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Old 06-02-2007, 07:00 PM
  #11  
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Originally Posted by SlingAir
And on another note, make sure to ease it into the pink........
just picture your attitude v bar as your mustache and take the flight director for a mustache ride!!!
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Old 06-02-2007, 07:05 PM
  #12  
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Keep the brick centered, and on the V1 cuts- don't freak out. At V1, keep the nose down an extra second or two, get back on centerline and then rotate... albeit about 5 knots fast, but you'll be surprised how much more controllable the ac is with that little bit of extra airspeed.

good luck in the box!!!
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Old 06-02-2007, 07:36 PM
  #13  
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Great....
Fly the FD, keep it centered.
Any more things I should consider? (Tips that come from experience )
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Old 06-02-2007, 08:31 PM
  #14  
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Congrats: Hope to see you soon again.
Can you send me a PM on it? the oral that is!

Thanks,
Mark
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Old 06-02-2007, 08:55 PM
  #15  
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Originally Posted by shanejj
Great....
Fly the FD, keep it centered.
Any more things I should consider? (Tips that come from experience )
instructors will tell you that because the thrust is so close to the center that you don't need a lot of rudder to keep the plane upright and straight, this is true if you are comparing the amount of rudder required in the crj to what is required in the 737.. when you think you have put in enough rudder, give it just an inch or two more and its good.

also on the side note if the faa sees you staying on the runway trying to get that extra speed to help you maintain control after a v1 cut they will send you packing. ask the guy who just did his checkride here at pinnacle while the fed was in the sim. staying on the runway after you are supposed to rotate does not guarantee that you will have the climb performance required to clear all obstacles... remember that 35ft crossing thing?? well that is what its about. not a big deal in mem, or detroit with a 10000ft runway, but get into roanoke, or somwhere else with some potential hazards and it can make a difference. it may be a good technique in the sim but a good checkairman wont allow it, and the faa sure as hell wont.
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Old 06-02-2007, 09:25 PM
  #16  
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Same time, don't get the airplane off the ground until you're ready for it. I know as i did it in the sim and it didn't end well. So, i wouldn't pull up until i was "under full control" it's much easier than fighting the airplane. Same time, don't saw @ the pedals to get the right amount of rudder, stick some in, see what happens, add a little more or less pressure as needed, but if you have to much, then not enough, and then to much again, you'll bounce all over the place, and before you know it, you're just trying to keep the plane in the air, much less on a heading. If you're doing a good climb say 3-4k ft/min 5k will come up fast. Trust the flight director, and just fly the box (airplane) it's really that simple. Keep your head on straight, study hard, and study everyday before you ever see the box, and you shouldn't have problem the first
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Old 06-02-2007, 09:37 PM
  #17  
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Don't roll the sim unless the motion's turned off.
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Old 06-03-2007, 05:29 AM
  #18  
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Originally Posted by POPA
Don't roll the sim unless the motion's turned off.
Because breaking a hydraulic leg on a Level D sim costs upwards of $100,000...
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Old 06-03-2007, 06:58 AM
  #19  
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Originally Posted by Airsupport
also on the side note if the faa sees you staying on the runway trying to get that extra speed to help you maintain control after a v1 cut they will send you packing.
I beg to differ... this was recommended to me by an FAA observer during my ERJ SIC type ride.

Then again, different strokes for different folks..
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Old 06-03-2007, 07:23 AM
  #20  
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In the 73 we are told to keep it on the ground for an extra second or two. Not to go back for centerline. just get straight on the runway and more speed for the ailerons(crossover on the 73) and rudder and then rudder to the floor as you rotate then find a good position for it. If your field isnt balanced then the 35 feet at the end isnt a factor. If it is you have to go on the numbers, and let the plane catch up.
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