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Hangar 9 FS One™ Precision RC Flight Simulator

The folks at Horizon waited a while before introducing an RC Flight Simulator. RC Flight Simulators of one type or another have been available since about, note the “about,” 1996. With each passing year, the simulators became more accurate and the simulator graphics improved faster than the computer’s graphic cards themselves. Horizon used this extra development time to create an RC Flight Simulator that not only has great graphics, but whose virtual aircraft handle remarkably identical to their non-virtual (real-world) counterparts.

Photo 1 The complete FS One package includes the unique TacCon™ controller. The TacCon is actually a 7-channel transmitter simulator. A special feature of this simulator is that the TacCon can be adjusted to behave just like any 7-channel computer transmitter including channel mixing (rudder to elevator for example, to achieve straight knife edge flight), end point adjustment, exponential control and much more. If you wish, you can use your own transmitter instead of the TacCon. Adaptor cords for all major transmitter brands are included. The entire program is contained on four compact disks and occupies 4 GB of hard disk space. It is a complex program with nearly endless adjustability, possibilities, flexibility and capabilities. (That should take care of the “…bilities” for now.) But the simulator is easy to use, right from the start. In the package is a Keyboard Command Card. this invaluable tool works just like the note cards new piano players mount on their pianos to match each key to the correct note. Save this card as it will come in handy dozens of times in just your first 24 hours with the FS One. Minimum Computer Requirements The FS One simulator is a very modern program, with many abilities, and therefore has definite computer requirements. The absolute minimum is first, a CD drive to load the program. Second, only Windows XP or 2000 Pro (SP3 or later) or newer Windows OS releases will operate it. The computer needs at least a 1.8 GHz Pentium IV (AMD Athlon XP 2500) or better Processor. Best would be at least a 2.8 GHz Pentium or Athlon XP 3000 processor. The minimum RAM memory is 512 MB but 1 GB would be best. The minimum graphics card should be in either the NVIDIA 5000 series or ATI 9000 series class and have at least 64 MB memory. 128 MB memory would be better as would using either a 6-7000 series GeForce or X600 Radeon class card. There are two 3-D fields that will not tax older computers’ graphic abilities. The computer used for the review tests uses a 3.2 GHz Intel processor, Windows XP, 1 GB RAM, 540 MHz speed memory and a Radeon X-300 series graphics card. At all times the FS One operated perfectly with never a blur, skip, slowdown or freeze frame. All options were always enabled, including all possible scenery, noises and sky graphics.

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The aircraft graphics are amazingly accurate. But even more accurate is the way they fly. Flying one of the FS One’s airplanes is exactly like flying the real world counter part (with just two exceptions noted later). It is difficult to realize you are flying a virtual airplane since the FS One’s aircraft handle exactly like the originals. There is even runway friction slowing the airplane down on landing and resisting the takeoffs. Grass runway takeoffs have more rolling resistance than do the paved runways, as they should. You will NOT find yourself saying that an FS One virtual airplane flies differently than does a real RC model. The simulation is that close and exact. If you can’t fly the Blade CP helicopter in the real world, you won’t be able to fly it in the FS One’s world either. If your approach speed while landing the Alpha 40 Trainer tends to be high and you are always landing “long” at your club field, don’t expect to do amazing short-field FS One landings. Of course, the great thing about using the FS One is that you can practice a lot to get those approach speeds down to where they should be and safely learn to fly the CP without ordering three helicopters’ worth of parts. Let’s look at the FS one, starting with the airfields that are available. Before activating the simulator program, disable the screen saver if any, because the FS One does not. Suddenly appearing star fields or colored pipes can really mess up a good landing approach. The Airports

