landings, but I'm watching the whole video because you always manage to teach me something I didn't know.
Some personal advice: Give yourself plenty of distance to line up, reduce speed and make adjustments. I was always turning in too early and rushing to get everything set.
Combat flaps!? Please do a video on the application for this!
Good job!
Спасибо. Все ваши видео очень полезны!
I did not see this as an over-explanation! I just completed my first two carrier landings last night and this info will surely help me improve.
Ps-been consistently on the three wire as well as overshooting and repeating. So definitely lots of area for improvement!😊
3:35 - I really hope I'm right about that now hah, I'll check that. Great video too, I'd say it'd be the most relaxed pace carrier landing tutorial out there on youtube 👍
Oh forgot to mention, I checked that and it's not actually a flaps mode switch. The wiki is a bit misleading as it makes mention of set flaps to "mode 1" instead of position 1 and since this thing was kinda made like a Hornet I figured it was an auto mode. But it isn't, just regular ol' fixed flap positons, unlike the F-45 which does have auto-flaps
Very detailed....and educational....gonna put this to practice and have you on demand so i can reference you when and where needed
Thanks for the tipps bro :) actually i thought you are a big TH-camr because of the video quality. You made a very good job in your VTOL Vids. love it
For nav lights irl, we have the saying, "red on right is wrong."
Because if you see the red light on the right side, it means the aircraft is headed towards you.
THANK YOU!! I've really been struggling with carrier landings! I really needed it to be over explained to me like this!
Just a small correction on how flaps work. The equal transit time theory is quite wrong, actually. The air does go faster, but not because it's a longer path on the top. There's a lot of ways to explain why this happens but tbh the simplest one is this:
You push air one way, the air pushes you back. If you deflect air down, the air pushes you up. The curvature on the wings is just for efficiency (minimizing drag). Both the top surface and bottom surface contribute to lift. Interestingly, at subsonic speeds, with a "classical" airfoil, most of the lift comes from the top surface, right where the curve is. This curve is where the air is getting bend downwards.
So uh, youre actually wrong about that homie.
Directly from cambridge university:
"What actually causes lift is introducing a shape into the airflow, which curves the streamlines and introduces pressure changes - lower pressure on the upper surface and higher pressure on the lower surface"
They are explaining that the curvature of the air creates a pressure difference, which is what generates lift.
Yes, you can use air redirection as lift, and we have objects that function entirely on this principal(frisbees!) however that is not the main driving force that generates lift on an aerofoil.
From Monre Aerospace:
"As air flows over the top of the airplane’s wings, it becomes less pressurized than the air flowing under the bottom of the airplane’s wings. In other words, the air is more pressurized over the top of the wings than under the bottom of the wings. This difference in air pressure allows the wings to generate lift." - Same thing.
@ampmasterful
TL; DR: The quotes are correct. But so am I. These theories are not mutually exclusive. Rather, they are simply different ways to look at the same phenomenon, and both are equally valid.
As my original comment mentions, the pressure gradient that you mentioned actually happens in the same place where the air is being redirected. Look at a pressure diagram for airfoils.
---------------------
Unhinged rant below:
See, the air redirection explanation completely and independently explains lift.
And so does integrating the pressure vectors on the wing's surface, like your quotes say.
There is notbing special about the airfoil shape that allows it to produce lift. It's just shaped like that for efficiency (less drag).
A flat wing, like in a paper airplane, produces lift. Yes, it does require an angle of attack to do so, but so do symmetrical airfoils.
I simply prefer the air redirection explanation because it is easiest for most people to grasp. There is no need to get into things like circulation theory or the kutta condition.
Also, if you look at the pressure distribution on a wing, you notice that most of the lift is produced at the "hump" on the wing. This corresponds with the spot where the air is being redirected the most. The air is being forced to turn, and you can imagine it as some sort of suction towards the wing's surface. This shows that redirecting the air is an equivalent explanation. Accelerating air requires a pressure gradient.
The quotes you posted are not wrong. But neither am I. These are not competing theories of lift. They're just different perspectives on the same effect.
If you've ever taken a physics class, you've probably had to calculate the final speed of a block sliding down a slope with friction. Sure, you can solve it via a free body diagram, where you analyze every force involved, but in this specific scenario, that is a bit too complicated. So, instead, we can use the work-energy theorem, which makes this problem trivial to calculate.
The force analysis and the work-energy theorem are both right, and neither is more right than the other. They are simply different perspectives on the same effect. In fact, you can find their connection by applying a bit of calculus.
Nicely done. I have been playing enough to want to learn how to do this....properly Thank you so much
thank you so much for this!!!! so many great tips. cant wait to get home and try this!
Literally getting an oculus cuzza this guy don’t stop making vids
man great video thanks for the tips cant wait to try this out
How do you spawn on the aircraft carrier
You would need to be in a mission that has a spawn point on a carrier. If the spawn point is in the air then you can’t start from the carrier
When ever I am LITERALLY in the perfect spot it tells me “wave off” and like “but… I’m right here WHY”
I get a wave off almost every time. You have to be perfect on approach angle, glide angle, AoA and speed to not get a wave off.
