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Trimming
What's Trimming?
You've finished building your new model, test
flown it and it goes great. Got the control movements sorted out and it
loops and rolls. Right, on to the next model! Yeah, right!!!
A test flight should be just that - a check that
the model goes up and comes down and that it behaves predictably. The
first few flights should be used to get your engine and propellor
combination sorted out. If you've already flown with the engine in another
model, this will be a fairly short process - you know the propellor size
and type that it flies best on although this may vary slightly with your
new model. If the engine is new, make sure that the engine is well run in
and that you're happy with the propellor before you move on to trimming.
Trimming the model has nothing whatsoever to do
with the trimming levers or, on more expensive radios, the digital trims!
A well designed and built model shouldn't need these moved anyway (and I
believe in Santa Clause, too). Trimming the model is a process which is
designed to improve the flying characteristics and ease of contol when
manoeuvring your model. Although all the diagrams in these pages are very
idealistic, it may not always be possible to get an "absolute" solution to
any particular characteristic. In these cases, you have to make a
judgement call and balance the behaviour in one mode against that in
another. All models will benefit from trimming -
even a trainer - although pattern and aerobatic models will benefit the
most. There are four fundamental stages in properly trimming a model - the
engine, the airframe, the controls and mixing. It is
essential that the trimming process is carried out in this order because
the number of iterations to get a correctly trimmed model will be greatly
reduced.
The level of trimming that you can achieve is
also limited by your transmitter. This is where computerised radios really
come into their own with channel mixing, travel adjust, offsets and so on.
Ever wonder what they did? Me, too! The problem with the (thick) manuals
that come with computerised gear is that they only explain how to
programme the radio. They are extemely poor at telling you why you would
want to! Hopefully, these pages will help you to understand why you would
want to read the instruction manual!
Where flying tests are required, choose a day
with little or no wind and turbulence.
When we come to describing programming
computerised radios, I will use the terminology adopted by JR - because
that's what I fly with - but if you're a Futaba or Sanwa owner, I'm sure
that you're well capable of identifying the appropriate functions.
If you think I'm real smart for knowing all this
stuff, I'm not. The majority of this series of web pages is based on the
expert knowledge and skills shared with me by Ian Beveridge and Doug
Thornton over several beers! Thanks for sharing your knowledge.
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Setting The Thrust Line
Most models require the engine to be set at an
angle relative to the fuselage centreline and is typically 2½° right
thrust and 1° down thrust. The engine mounting will also be offset to the
right when viewed from the front. For a clearer understanding of thrust
lines, see our online Thrust Angles section. Setting the thrust line
correctly is probably the single most effective thing you can do to
improve the handling of your model. It is also easy to test fly for and
easy to correct - a real "no-brainer".
Simply put, right thrust is required to
compensate for the spiralling airflow from the propellor hitting the
tailfin while down thrust stops the model climbing when the throttle is
increased. (Unlike a trainer, where more throttle equals more power equals
more height, the aim now is for more throttle to equal more power. With
today's high drag or "constant speed" models, a considerable increase in
power only gives a modest increase in airspeed.)
To get the thrust line set properly, you need to
eliminate pitching and yawing with throttle use.
It is essential that you have decided on the
engine/propellor combination that you will use and that the engine is "on
song" and well run in. It is also essential that the model is trimmed to
neutral. If this isn't the case, you'll be wasting your time.
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Establishing The Side Thrust.
Fly your model straight into wind at full
throttle and pull up into a vertical climb. The theory here is that as the
airspeed bleeds off, a continued vertical climb is now fully dependent on
engine power alone. Do not use rudder (or rudder trim)
to correct for any deviation from the vertical. Your model will do
one of three things.
- If the model continues to climb vertically,
the side thrust is correct.
- If the model gradually, then more noticeably,
veers to the right, the model has too much right thrust.
- If the model gradually, then more noticeably,
veers to the left, the model has too little right thrust.
This test should then be repeated but this time
start by heading downwind. If you're happy that you know what you have to
do for side thrust, you can go straight on to check the down thrust in the
same flight. Repeat this process a few times to ensure consistent results.
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Establishing The Down Thrust.