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The Alpha 40 shown in photo 2 is landing at “Big T” airport as part of the FS One’s flight training lessons. The FS One has flying lessons from the very basic to advanced 3D maneuvers. All are narrated and performed for you by the simulation. The narrators are Mike McConville and Quique Somenzini, two of the very best RC pilots in the world. Fight lessons from these two pilots alone is worth far more than the FS One’s total cost. Big T (photo 4) is a “Pano” (Panoramic) field modeled using accurate aerial and ground level photographs. The graphics are excellent and make you feel you are actually flying at the field. However, not all the differing view angles, including chase and cockpit views, are available at any of the Pano fields. Only the basic RC Pilot views can be seen but those are the viewing positions most important to RC piloting. The Heads Up Display (HUD) is available at all fields however and is especially useful flying gliders at the various Pano ridge sites. Because just the RC Pilot’s views are visible at Pano fields, the “helicopter” aerial images of the 3D fields, which do have all the differing viewing angles, cannot be shown. Therefore, only the images from the airfield selection tables (like those in photos 4 and 5) can be shown for the Pano fields. Click on each photo to enlarge it and you will even be able to read the FS One field description box. Big T is a special challenge for landing practice. The runways are very narrow requiring the pilot to learn excellent approach control to make it to pavement. Add some cross wind, all winds are fully adjustable, and the challenge becomes very real. Start with the Alpha 40 here before trying to land the 33% Extra in a heavy crosswind if you don’t like repairing broken landing gear legs. Sorry, forgot it was just a "sim" there for a minute. Just use the reset button. I love virtual airplanes and reset buttons. Pitkin County Airport has lots of approach space but the runways, while larger than those at Big T, are still on the narrow side. The same challenges apply here but are extra difficult if you are flying some of the jets. The high approach speeds, 75+ mph, don’t give you much time to get everything lined up and the crosswind slip adjusted before touchdown.

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Worthington Airport (photo 6) on the other hand is wide open with big runways and lots of space. This is just about a 360 degree flying field with approaches from all sides. The flying is done from the ramp space but there is a big runway way out there. The ramp is bordered by drums to keep out the full-size stuff. You should watch out for the drums while landing but you don’t really have to; you can’t hit them. This probably a good time to explain that most of the obstructions at the Pano fields cannot be hit. These are photographs only and the airplanes can roll or fly right through them. Some of the Pano fields have obstructions you can hit, like the trees at “Gone Wireless” Field and the near walls at Tri-Cities Parking Garage. All of the indoor Pano sites’ obstructions are hit-able and make for fun and challenging indoor flights. Photo 7 shows the big 33% Extra at Worthington taxiing right through a nearby fence gate with the gate very closed. None of the visible obstructions at Worthington are more than pictures. They are great photos but they will never get in your way. The buildings, fences, drums, cars and everything else here are just for graphics. All the detail images truly enhance the realism of flying on the ramp, but will not cause real-world type problems.

Photo 8 There are two Pano RC Club flying fields. The Decatur Field (photo 8) is suitable for everything except jets. Sometimes the trees and building are hazards and sometimes they are not. I just wish my club field looked like this!

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Eagle Sky is another of those wondrous, wide open flying fields in farm country. There are two pilot perspectives here. Eagle Sky 1 (photo 9) looks back towards the pit area and down the long runway. This field is a comfortable fit for all but the really big airplanes. When I say really big airplanes, keep in mind that most of the FS One’s airplanes can be made any size up to actual size. I don’t think the full-size Mig 15 would find Eagle Sky a comfortable fit but, hey, try it and see what happens. Eagle Sky 2 (photo 10) looks down the big cross runways and is the most comfortable pilot’s position.

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There are three glider flying sites, all good for slope soaring or Dynamic Soaring. Thermals are completely adjustable in the FS One. That is a new feature I had not seen before in most simulators. West Field Miners Summit is a good field for soft slope soaring but great for thermals. The outdoor sites can be set for thermal activity so all outdoor FS One flying sites can be used for regular soaring practice.

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The Bianca Crater is a true virtual-only site that was computer generated. It is good for slope soaring if the winds are set correctly. The water here and at Jockey Ridge proved to be very hard, allowing both safe landings (photo 13) and takeoffs (photo 14) with the giant electric-powered (complete with spoilers) 44% scale SwiftE sailplane.

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Jockey Ridge has a Dynamic Soaring site for some really fast glider flights (photo 15). The only real difference between the DS Jockey Ridge and the non-DS one is the launch direction. The DS site launches away from the crater and, with the winds set to the DS version, allows for some exciting slope and high speed work on the ridge behind the pilot. Using the regular Jockey Ridge site points the glider into the wind and out over the crater. This is best for slope soaring with the winds set for the non-DS version of this site. Using the SwiftE and winds at 20 mph makes flights that last all day.

