Essential Techniques for Mountain Flying
Introduction
Mountain
flying in FS2002 (and many other sims) offers a whole new
set of challenges, as it does to real world pilots. It can
be very rewarding, and the default scenery verges on the
breathtaking in many areas, especially in the USA.
There are several very important techniques and theories to
master to make the most of the mountains, and I have put
together this page to help you grasp the basics of flying
in this hostile but beautiful terrain. I have researched
the information from many real world aviation sources, plus
about 65 hours FS2002 high altitude mountain flying
experience in Alaska, Montana and Colorado.
The following information specifically relates to normally
aspirated single engine piston aircraft, such as the Cessna
172 or 182, operating from fields above 5000', but equally
applies to piston twins. Techniques are different for jets
or turboprops, and turbocharged piston aircraft have less
of a performance hit.
I've assumed that all your simulator realism settings are
at maximum, engine set to stop when out of fuel, and your
system displays Indicated Airspeed. A good basic knowledge
of operating flight simulator aircraft under normal
conditions is required, and I have not ventured into
techniques for flying in poor weather - that's another
story!
Theory
A
little bit of theory first. The more you understand how
your aircraft works the better you will fly, and I've
listed some of the reasons aircraft behave differently when
operating from high elevation fields and flying at high
altitudes.
Engine
Performance
Ask
the average driver the power of his car engine and the
chances are he won't know. Ask the average pilot and he
will instantly tell you the horsepower of the engine (along
with a host of other stuff too!). This power output is only
true, however, when it is measured at a pressure and
temperature standard called International Standard
Atmosphere - ISA, at sea level, which is considered to be
1013mb (29.92"Hg) at +15C (59F). Any change from this in
temperature, pressure or altitude will affect the engines
performance for the good or bad.
Unfortunately for us, high altitude has a negative effect
as the thinner air is more difficult to push into the
cylinders, quite drastically reducing the power. Your
trusty 172 will be at full throttle and feel like it is
flying through treacle. By the time you're halfway to the
aircraft's service ceiling the power output will be
considerably reduced, and many of the fields you'll be
flying from will be much higher than this.
Fuel/Air
Mixture
There
is an ideal ratio of fuel and air mixture (called the
stoichiometric mix) which is about 15 parts air to one part
fuel, by weight not volume. At about 18:1 there is not
enough fuel available and the mixture doesn't burn; at
around 8:1 there's not enough air - these limits are known
as
"lean cut"
and
"rich cut"
respectively. Real engines also use a bit of fuel to assist
in cooling the engine, but we won't enter into that here.
Because our air at altitude is less dense, we need to
reduce the amount of fuel in the mix, and most simple
piston powered aircraft have a mixture control that allows
the amount of fuel available to the carburettor to be
varied (the throttle control only varies the amount of
air). At some extremely high airfields the engine may not
even start with the mixture at full rich, so you need to
lean it back about an inch (ctrl-shift-F2 several times).
For takeoff you require maximum power, so it's important to
set your mixture as best you can before commencing the
roll. During the climb you will find your throttle still at
max but the power decreasing, and it's time to lean a bit
more. Once in the cruise, however, there is a handy gauge
called the EGT, or Exhaust Gas Temperature gauge, which
will assist you in setting the optimal mixture. To use
this, lean (ctrl-shift-F2) the engine gently until this
gauge peaks, then enrich (ctrl-shift-F3 two or three times)
the mixture very slightly. The engine should be running
smoothly and producing about the best power it can.
Remember, if you lean too much the engine will misfire and
may even completely lean cut, so be very careful altering
the mixture if you are crossing a ridge! Most engines
(including FS2002 virtual engines) will usually lean cut on
one or two cylinders first, hence the misfire. Don't push
your mixture to far either, or your engine will rich cut.
As you descend, increase the mixture slightly every 500
feet or so, and immediately if it starts to misfire.