Fly your model straight into wind at full
throttle and horizontally. Abruptly close the throttle and keep it closed
for 2 or 3 seconds. Open the throttle fully again. Do
not use the elevator (or elevator trim) to correct for any variation in
height - unless of course it's screaming straight for the ground!
The model will do one of three things.
- When the throttle is closed, the model slowly
arcs nose down (as the airspeed drops) and when the throttle is
re-opened, the model should continue towards the ground in a straight
line. Recover (Duh!) and congratulate yourself that the down thrust is
correct.
- If when the throttle is closed, the model arcs
nose up and when the throttle is re-opened, the model goes nose down,
you have too much down thrust.
- If when the throttle is closed, the model arcs
nose down and when the throttle is re-opened, the model goes nose up,
you have too little down thrust.
Repeat this test a few times to make sure you're
getting consistent results.
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Changing The Thrustline.
Whoopee! My favourite - an engine out job... This
can usually be done at the flying field.
Do not attempt to change the thrustline by sticking
things under the engine mounting lugs. The correct way is to alter
the angle between the rear face of the engine mount and the front face of
the firewall. There are several ways of doing this.
Perhaps the easiest way is to place a washer or washers on the bolts that
hold the engine mount to the firewall between the mount and the firewall.
Most mounts have four bolts holding them to the firewall so a few minutes
thought and you should be able to work out what goes where.
- To increase down thrust, add washers to the
top of the engine mount.
- To decrease down thrust, add washers to the
bottom of the engine mount.
- To increase right thrust, add washers to the
left of the engine mount (when viewed from above).
- To decrease right thrust, add washers to the
right of the engine mount (when viewed from above).
Down thrust and side thrust can be changed
together.
Check that there is still adequate clearance
around the engine and exhaust then ensure everything has been re-tightened
correctly and try re-testing. There should be a marked improvement. If
it's not perfect, it's engine out time again! Keep repeating the whole
process until the model successfully and consistently "passes" the thrust
line tests.
Once you are happy with the thrust line settings,
you can make the installation permanent by machining the rear of the
engine mount to the appropriate angle. If you have had to add a
considerable amount of side or down thrust, you will probably gave to move
the position of the engine mount to bring the propellor/spinner back onto
the fuselage centreline
Remember, if you change the propellor to a
diffent type or size or change the engine, you will almost certainly have
to alter the thrust line again.
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Checking The Wings.
Once you have set the thrust line up, the next
stage is to check the model for balance and wing warp. Hopefully, you'll
have built your model straight and true. These tests should prove it. Any
deviation from straight loops and rolls is generally not excessive
although we have witnessed an ARTF "pattern ship" which was so bad that it
was in knife edge flight after the first quarter of a loop! (I guess you
shouldn't try to make a decent model that includes the words "cheap", "ARTF",
"pattern" and "ship".)
This is a two stage test and you have to be able
to execute several continuous loops followed by several continuous bunts.
The easiest (and most effective) way of doing the bunts is to "cheat" by
rolling inverted and bunt upwards into wind. Since you are trying to
establish whether the model rolls (or "screws") out of a loop and what's
causing the rolling, you must not use aileron or rudder
to correct tracking through the manouevres. It should also be
fairly obvious that incorrect side thrust will also cause the model to
screw out.
If you're new to trimming a model properly, it's
a good idea to get a friend to help you with this by taking a note of what
the model's doing as you carry out the manouevres.
The first step is to execute several loops so
head straight into wind and start the loops. Take great care not to input
rudder or aileron to correct any deviation from the loop. Ensure that you
have enough airspeed going over the top of the loops - dropping a wing
because it has stalled will only confuse the issue. As usual, one of three
things can happen.
- The model will fly superimposed loops.
- The model will screw out (in a spiral) to the
right.
- The model will screw out (in a spiral) to the
left.
Note what happened in this first part of the
test.
Now for the part requiring "bottle"!
Execute several bunts. Unusually do this into
wind as it makes it much easier to work out what's happening. As with the
loops, ensure that rudder and aileron are not used while maintaining
sufficient airspeed over the top of the bunts. As with the loops, the
model will do one of three things can happen.