While we are discussing airplanes, a nice feature of the FS One is that the TacCon transmitter automatically adjusts itself to the selected aircraft. No user input is required. When flying the SwiftE, or the unpowered Swift, for example, the throttle stick switches automatically to work the spoilers while the rotating knob operates the throttle on the E version. The left hand “retract” switch changes to couple the rudder to the aileron input while keyboard no. 4 brings the gear up and down. Not having to assign differing transmitter controls is a nice feature. If the pilot gets a little lost on some of the control functions, just select the “Flight Manual” button and the manual deploys showing the various control functions for that airplane’s setup. Talk about something easy to use.

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The Castleton Football Field (photo 17) and the Castleton Track and Field area are two of the other outdoor Pano sites. The running track looks inviting for takeoffs and landings and teaches good piloting skills. But the granular surface might be hard on engines in the real world so enjoy it here. The nearby hurdles pose some collision problems so keep your approach straight in line with the “runway” if you want to make a safe landing.

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The Omni Soccer Field is another Pano outdoor site that has two pilot perspectives. Photo 19 shows the view with the soccer goal in place and a hazard to navigation. The other view in photo 20 keeps the goals out of site unless you fly in their direction. This is a big field good for just about any FS One aircraft except maybe the giants and the jets (if you are from NY, capitalize those Giants and Jets).

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Concordia Soccer Field (photo 21) is a tight place that Park Flyers and small electrics will love. There are obstructions like the light pole, but generally this field is rather open for the small airplanes. Speaking about open fields, you can’t beat the Granite Springs Sod Farm. Nothing except grass just about anywhere you look.

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The Sod Farm is a good flying field for the real big ones. Even the full-size Ultimate (photo 23) is at home here. The big Ultimate is a stock airplane in the FS One simulator and surprisingly hard to fly from the ground. I have never flown a full-size Ultimate but I have an Extra 200 and that was a very easy and honest aircraft to pilot. Hopefully, full-size Ultimate pilots have it easier sitting in the cockpit than we RC pilots have it from the ground because the big Ultimate is a bear to land. The full-size Mig 15 in photo 24 is my creation and even harder to fly than the Ultimate. But then, the real-world Mig 15 was hard to fly, nearly impossible to fight and not even close to being honest (according to Gen. Chuck Jaeger). All of the FS One aircraft can be edited. Every aircraft parameter from power, weight, size and control response to wing area, thrust effects and lift parameters can be adjusted. The FS One does not actually edit the stock airplane. It keeps that airplane intact but creates a copy that can be edited and saved. This is a good feature for us non-computer whizzes and newer FS One users. We can mess with an airplane’s characteristics without ruining the regular one.

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The remaining outdoor Pano flying sites are somewhat different. These specialty fields each feature a unique flying environment. The evergreen Court and Spa is for small electrics only. A glow engine’s noise would disturb the nearby retirement home residents. There are many obstacles and good flying skills are required. If you don’t have them, this field will develop them for you. The Thomas Brook Park (photo 26) is another tight field but much larger than is Evergreen. Small electrics work well here as does the Alpha 40 (no retirement home nearby).

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Gone Wireless (photo 27) is a strange field located on a railroad track. The accompanying wires have fallen down in places, hence the “gone wireless” name. Unlike the real world, the tracks make a good runway. If you want to learn how to spot land, try Alpha 40 landings in between the rails. Remember to control the roll out or else. This field is really designed for the FS One’s helicopter aircraft. Helicopters are fun to fly around the obstructions, there are just a few, while practicing spot landings and hovering. The Tri-Cities Parking Garage is a great place for 3D flying. The area is small but even the 33% Extra works well here, in 3-D mode. Harrier-type vertical landings are a good idea, so let the FS One teach you how to perform them. Only one wall of the parking garage is a true obstruction. Only the near garage floor is a true landing area. Taxi or land too far from the piloting position and your airplane just falls endlessly into oblivion. Helicopters are good here also.