Density
Altitude
The
higher we go the cooler we expect it to get. Using our ISA
atmosphere, the air temperature drops 2C (35.6F) every
1000', so at 10000' we would expect -5C (23F). That's fine
up in the air, but if you're 10000' on the ground, surface
weather will determine the temperature. In winter this may
be -20C (-4F) or less, but in summer we could be looking at
+20C (68F) or more. The relationship between pressure
altitude (how we normally measure our height in an
aircraft), air density and temperature is known as density
altitude.
Your aircraft's POH will have a complicated looking graph
giving takeoff distances at various altitudes. You could
look at your altimeter and work out the distance required,
line up nicely and apply full power, only to find yourself
running off the other end of the runway! The poor old
lycoming doesn't understand your perfectly calibrated
altimeter, but only the ambient conditions that it's
operating in, and that's the density altitude. To
illustrate the difference this makes, at 6000' on a
freezing winters day of -20C (-4F), the DA will be about
3100'. On the other hand, at the same airfield on a hot
summers day of +20C (68F), the DA will be around 8200', a
difference of 5100'!
Density Altitude can often work in our favour, as the
example above shows. Some of the very high fields can only
be used by piston aircraft in autumn, winter and spring
when it's cooler - during summer, operations are all but
impossible.
The formula for calculating the DA is quite complicated,
but there are plenty free tools available to do it for you.
My favourite is the great
Virtual E6-B
(1.52Mb) flight computer (the whizz wheel), which has a
host of other useful functions as well. Remember:
always work out your density altitude!
IAS
vs. TAS
For
our final bit of theory, we need to look at Indicated
Airspeed versus True Airspeed. Most ASI's (Airspeed
Indicators) measure
IAS
- Indicated Airspeed, and as your altitude increases
your
TAS
- True Airspeed - will be quit a bit faster. Over 10000'
your TAS may be up to 20kts faster due to the less dense
air.
When taking off or landing at high fields, your ASI will be
reading IAS as usual, but your TAS will be much faster. As
the aircraft is still on the ground the TAS will also be
the ground speed. Just as aircraft perform relative to
density altitude, they do the same with IAS, so although
the ground speed will look right for takeoff the aircraft
will not rotate. You have to keep accelerating down the
runway until the correct rotate speed is shown on the ASI.
To give an example in ISA no-wind conditions, if your
aircraft normally rotates at 65kts IAS, at sea level your
ground speed will also be 65kts. At Lake Co, Colorado,
9800' up your ground speed will be 75kts when your ASI
reads 65kts.
You must follow the IAS, and wait until the proper
speed is reached.
This also applies to landing, and you will find the
threshold appearing much faster than usual, even though
your ASI is showing the correct approach speed. After
crossing the threshold, bleed the speed off above the
runway gradually, and remember your ground speed will be
much higher than normal when finally you touch down.
Techniques
As
there are distinct stages of each flight, I'll group the
techniques to use in that order.
Pre
Flight
Good
planning is absolutely essential for mountain flying, and
many incidents can be avoided by doing this thoroughly.
First and foremost, you must check that your aircraft will
be able to operate at these extremes. Your aircraft will
have a service ceiling that can rarely be exceeded, and
remember, this will be the density altitude, not the
pressure altitude. When checking or setting your weather,
calculate the DA using one of the tools above. If it can't
be done, then it can't be done, so there's no point in
trying it! If you're lucky enough to get airborne, more
than likely you won't be able to cross the first ridge no
matter how many 360's you do.
You must ensure that the runway you intend to use is
physically long enough. Your takeoff run will be much
longer than usual, often much more than twice the distance.
Try to obtain real world performance data for your aircraft
and use this when planning. Consider also takeoff direction
- at some fields there is only one feasible takeoff
direction no matter which way the wind is blowing, due to
mountains or other major obstacles. Obtain airfield data
from the web or other sources to assist you.
Fuel planning is of the utmost importance, as it's unlikely
your aircraft will be able to operate at its MAUW. If fuel
is available at each strip, then carry enough fuel to get
you there with enough reserve to get you back again
(remember, you will probably not be flying in a straight
line, so take this into account). You'll be surprised at
the performance improvement when carrying eight or 10
gallons instead of 20.
