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Concorde Landing Pitch Question
Recently a new addon Concorde was released for Microsoft Flight Sim. I've noticed something about this simulated Concorde that makes me wonder about the real one.
I've noticed on final approach and landing that the nose pitches up to the point I can't see over the glareshield! My ZFW was 89645 kg with 18000 kg of fuel. My final approach speed was 170 knots. The only reason I ask here is a quote from the sim forums said "according to the Real manual" that this is what's supposed to happen. If that's so, then I think flying the Concorde must be quite a feat. But I'd think that being able to see the runway would be a must for manual landings. I realize the sim might not be truthful at all. I'd appreciate any comments. |
I can't see over the nose of my E 170...:mad:
And you think that tou have problems :ouch: :oh: watp,iktch |
Becasue Concorde has a delta wing slow speeds resulted in a high angle of attack, usually between 9 and 12 degrees nose up.
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If youre that worried about it, press SHIFT + ENTER a few times until you can see the runway.
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The real drivers sit up an look over the panel....can`t do that with a pc....just play with the W on the keyboard......gives forward views
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Did M$ remember to include the droop snoot in their modeling? If so, did you remember to select landing droop?
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Been a few years now, but pitch attitude on final approach at normal ldg wt was about 10.5deg (equiv 13.5deg alpha for a normal ILS)
Nose & visor had 4 pos'n - Up(above 250kt), visor dn(blo 250kt), visor dn/nose 5deg(t/off) & nose/visor dn (final app & ldg) no problems with visual aspect in the correct config so maybe a sim prog fault. Reduced noise (!!) technique on ILS was to fly 190kt in IAS hold till 800ft (with vref set in IAS ACQ window - 160ish kts) then select IAS ACQ so as to be stable by 500ft, thereafter usual lap of the gods type ldg!! Enjoy the sim, it's a bloody shame she's gone!! p.s, can you adjust the seat pos'n in the sim prog?? |
Thanks for the replies. The snoot does indeed droop and I did remember to droop snoot. As suggested above, I tried shift-enter and that fixed things. Now the runway appears right on top of the glareshield. The reason I asked here was because I'd heard that on the real bird you *couldn't* see over the glareshield. Struck me as not right.
If the sim is 10% true than the real bird must have been quite a beast to handle. Figuring out how to balance fuel was an interesting experience. By the way, what is the effect of an incorrect CG on the Concorde? Was there anything special about CG on the Concorde? I'm familair with CG problems and effects on "regular" aircraft. |
Fakepilot,
did you try "dragging" down the top of the glareshield, this will squash your instrument panel down but you should be able to find a compromise between having a sufficient view of the runway and having adequate instruments. I would be curious if that helps. :8 |
FakePilot
By the way, what is the effect of an incorrect CG on the Concorde? Was there anything special about CG on the Concorde? I'm familair with CG problems and effects on "regular" aircraft. |
Astra Driver:
I'd try your squashing technique but the shift-enter did me fine. Thanks for the idea, might work well for another addon aircraft. RomeoTangoFoxtrotMike: I can tell you the sim models your scenario perfectly! One of my attempts to correct the pitch problem was to load less fuel, as to have less weight on approach. Shortly I discovered that no attempt of creative fuel trimming would solve the CG problem. :) Plus I can't find a way to pump to fuel out of the "engine tanks" once it gets in there. |
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