Photo 29 Photo 30 If you like tight flying areas with few obstructions, you will love Roswell Crater (photo 29). Another computer generated field, Roswell Crater actually reminds me of a club field I flew at in Hawaii. It was not as tight, but you could lose your airplane into the volcano, for real! The FS One’s reset button is looking better and better. Night Life is a night flying wonder. The airplane always remains in view, even if you fly too high for the lights to reach. This makes helicopter and small glow flying possible but Night Life is really meant for electrics and 3D flying. It is fun and educational.

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One of the premiere indoor flying sites in the country is the E-Flite Aerodrome (photo 31). This magnificent indoor flying site is actually the University of Illinois gym located in Champaign. I had the privilege of flying here just recently. Flying the FS One version is exactly like flying in the real world Aerodrome except for that great reset button. This is the largest indoor flying area that FS One has and so is a good place to start your indoor adventures. All the smaller electric airplanes and “foamies” work well here. You can fly 3D or just regular maneuvers. There is plenty or room for both.

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The Circleville Stock Pavilion (photo 33) is the exact opposite of the E-Flite Aerodrome. Tight, with low ceilings, (yes you can hit those ceiling crossbeams) and lots of obstructions, the Stock Pavilion is made for electric helicopters and slow indoor aircraft. It is challenging and fun to fly. Succeed here and you definitely get a feeling of piloting satisfaction. The Oceana Armory (photo 34) has higher ceilings and fewer obstructions but is still a little tight. This is one of the better indoor sites for 3D flying with lots of hovering and waterfalls instead of regular aerobatics. Helicopters work well here also.

Photo 35 The Berkley Field House has plenty of space and few obstructions but the ceiling is low. This is a good site for slow flyers and aerobatic maneuvers instead of 3D flying. Of course, helicopters work here but watch the throttle of you will be in the rafters before you know what happened. Then it is time to bolt on some replacement parts or hit the reset button. One thing you will always notice flying the FS One is that the aircraft, all of them, seem to be so real. It is not just because the graphics are so good either. Many RC simulators have great graphics. After 37 years flinging RC airplanes around the sky, one would think I could easily tell the difference between an FS One virtual aircraft and its real-world equivalent. But that is extremely hard to do because the virtual aircraft (with two exceptions) fly the same as their real- world counterparts. When the pilot begins concentrating while learning new maneuvers like single roll loops or nose-high spot landings, the computer screen slips into the background and only the action matters. That is how real the FS One aircraft are to fly.

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Frasca Airport, with its 4,000 ft. runway is the 3D site most FS One pilots will choose. The 3D flying sites are different from the Pano ones. All the differing views, chase, cockpit, side, top and dozens of others are available using the keyboard’s “F” (function) keys. The top down view is shown in photo 37. The Frasca airport layout is shown under the Bell helicopter. While not as photographic as the Pano sites, the 3D graphics are still excellent. And be careful of all obstacles here. Everything you see at any of the 3D fields is real and will damage your airplane if you hit it. There are six 3D fields but Frasca is the one most suitable for powered aircraft. There is even a hangar with open doors at Frasca that you can fly through. However, it is located a distance from the pilot’s position so you will have to use cockpit or chase views to navigate safely through it. Unlike the Pano fields, where only the Omni Soccer Field 2 can be used, all 3D flying sites will work with any of the games. The games include rockets, bombs and pylon races. The 3D sites are the most capable fields in the simulator. Everything can be flown at these sites and they pose the most realistic challenges as far as flying sites are concerned. You will get very familiar with Frasca if you are using a computer near the high-performance end of the minimum computer requirements.

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The Flying Club field (photos 38 and 39) is a 3D site that is better for computers closer to the minimum performance requirements. Mesa is primarily designed for newer pilots learning how to takeoff, land and fly simple aerobatics. While all the obstructions are real there are few of them and they are not located where they can be hit, except on takeoff if you hold too much right rudder. The airplane can be flown out of the pilot’s vision (unlike Pano fields) however, so be careful about that and use the F3 magnifier setting just in case.

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The Plainfield RC Flying Site is another 3D club field designed with lower performance computers in mind. It is also a great place to learn to fly. With even fewer obstructions than Mesa, the runway is a narrower. Set up some 5 mph crosswinds and this field will allow you to practice wind-correction slips until you have mastered them here and in the real world. If you want to learn to land, select the Alpha 40 and work out the air to ground kinks here.