- The model will fly superimposed bunts.
- The model will screw out (in a spiral) to the
right.
- The model will screw out (in a spiral) to the
left.
Repeat this sequence several times to make sure
you are getting consistent results. That's the test flying done - now for
the thinking part! You need to combine the results of the two tests to
find out what the solution is. The best way to analyse the results is to
use a series of tables.
Loops
Bunts
Problem
Solution |
- Tracks Straight
- Tracks Straight
- No Problem!
- No Solution To No Problem! |

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Loops
Bunts
Problem
Solution |
- Screws Left
- Screws Right
- Left Wing Heavy
- Add Weight To Right Wingtip |

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Loops
Bunts
Problem
Solution |
- Screws Right
- Screws Left
- Right Wing Heavy
- Add Weight To Left Wingtip |

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Loops
Bunts
Problem
Solution |
- Screws Left
- Screws Left
- Wing Warped
- Add Trimming Tab To Left Aileron |

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Loops
Bunts
Problem
Solution |
- Screws Right
- Screws Right
- Wing Warped
- Add Trimming Tab To Right Aileron |

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If you have to add weight to either wingtip, do
so in small increments then repeat the flying tests.
If you have a warped wing, there is no good
solution. That is why it is absolutely essential to check the accuracy of
wing panels (particularly foam or ARTF models) before you start to build
and reject them if they are not up to scratch. There should be
at the absolute maximum 2mm (0.080") mismatch at
the trailing edge of the inner rib (or root) when the wingtip ribs (or
tips) are parallel - anything else is junk. Adding a trim tab may help but
the amount of screwing out that will occur will depend on airspeed,
something that an accurate wing avoids. Start with a trim tab of
approximately 25mm (1") long by 19mm (3/4") wide made from 1.6mm (1/16")
ply as near the wingtip end of the aileron as posiible. You are trying to
increase the lift on the "dropping" wing. It might, just might, be
possible to do some very nifty mixing programs on a computerised
transmitter but I wouldn't bet on it!
It is possible that you may not be able to
entirely eliminate screwing out of both loops and bunts due to minor wing
warp. In this case, the best option is to set the model up so that it
tracks correctly when executing loops and use rudder to correct when
executing bunts. The reason for this is that you will inevitably pull more
looping or positive 'g' manouevres and so you will have to correct
tracking less often.
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Checking The Centre Of Gravity (CoG) And Reflex.
You should run through the Thrust Line and Wing
Balance tests to ensure that your set up is still valid - in fact you
should continue to run all previous tests as you proceed through the
trimming procedure to verify that any modifications do not invalidate any
previous work. Establishing the correct position for the CoG involves a
number of checks. Assuming that you have set the CoG in accordance with
the instructions that came with the model or plan, you should be in the
correct ball park. Generally speaking, the position of the CoG shown on
models is conservative - it's too far forward for most aerobatics. The
reason for this is obvious - test flying a model is exciting enough
without the CoG being too far to the rear. Once the model has been
successfully flown and "sorted" the CoG can then be moved progressively to
the rear as required.
If you've never come across reflex before,
reflexing the wing is done by setting both ailerons slightly up from the
neutral position. The effect of this is to decrease the lift generated by
the wing. What??? Sounds stupid but....
If you reflex a wing, you are altering the
fundamental aerodynamic properties of the wing section, particularly with
a symmetric one. Flaps are an example of this but in reverse- when the
flaps go down, there is increased lift on the wing. Reflex is a permanent
negative flap so the lift on the wing is reduced (when the model is right
way up) but more importantly, it is increased when the model is inverted.
The trick is to set the ailerons to the correct reflex angle to minimise
the difference in elevator input required for normal and inverted flight.
What you are trying to achieve is the best balance between the lift
generated in normal flight with that generated in inverted flight. At the
end of the day, this will be a compromise for the simple reason that a
wing requires to fly at an angle of attack to generate lift.
Take the model up to a safe height, fly straight
into wind and execute a spin. Make sure that you use only elevator and
rudder to initiate and stay in the spin. If the model goes into a slow
spiral dive with the rudder and elevator held on, there are two
possibilities. The first probable cause is the CoG is too far forward, the
second is that there is insufficient up elevator and/or rudder to keep the
model in a spin.
