FSX Piper Piper Warrior Turbo.
New animated 2D panel flight controls as while as in VC
Tweak airfile / new paint.

For Flight Simulator X: Unzip to the Microsoft Flight Simulator X folder. Then move the content of Flight Simulator X\aircraft to
Microsoft Flight Simulator X\SimObjects\Airplanes.


Aircraft file Tweaking / paint mods.
Mainly fixed over reacting rudder controls , and speed of Warrior, trimed plane.

Mel Mutter
mel11@ruralsurf.net


Org Plane designer Piper Warrior 11

Rien Cornelissen
mwcornel@sundancer.demon.nl
Badhoevedorp,
The Netherlands


The door will open using . First the door latch will open together with the storm window, a small window within
the window directly to the pilot's left, and then the door itself.

The bagage door will open and close by followed by <2>. The ribbon to keep this door in the open position is represented too.

The gear has suspension, as can be seen when moving on uneven ground. The wheels will spin while taxiing.

Like in the real Warrior the trim surface at the trailing end of the elevator wil move extra as the elevator is moved.

When trimming nose-up or nose-down the standard FSDS animation made the trim surface move in the wrong direction,
so I turned its axis 180 degrees. The trim surface should go up in trimming nose-down, causing a downward force on
the trailing end of the elevator, which will increase the elevator's angle-of-attack, making the tail go up and the nose down.
To make sure I checked it with the real aircraft, and indeed this is what it should be.

The 2D panel, new texture was made , and animated flight yoke was added.
This is copyrighted.
Warrior with a '16 x 9' panel, with the wheel fairings installed.



The subscale of the altimeter will read both hPa (=mBar) and inches of mercury. The tanks will contain 25 Gal. each, and the
fuel gauges will indicate "full" at that amount.

The annunciator panel is functional, as is the audio panel, on which sound of markers, nav 1 and 2, and ADF can be switched on and off.



The windows are transparent parts, not textures. Repainting the aircraft will not lead to loss of transparency.
In the textures, though, reflectiveness is contained in the alpha channel, making the windows and some metal parts shiny.
The aircraft paint has been made a bit glossy, too. Changing textures with a paint program could make reflections disappear,
unless the alpha channel is set again after the change.


A special word about the P-effect:

I placed the engine slightly to the right of the midline in the flight dynamics
(aircraft.cfg and Piper Warrior-II_nwf.air/Piper Warrior-II_wwf.air) to simulate the P-factor:
In the real aircraft the propeller turns clockwise as seen from the pilot's seat.
Therefore, the propwash will take a spiralling trajectory along the fuselage. It will collide with the vertical fin,
pushing it to the right, thus causing the aircraft to turn left.
In addition tot that, in most flight conditions, but especially those with a high angle-of-attack, a propblade will have a higher
angle-of-attack and a greater relative airspeed when going down as to compared to going upward.
This adds to the aircraft's tendency to turn left left slightly.

This so-called P-factor is compensated in the Cessna 172 with a bent strip of metal at the trailing end of the rudder;
in the Warrior by the rudder trim, but the degree of correction will depend upon airspeed.
In situations in which engine power is high with respect to airspeed (takeoff, climb, recovery from stall)
the pilot has to apply "right rudder".

This is the case in almost all single engine propeller aircraft; most engines (but not all) turn clockwise.
I got mail from people who didn't like it, but it is just what a real aircraf does.

The P-factor adds to realism, but there are a few prerequisites:

1. The simpilot must have rudder pedals.
2. The pedal mechanism should have no mechanical play: its potentiometer should exactly follow the feet's movements.
3. In the settings menu the null zone for the rudder pedals must be set to zero. If the software that comes with the
pedals allows for a null zone, it should be set to zero too.

If you don't have pedals, activate autocoordination in meneu:aircraft\realism.