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The Valkyrie 3D site combines aerial photography and satellite imagery so it is more challenging graphically for your computer. But most computers capable of running the FS One program will have few problems here. The graphics are better than the two “low-res” fields but the flying is just as rewarding. The aerial view (photo 43) shows a wide, long runway with open approaches on both sides. This is a good field for the bigger aircraft and some pylon racing.

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Harker Mountain would probably not be my first choice for a real-world flying field. It is a very small and narrow “runway” on the very top of a ridge line. There are two cars in the way if you land a little long and no where else to put down safely except for the runway. If you think your landing skills are good, try a powered aircraft here. The graphics are great and the flying feels very real. Since Harker is based upon satellite images, it must be real. I truly feel for the RC pilots using this field unless they are flying gliders. Setting the winds from the north or south will allow some slope soaring here, but not as well as at the true slope soaring sites. The Aircraft

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The FS One has a wide range of aircraft from a full-size Extra 300 aerobatic airplane (photo 46) down to small indoor helicopters like the Voyager E. The Voyager E in photo 47 is flying at the Circleville Stock Pavilion. Circleville is a very small indoor site perfect for helicopters. The full-size Extra is sitting on the runway at Frasca, a 3D airport designed for jets and large airplanes.

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For many Sport Aviator readers, the training aircraft are of primary interest. While flying the big scale ships and trying your hand at managing the collection of rotating parts known as helicopters is fun, the FS One’s primary purpose is to teach basic and advanced RC flying. For pilots just starting out, the basic trainers like the Alpha 40 flying at Frasca (photo 48) and the electric- powered HobbyZone Firebird Commander navigating the obstacles at Castleton Football field (photo 49), are the better choices for learning. All the basic “flight lessons” use the Alpha 40. All the virtual aircraft in the FS One fly like their real-world counterparts. That means that a new pilot trying to fly the large Ultimate Biplane will have the exact same handling problems like tip stalls, ultra fast roll rates and response lag inherent in the real world airplane. These handling characteristics are not good for basic flight training. So fly the “hard ones” all you want. There is a reset button remember. But when you get serious about learning to fly, use the trainers.

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The E-Flite Ascent pictured flying at the Omni Soccer Field (photo 50) is a good trainer choice for those wanting to learn on something a little different. This gentle powered glider offers good handling, slow flight speeds and excellent visibility. The HobbyZone Aerobird Extreme, also flying at the Omni Soccer Field (photo 51), is, despite its Extreme name, another very good choice for a trainer. This one has elevator for pitch control and may be somewhat easier to learn on than airplanes using throttle for pitch management.

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The ParkZone Slow V flying at the Evergreen Court and Spa (photo 52) is another excellent trainer option. Just keep the winds light and choose a more open field than Evergreen for your first lessons (the Sod Farm is good). There is even an indoor basic trainer, the ParkZone J-3 Cub, flying in the E-Flight Aerodrome in photo 53. All these choices make for superior basic training.

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But there are many more aircraft selections in this simulator. There are several scale aircraft, small replicas of full-size airplanes, to choose from. The “Warbirds” are usually everyone’s favorite when it comes to scale airplanes. The FS One has enough of those to satisfy even a Reno Air Race fan. Of course, the large P-51 Mustang from Hangar 9 is a perennial favorite. Shown in photo 54 landing at Frasca, the 15-pound, Saito 180-powered Mustang features flaps and retractable landing gear. The simulator has larger versions of this airplane all the way up to an 86-pound monster. The T-34 in photo 55 flying at the Eagle Sky field also has retracts but no flaps. The FS One’s “large airplane” wizard has several versions of the T-34 as well, including a 133 in. wingspan monster. Despite its real-world role as a basic trainer, the model version of this airplane is not a basic trainer but is a good introduction into the scale model world.

