FS9 King Air nose up pitch trim

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FS9 King Air nose up pitch trim

Postby WPadgett » Fri Apr 17, 2015 10:29 pm

Still haven't got a solution for my pitch trim problem.

Here's the problem:

My FS 9 default King Air 350 doesn't have enough 'nose up' pitch trim to maintain approach speed. Some back pressure on the yoke is required.

Tried several approach configurations, "Approach Flaps" without power, full nose up trim, "Full Flaps" with power, full nose up trim but neither will hold my desired approach speed of 109 knots KIAS or less. Usual result is too much speed and a forced touchdown to employ reverse thrust and lots of brakes.

I'm running FS9 with no additions, scenery, aircraft, weather etc. Using CH Flight Sim Yoke and CH rudder pedals. The other default FS9 aircraft that I use have plenty of nose up trim.

All suggestions appreciated.

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Re: FS9 King Air nose up pitch trim

Postby garymbuska » Mon Apr 20, 2015 7:41 am

WPadgett wrote:Still haven't got a solution for my pitch trim problem.

Here's the problem:

My FS 9 default King Air 350 doesn't have enough 'nose up' pitch trim to maintain approach speed. Some back pressure on the yoke is required.

Tried several approach configurations, "Approach Flaps" without power, full nose up trim, "Full Flaps" with power, full nose up trim but neither will hold my desired approach speed of 109 knots KIAS or less. Usual result is too much speed and a forced touchdown to employ reverse thrust and lots of brakes.

I'm running FS9 with no additions, scenery, aircraft, weather etc. Using CH Flight Sim Yoke and CH rudder pedals. The other default FS9 aircraft that I use have plenty of nose up trim.

All suggestions appreciated.

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I do not recall the default King air that I have having this problem though I do use reverse thrust. You have to remember this is a turbo jet. They are designed to be flown in not glide in stick to a C150 for that.
This might not be something you can fix. I would suggest that you find another King air that does not have this problem than compare the Air Files and the Aircraft CFG files of the two aircraft.
But from what you are saying this could be a weight and balance problem as well and changing things in this area can be tricky indeed.
Move the center of balance to far back and the plane will sit on its tail when parked.
The first place I would look is at the elevator section.
But like I said there might not be nothing you an do about it.
When designing a aircraft one has to plan on where to put the center of balance. Once that is decided you have to figure out the rest of the weight and balance of the aircraft based on the center of balance. But I could be wrong I have never designed a aircraft before.
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Re: FS9 King Air nose up pitch trim

Postby Fozzer » Mon Apr 20, 2015 10:21 am

Its a shame really, but I know that all my Turbine-driven, prop aircraft, are going to give me difficulties in obtaining the correct speed for safe landing!
Turbine props take AGES to wind up, and AGES to wind down!

Its a technique, involving Turbines, that has to be learnt....

(The Aircraft Owners Handbook is useful)... ;) ...!

...so I mostly stick to my Cessna 150, piston-prop, Aerobat, and stick the passengers on the wings!

Paul.... :lol: ...!
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Re: FS9 King Air nose up pitch trim

Postby tgibson » Mon Apr 20, 2015 10:50 am

Desired speed with approach flaps is 130 kts, so I'm not surprised you cannot maintain 109 kts. With full flaps, desired speed is 105 kts, so that is more of a problem.

From: www.rightflt.org/?wpdmdl=659

If this is the default King Air I'm not surprised; many of the default flight models are not good (look at the Piper Cub sometimes!). An easy option is to maintain a speed higher than 109 kts on final with full flaps. It will result in a little longer landing length, but that shouldn't be a major problem at most airports.

Replacement flight dynamics are available:

http://www.flightsim.com/vbfs/showthrea ... t-dynamics

Hope this helps,
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Re: FS9 King Air nose up pitch trim

Postby northstar » Tue Apr 21, 2015 8:01 am

Hi, Iv'e probably got close to 1,400hrs flying the KA300 in fs9 and it's a real gem. This being a twin engine aircraft, you should always stay at or above the blue line speed which is at I believe 125 knots IAS. That is with full flaps, idle levers high, props max rpm, and let us not forget to lower the gear. Done that a couple of times. So use as much power as needed (ballpark 55% torque) to hold that speed until your landing is assured. If you go below blue line speed and have an engine quit you could lose directional control and that's not good! Try a few single engine approaches and go arounds and see what happens. I hope this helps.
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Re: FS9 King Air nose up pitch trim

Postby Gringo6 » Mon Apr 27, 2015 9:57 pm

Open the "aircraft.cfg" file with wordpad or notepad.

scroll down to "flight tuning"

change elevator_trim_effectiveness from 1.0 to 2.5

save and close.

Now you have enough trim to trim to 109 kts.

Ok ?
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Re: FS9 King Air nose up pitch trim

Postby Gringo6 » Mon Apr 27, 2015 10:09 pm

If you're seriously into King Airs you might look at the afg300. I don't remember where I found it (it's freeware). You may have to google it to find it.

IMHO it's better than the default King Air plus it doesn't have those star ship looking winglets.
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Re: FS9 King Air nose up pitch trim

Postby WPadgett » Fri May 01, 2015 1:06 pm

Thanks for the suggestions from, fozzer, garymbuska, gringo, northstar and tgibson. All appreciated and I'm trying those re the King Air individually and with various combinations.

What I failed to make clear in my original post is that I run out of nose up trim during the final 200 feet or so before touchdown as I try to get the airspeed down to 110 KIAS.

Side note; if I could get the airspeed on short final to fall as fast as the King Air's fuel gauges I'd be happy!

Thanks to all!

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Re: FS9 King Air nose up pitch trim

Postby Capt_Cronic » Fri May 01, 2015 6:15 pm

I can confirm what Gringo6 says is a good fix.

setting elevator_trim_effectiveness to 2.0 works very well with no drawbacks

I just flew straight and level, full flap, gear down, 104 kts
power 37%, rpm max.

I still had extra trim to spare.
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Re: FS9 King Air nose up pitch trim

Postby WPadgett » Fri May 01, 2015 10:38 pm

Capt_Cronic wrote:I can confirm what Gringo6 says is a good fix.

setting elevator_trim_effectiveness to 2.0 works very well with no drawbacks

I just flew straight and level, full flap, gear down, 104 kts
power 37%, rpm max.

I still had extra trim to spare.


I'll give it a try! Thanks Captain.

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