@@TheFerretsWheels As i learned in another comment section, the reasons the AI LSO calls a wave off is put into the game logs. Good to understand what the AI thinks is wrong.
i had trouble with getting the cable to catch and spent hours going round. so i found an easy way, set auto pilot speed to 190 knts , keep ball in centre and stay in centre of runway .
This can work in some situations, but a carrier approach depends a lot on the correct AoA. To get 8° you speed can vary from mid 100’s to around 200 knots
Great vid!
One note on the VSI- you said "minus ten degrees," but that's actually feet per minute x100. "Minus 10" on the VSI means you're descending at 1000 feet per minute... and that's a bit faster than you want to be dropping onto your landing gear!
Thanks gamer
@@TheFerretsWheels Thank *you* for making these videos! Lot of this stuff isn't covered in the tutorials. I haven't gotten really into flight sims since Falcon 4.0 in the 3-ring binder, and you've softened the learning curve on some of this substantially. I doubt I'd have remembered / figured out how the ILS worked, for instance, and one of your other videos made JDAM/SDB employment a snap.
Fabulous!
Got this Vtol game a week or so ago and finding your videos very helpful, so thanks, do you use a real joystick or just in game, or Is there no option to use a real joystick. Cheers.
Thank you. VTOL is VR controllers only, part of the reason the dev made the game was so there was no hotas. Some did make a mod for hotas input but I haven’t used it. I prefer the controllers for VTOL
i was your 600 sub
Thanks Mr Wiggles. Glad to have you
Thanks this helped so much also got a cool aerodynamics lesson
Dude these videos are great. I'm still not getting an Oculus tho 😆
I CANT LAND DUE TO THE CROSSHAIR LOCKING ME TO THE SIDE AND IT'S SO FUCKING ANNOYING
Can you explain what you mean by locking me to the side?
@@TheFerretsWheelsthe centre dot every time I looks away from it it just starts to bring my crosshair to the side and it is very annoying and I still can’t land but this tutorial did make me improve so thank you but I still don’t know is it a normal thing for that to happen it’s been years since I have played vtol
Check the settings and see if you have experimental wind turned on. Without seeing what is happening it’s hard to understand your troubles
@@TheFerretsWheels thanks dude
Still playing ?
Hit me up next time ur ready to take off … same user name on steam
On and off. Doing a lot of DCS training at the moment
Also ILS is the automated landing system in a plane so yes Vtol doesnt have ILS
And as far as i remember a carieer doesnt habe ILS because its not a stadic airfield
ILS stands for instrument landing system. You get a similar readout on the HUD in DCS, vertical like for approach and horizontal line for glide slope. It isn’t automatic
@@TheFerretsWheels you ever played any real flight sims instead of this game you know it is
When youre line up a 747 or any other plane with the ILS the plane can and will auto land all the way
@@TheFerretsWheels here you go
th-cam.com/video/V0OJ-rPDXNs/w-d-xo.html
Like DCS? That not a flight sim? What you are thinking of on commercial jets is called autoland.
In the F-18 you still get the lines on the HUD but if I take my hands off stick ILS won’t land the plane
@@TheFerretsWheels yes and the autoland on a commercial jet still needs ILS and a airport that has ILS to even work and yes not every airport has ILS also i didnt see the DCS referance in youre comment till now
I see so a fighter yet in this case the F-18 has the ILS system but not the autoland option i see that explains the confusion
with the flaps and the wings that create lift is wrong. as the aircraft is going faster the air will stick to the wing as it fly's. which will make the air want to go away from the wing. you know when youre at a park with a spinning pole and you start spinning fast and you are forced to go away from the pole as you spin? its the same force with the wing. the wing is the pole and the air is you.
idk if i explained it right or if it was confusing just search it up
No
Yeah there's more videos about it.
I honestly don't care. But still it's a great video.
This is missing a lot of important real world procedure. You go back to full power on touchdown and only throttle down when you are completely stopped by the wires. You don't go as slow as possible you maintain an angle of attack of 8 degrees. This is not how a case 1 landing is done. You should be on a down wind leg to get on speed and flaps and gear down then turn up wind and onto the final approach. You hit the deck without flaring and hope you get a 3 wire.
Thanks dude. I did cover most of what you said, but it’s hard to stick to the exact procedure and explain everything you are doing as well. I always forget to power up on touch down though smh
in vtol its fine bc if you dont hit the wire you will notice
@@andreaskavak2364 This video is called "Over explained" but he left stuff out.
@@ChadGatling stuff that doesnt actually matter in this game
Although I have become a huge fan of ferret's realistic flying I have to agree with this assessment. Flaps/gear/hook/lights as or before you turn final, and then yes you want to shoot for the 3 wire so aim your velocity vector a little further down the deck... I usually aim just past the wires. Sight picture should have the boat at about 3 deg below the horizon on the HUD, and I like to shoot for 170-173 knots on final to get me on glideslope at least for the F/A-26. Hope that helps!