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The AT-6 Texan, set up in the Navy’s SNJ colors, is another good scale introductory airplane. Complete with flaps and retracts, this airplane will help the newer pilot to learn how to control altitude with throttle and airspeed with elevator on final approaches. The big cowling makes the SNJ slow quickly if too much “up” elevator is applied and the sink rate skyrockets. The F-4U Corsair is a bit more tricky to fly than either the SNJ or the T-34. It also has flaps and retractable landing gear. At the beginning of this review, I mentioned that all the FS One aircraft, with two exceptions, fly so much like their real-world model counterparts that it is possible to forget you are flying a simulator. Well, the SNJ and the F-4U are the two exceptions. They fly exactly like the real-world model aircraft except for spins and snap rolls. I have flown both these Hangar 9 models several times as Other People’s Airplanes (called OPA’s) on their maiden test flights. I think that I have flown at least two Hangar 9 SNJ’s and three Corsairs. None of these aircraft exhibited flat spin characteristics. The FS One versions of these airplanes enter flat spins that are nearly non-recoverable even with full down elevator, full throttle and lots of altitude. The Corsair even flat spins from the top of a regular inside Avalanche (a loop with a snap roll at the top) regardless of the airplane’s airspeed at the top of the loop. This does not happen in the real world at all. Both Hangar 9 models are well mannered and fun to fly. They are honest airplanes with no hidden vices like flat spins. Advanced pilots, don’t let this minor FS One programming bug scare you away from either of these excellent scale models in the real world. Other than these two exceptions, the reality of all the FS One aircraft is simply amazing.

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The Bob Violet Models (BVM) Mig 15 shown in photo 58 is a turbine powered, flap and retract equipped, scale model that is a truly challenging aircraft. Landing speed is around 50 mph and it just won’t slow down easily for landing. The turbine has a response lag just as does the real-world model. When you finally do get the thing slowed down, it wants to fall out of the sky and the turbine response may be too slow save it. The pilot must be far ahead of this airplane; the same as in the real world. The Mig is a good airplane for touring the FS One’s virtual world. It bruises around 200 mph so covering ground is not a problem. Photo 59 shows the Mig on tour as it cruises around the world surrounding Frasca Airport.

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The Mig is also a fun airplane to enlarge, The FS One’s Large Aircraft file has a 33% version shown landing at Frasca. The green Heads Up Display (HUD) is especially useful flying the jets as it allows the pilot to better plan the landing approach speeds. Using the aircraft editing wizard, I created a full-size Mig 15 version shown flying around the Sod Farm. When this one passes by, you can get blown off your feet.

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The BVM XL Bobcat is the other FS One jet aircraft. This one is even faster than the Mig but has less flying time. Yes, fuel consumption is a limiting parameter for FS One airplanes just as in the real world. The Bobcat can fly loops with tops that are nearly out of sight. The Cessna 182 is one of two non-aerobatic scale airplanes in the FS One world. The one in photo 63 is landing at Pitkin Airport.

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Photo 64 shows the Cessna landing at Pitkin Airport in a heavy cross wind. The cross wind is around 25 knots and the Cessna is using all its control surfaces to stay in line with the runway. I believe that the full-size C-182 has a maximum demonstrated crosswind component less than20 knots. But models usually have better crosswind abilities than full-size airplanes so the simulator is pretty close to reality when practicing crosswind landings. Crosswind landing practice is one of the FS One’s prime functions. Practice them with this simulator and soon you will be flying in crosswinds while other club members are limited to hangar flying only. The Piper Pawnee, here flying at Frasca (photo 65), is a large but gentle scale airplane. It is fun to fly and allows some relaxation time for the pilot. As in the real world, the Pawnee is an excellent glider tug. The FS One features glider towing in both one and two person flight régimes.

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Hangar 9’s 46% scale Ultimate aerobatic biplane offers the FS One pilot a flying experience not usually available to most RC pilots. I have not yet flown the big Ultimate but have watched a friend fly one and its flying seems to match the simulator version. Maybe if I practice enough on the FS One version, he’ll let me fly his real-world Ultimate? Hangar 9’s popular 33% scale Extra, shown as a full-size version in photo 67, flies just like its original which I have flown several times (another OPA). This airplane has always been a joy to fly and will do anything the pilot asks of it. The FS One version is the same. Try learning rolling circles with this aircraft. Its excellent rudder response simplifies flying this complicated maneuver.

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There are 40 and 90 size Hangar 9 Funtanas in the FS One. These very popular 3D airplanes teach torque rolls and other 3D maneuvers. The reset button always comes in handy here.