If you are using FS_Meteo, or other real-time weather
programme, look for alternates, as mountain weather can
change very rapidly. As suitable strips can be few and far
between up in the mountains, your alternate may be the
airfield you started from! And remember, early morning
flights in the summer can mean that the field you took off
from may be unsuitable for returning to as the density
altitude may have shot up.
Starting
and Run Up
Most
of us have been taught to set the mixture full rich and the
prop fully fine for starting, but things may be different
up here! Now that you've worked out your DA, if it's much
above 5000' you will need to lean a bit before hitting the
starter. This is something you'll get the feel for, and as
long as the engine starts you can adjust the mixture until
the engine is running smoothly.
Your engine will take longer to warm up than usual, so wait
for a decent oil temperature before commencing the run up.
You will notice a smaller difference in RPM when checking
the mags, so take this into account. Even with the mixture
set correctly the engine may die after the run up, so keep
the RPM higher than normal, and also during the taxi.
Taxi
and Line Up
The
first thing you will notice is the amount of throttle
needed to commence the taxi. This is due mainly to reduced
power, but also the prop has less air to bite into. Once
rolling, things revert to normal, although you will need a
lot more throttle management than usual to avoid either
taxiing too fast or the engine cutting out.
Line up as near to the end of the runway as you can, the
more you have the better. Set your trim higher than normal,
but avoid flap if possible as we are going to need the
airspeed, and the loss of lift when they are retracted can
be catastrophic. Apply your brakes and conduct a full power
check - this will allow you to adjust your mixture to give
the best power for takeoff. Don't pull the throttle back to
idle after this as the engine will cut out - if you're not
ready to go keep it at about 40%. After completing your
final checks it's time for the fun to begin!
Takeoff
and Climb Out
Slowly
advance the throttle while holding the brakes until you
feel the prop really biting, then release the brakes and
commence the roll. The aircraft will seem to accelerate
very slowly at first, and it will be a good few hundred
feet before the ASI even registers. Concentrate on keeping
the aircraft straight, glancing at the panel every now and
then to check your ASI and engine instruments. Forget your
ground speed, as it will be much faster than the IAS.
Continue accelerating, and don't let the aircraft fly off
until the ASI indicates slightly above the normal rotate
speed. Pull back gently on the yoke until the aircraft has
lifted clear of the runway, but don't try and climb too
much too quickly. An initial rate of about 50fpm will allow
the speed to build while still over the runway. Ensure you
have adequate airspeed before initiating the climb out.
At very high altitudes you may not be able to sustain a
rate of climb more than 100fpm without the aircraft
becoming dangerously near stalling speed, so you need total
concentration. Keep a good look ahead; watch for obstacles;
watch your airspeed; ensure your vertical speed is
positive; remember as you're near the ground your ground
speed will appear high, but it's the IAS you're interested
in.
The workload is very high, and the aircraft will feel
that's it's wallowing near the stall but the ground will be
rushing by! Don't break your concentration for one second
at this very critical time. You will need to trim to get
the best rate of climb with the safest airspeed to at least
1000' AGL if possible. I find it easiest to trim on the
ASI, ensuring that the VSI is reading positive, but not
worrying about the exact vertical speed. Don't get
distracted - this is no time to enjoy the view!
Climb
Once
you have cleared any obstacles and commenced your climb
proper, you may want to trim
down
slightly to let your airspeed build, keeping the rate of
climb positive all the time. Forget the throttle, as that
will likely be fully open until descent, but lean the
mixture slightly every few hundred feet to avoid a rich
cut.
Gaining altitude is a painfully slow process, and you must
keep an eye on that ASI all the time. It is very, very easy
to stall at this time. Your inclination is to pull back on
the yoke to gain extra height, but it will be instantly
lost in airspeed. Trim for the best you can get, accepting
that it will get less as you get higher! Don't let the
airspeed drop during the climb - let the vertical speed
drop.