Photo 70 The Hangar 9 3-D Twist 40, flying in photo 70 over the Tri-Cities Garage roof, is another very capable 3D airplane. This one is powered by the Saito 72 but that can always be changed using the aircraft editor. The FS One allows the user to edit any and everything about any airplane.

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The E-Flite Tribute 3D is a 3-D indoor aircraft. Here it is flying inside the Berkley Field House. The indoor E-Flite Ultimate 3D biplane is also a good choice for the smallish Berkley Field House.

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The FS One also features several gliders for thermal, slope or dynamic soaring. Setting the thermals high makes for some interesting flights. Both gliders, the big 44% Swift flying at Minersville (photo 73) and the Tracon K2E over Jockey Ridge (photo 74), also have electric- powered versions. The electric power is useful for climbing back up when you have lost the slope lift at the ridges. The Swift has retractable landing gear and features spoilers. The Tracon has wide flaps. All aircraft, but especially the gliders, can be winch, tow or hand launched.

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The extremely versatile Hangar 9 Ultra Stick 120 is also featured in this simulator. The quad flaps make for amazing flight abilities. See the Sport Aviator review of the 40-sized Ultra Stik for complete performance details. Even in a full dive from on high, the Ultra Stik doesn’t exceed 60 mph (photo 76). Look at the video of the real-world 40-sized Ultra Stick doing the same thing in the Sport Aviator review. You can’t get much closer to reality in a virtual airplane than this. Helicopters

Photo 77 Just as the FS One has the Alpha 40 basic airplane trainer, it also has basic helicopter trainers like the Voyager 50 shown in Photo 77 at Decatur Field. Wide open fields like this and the Granite Sod Farm are great for those first helicopter flights. The Voyager 50 has the wide stance training landing gear to help keep rotor blade reorders to a minimum. The Blade CP (photo 78) is another good first helicopter. The Sport Aviator review article has complete real-world details. The FS One has the training gear option on all its helicopters except the turbine SX, the Long Ranger and the Vigor CS.

Photo 78 The Blade CX is the premier helicopter trainer that is ideal for those first flights. It also can be fitted with trainer landing gear to limit tipping over. The CX’s twin rotors make the helicopter enormously stable. See the Sport Aviator Blade CX review article of this helicopter and watch the videos. The real Blade CX is one of the few twin-rotor helicopters than has good forward flight and the FS One’s virtual CX does as well. However, flying the CX well does not mean a pilot can fly a single rotor machine as well. Flying the CX teaches that helicopters require absolutely the minimum amount of control input possible. The CX also teaches orientation and which control inputs to use when the helicopter changes its position relevant to the pilot. But the next step, the Voyager or Blade CP, must then be taken before a new helicopter pilot can truly be hatched.

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The Blade CP is shown hovering around Frasca airport in photo 79. It does not have its training gear attached but the first flights a new helicopter pilot flies should be done with the training gear installed. The JR Vigor CS is shown in photo 80 at the Castleton Track and Field site. Such sites with little or no runway are still useable for helicopters. But the obstructions make flying difficult for new helicopter pilots.

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There is even a turbine powered helicopter, the Jet Copter SX. This one is not as hard to handle as its jet fixed wing counterparts, but the throttle response lag is there, so plan ahead for it. The more wide open fields like Decatur are better for such high-performance equipment. A good challenge for the newer helicopter pilot is flying the scale-like Long Ranger in a tight space such as Evergreen Court and Spa (photo 82). Except for the Blade CX, all the FS One helicopters can be flown either conventionally or with all the fancy stuff that allow inverted flight and wild aerobatics. The transmitter automatically adjusts to the type of machine selected. Inverted flight employs a constant high throttle setting with altitude controlled by adjusting the blade pitch, including reverse pitch for inverted flight. All helicopters are infinitely adjustable using the editor. Flight Lessons

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The FS One features flight lessons from two of the very best RC pilots in the world. Mike McConville and Quique Somenzini are World Champion aerobatic pilots. Mike teaches all the basics and some really excellent advanced maneuvers. Quique really gets into the advanced stuff and I guarantee that every pilot, no matter how experienced and skilled will learn something flying these lessons. As an example, I learned how to fly better precision snap rolls using this tutorial.

Photo 86 If you want to learn how to fly Mike’s Knife Edge Slide, it’s all here for you including transmitter inputs and demo flights. Mike talks you through every control input and aircraft position. Then you can practice on your own.

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Or try duplicating Quique’s single-roll rolling circle. This simple looking maneuver will vacuum whatever pride you have as an RC pilot right out of you. But lots of practice on the FS One will recapture that pride as you finally master this extremely difficult maneuver, eventually. Quique’s narration and detailed description helps, but only much practice, simulator and real-world, will teach a pilot how to fly this one. There are many basic and advanced flight lessons in the FS One. It will be years before a pilot will be able to master them all. But it is fun trying and the FS One will make any RC pilot better for the practice. Special FS One Special Features

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The FS One has many special features and activities. The glider tow allows either one or two pilots to practice towing a glider up to altitude. It is not as easy as it looks. If flying one-pilot operation, you may want to try flying the glider first as flying the tow airplane can be tricky. As you control the glider, watch how the computer tries to fly the tug. The reset button does not work here. If you crash the glider, it will not reset as a whole aircraft. Unless you want to try flying just a fuselage, exit and then re-enter the glider tow scenario to repair your aircraft.

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So many different piloting views are available that it is impossible to describe them all. Photo 91 shows a chase view of the 33% Mig 15 diving on Frasca at 312 mph. Side views that are mouse- adjustable, like that in photo 92, are also available.

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If you would rather climb inside your aircraft, watch the world spin around from inside the 33% Extra (photo93). The only way to fly through the open hangar at Frasca is to be either inside the airplane, like the cockpit view from the inverted P-51 in photo 94, or from right behind it as in the Mig view above.

Photo 95 There are a few games which also require cockpit or chase views. Rockets and bombs will wipe out the targets in photo 95. There are ground and air-to-air targets in this game. Two players can fly against each other but two controllers or transmitters are required for two-pilot operation. The game keeps score so there will be a winner. Single pilot games are also possible so try to beat your own score when flying solo.

Photo 96 The rockets are fireworks type with long wooden sticks. They look a little silly on the aircraft and why the FS One uses them is beyond me. My speculation is that the fireworks rockets look less war-like and menacing than would six Sidewinders hung under the wings. But these are warbirds flying here; Corsairs, Migs and Mustangs. They deserve mounting more realistic rockets. But that of course is just my own opinion and is probably in the minority. Photo 96 shows the SNJ rounding a pylon in the pylon race game. The computer calls the turn for the pilot and signals any pylon cuts. Two players can fly here as well. Remember to use the controls set on the lowest rates. The TacCon controller has triple rates on the right side switch. Most simulator “transmitters” have just dual rates so the TacCon has an advantage. Use low rates for racing to keep away from the ground.

Photo 95A The FS One has another unique simulation. Several months ago, a video of some inspired RC piloting made the rounds on the Internet. A fast thinking, very skilled pilot saved a large aerobatic aircraft by flying and landing it in knife edge flight after one wing panel separated from the aircraft. I also saw this done live at the 2004 Pattern National Championships after a mid-air collision took off nearly an entire wing panel from the airplane. So it can be done if the pilot thinks and reacts quickly enough. The FS One has an Extra with a very weak wing spar on the left side. Once airborne, the slightest elevator input will cause the left wing to separate. The pilot then has to roll to knife edge flight, wing-high, input right rudder and get the aircraft safely back to land. The rudder controls pitch, throttle manages altitude and the elevator, well leave the elevator alone. Do not use it to turn the airplane. Instead, roll the wing slightly off center to make turns. Try it for a while and it will come to you. Summary There is just so much more to the FS One that it is not possible to cover it all. Even the 99 photos here and the 7,000 plus words can’t do it. The FS One costs $210 with the transmitter and only $180 without the TacCon. There are adaptors available for all transmitters, including the new Spektrum series of 2.4 GHz transmitters. This latter allows wireless operation. Flying the FS One aircraft is identical to flying the real-world models. The feel is the same. An experienced model pilot just can’t tell the difference. The ultra flight realism makes learning fast and maximizes the knowledge transference from the virtual to the real world. This is the way to learn how to fly RC model aircraft.