You may need to make 360° turns during your climb to clear
ridges and mountains. Remember that turning an aircraft
will need more power to sustain pitch and airspeed, and you
don't have this. Make lazy, gentle turns without too much
control input. Your rate of climb should drop slightly, but
your airspeed should remain the same. Sudden control
surface movements can easily lead to a stall, or worse, a
spin, and you may not have the altitude to recover. Even if
you do, you have lost all that precious height in the
process!
Cruise
This
is the nearest you will get to relaxing! Trim your aircraft
so that it is straight and level for about five minutes,
then adjust the mixture until the EGT gauge peaks. Advance
the mixture very slightly to take the needle off the peak
and you're set for the cruise. You may need to trim a
little after doing this.
In the real world we would have all sorts of nasties such
as up draughts, downdraughts, extreme sink, rotors and
microbursts to contend with, but these are, unfortunately,
not simulated in FS2002. If you have wind set, keep a close
eye on drift as it may take you near high ground.
Never head into valleys unless you know there's a way out -
you may not be able to turn 180° in the available space. If
you must, a good tip is to fly near one side at slightly
reduced power. This will give you extra space to turn, a
slightly lower airspeed to react, and extra power available
to execute quick turn about.
Navigation can be very difficult in this type of terrain,
with very few landmarks and features. Make use of your GPS
or Navigator, but avoid using the autopilot. Flying by hand
keeps you in control of the aircraft all the time. In
FS2002 it's very tempting to use spot view, but I recommend
staying in the cockpit for the first few hours at least.
Remember, even in the cruise keep a close eye on that
airspeed and altitude - the DA may be increasing as the air
warms.
Descent
Plan
your descent well ahead. If you are off course there may
not be a clear path to your FAF which could force you to
climb again. Initiate your descent as normal, but be very
careful with your airspeed - it's very easy to descend far
too quickly and steeply. Keep an eye on your mixture,
advancing it slightly every few hundred feet, and don't
shut the throttle completely. This will very likely cause
the engine to cut out, and may also shock cool it.
Final
Approach and Landing
DON'T
SET YOUR MIXTURE TO FULL RICH! Set your aircraft up on
final much earlier than you would at lower altitudes. The
threshold is going to appear quicker with your high ground
speed, and it will give you time to adjust your mixture for
best power. Fly the approach at the normal IAS; don't be
tempted to come in slower as you will not have the power to
combat the sink. You will need quite a bit more throttle
than normal to keep the correct speed at the normal
approach attitude. As you cross the threshold, round out
slowly and float in the ground effect. The aircraft will
stall before you reach normal ground speed for touchdown,
so keep the wheels as near to the surface as possible. The
stall horn should be sounding as the main wheels gently
touch down, but keep the nose wheel off until the speed
reduces to the normal ground speed. Gently brake and you're
down! Don't close the throttle completely as your engine
will cut - use the taxi tips above to get to the ramp.
Other
Considerations
The following information was provided by Steve Armstrong,
a real-world Colorado Mountain Pilot, who stumbled across
this article. Thanks Steve, for you input.
1) This is not a hard rule, but it is very predictable.
Know where the up and down drafts will likely be at all
times during your mountain flight. Up drafts are likely to
be found on the windward side of a ridge and this is the
optimal place to be as the wind/air must rise in order to
get over the mountain obstruction. The down drafts and
resulting turbulence (which can be very nasty and scary in
real life) is found on the leeward side of the ridge as the
resulting air which rose over the mountain ridge now
cooling and descending into the classic mountain wave.
2) When approaching a ridge in which you wish to cross,
approach it at a 45 degree angle so that if you find
yourself in a down draft which you can't overcome, a turn
of no more that 90 degrees will get you heading downhill.
And if you don't hit any nasty down drafts, you can cross
the ridge once more and more terrain from the other side of
the ridge becomes visible.
3) Fly the ridges and not in the valleys. Not only can you
search out the up-drafts by flying the ridges, you can also
turn into the valley if trouble arises. If you are flying
in the valley and trouble occurs, you may not be able to
out climb the rising terrain.
I hope this has been helpful and informative. Many topics
discussed above are the same in the real world, but some
are specific to our sim. Most of all, enjoy your mountain
flights!