Obviously, the quick solution is to try
increasing the elevator and/or rudder throw. Do this by using one of the
positions on the elevator and rudder rate switches - you can then switch
the increased throw off if the model becomes too "twitchy" for you. You
may have to resort to permanently switching to the high rates for spinning
(and perhaps landing) and the low rates for normal flying if you find the
required high movement too high. If this doesn't do the business for
spinning then the chances are that the CoG is too far forward.
Before you alter the position of the CoG there
are a couple of other checks to be carried out.
Take your model to a good height (sufficient for
a two or three second dive!) and head straight into wind. Cut the
throttle, push in elevator to go into a vertical dive then release all the
controls. The model will do one of three things. Remember that to avoid
wasting all your building and trimming efforts, pull out of the dive in
plenty of time!
- The model will continue in a vertical dive.
- The model will pull out towards the cockpit
side.
- The model will push out to the wheels side.
Make a note of what the model does then check the
wing reflex. Fly the model horizontally at about half throttle then roll
it inverted. Release the elevator and watch what happens.
- The model will continue horizontally.
- The model will gain height quickly.
- The model will lose height quickly.
Make a note of what happens and land.
If your model spins easily, continues in a
vertical dive without pulling out and flies inverted with no elevator
control - perfect CoG position and reflex!
If all this good stuff isn't happening, then
either the CoG position or the reflex (or both) are incorrect. Since
setting the CoG and reflex are going to be a compromise, change either
individually, re-fly the tests and re-evaluate what happens.
To increase the reflex, disconnect each aileron
in turn. Depending on how the aileron servo/s are mounted and how the
linkage to the aileron is set up on your specific model will dictate
whether you have to increase or decrease the length of the mechanical
connection from the servo to the aileron. Whatever the set up, turn the
clevis at the aileron two full turns so that the aileron sits slightly up
from the top wing surface when the clevis is reconnected. Ensure that the
aileron is securely re-attached.
To decrease the reflex, adjust the mechanical
connection from the servo to the aileron so that the aileron sits slightly
down from the top wing surface.
Altering the CoG should be carried out in small
increments - no more than 6mm (¼") at a time. Commercially available
self-adhesive weights are ideal TEMPORARILY. When you finally achieve the
correct CoG position for flight, make a note of it's position. Remove the
self adhesive weights and do something usefull inside the fuselage to
change the CoG position - move the battery pack or servos around to suit.
You may need to have the battery pack in the rear fuselage. (I've sat here
for ages trying to make a sentence using "add", "lead" and "weight" but
there's no way I can fit these words together!)
| Results |
Spin? |
In dive? |
Inverted? |
First Remedy |
Second Remedy |
| 1 |
No |
Pulls to canopy |
Loses height rapidly |
Increase elevator and rudder throw |
Move CoG back |
| 2 |
Yes |
Pulls to canopy |
Loses height |
Increase reflex |
Move CoG back |
| 3 |
Yes |
Pulls to canopy |
Maintains height |
Move CoG back |
|
| 4 |
Yes |
Pushes to wheels |
Rapidly gains height |
Decrease reflex |
Move CoG forward |
| 5 |
Yes |
Pushes to wheels |
Maintains height |
Move CoG forward |
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If everything has been sorted out to your satisfaction, the next step you
need to take is to sort out all the servo movements and control throws.
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Setting The Servos And Control Throws.
If you have got as far as this, you have gone a
lot further than most in setting up your model properly!
The next step is to make the most of your radio
gear's capability, whether or not it is computerised.
By the time you have got your model to this
stage, you'll have messed around with the trims, the dual rates and the
servo travel. You almost certainly will have reduced them from the
original set-up. Computerised gear is great but it makes you lazy! Rolls
too fast? - set the aileron servo travel to 50%, fly on rates 60%, need a
bit of trim? - use the trim offset memory. Sound familiar? Guilty!
We've all done this, the $64,000 question is
"what next?".
A servo is designed for operating over a typical
arc of ±30°. In the (not untypical) case above, the aileron servo is
actually operating over 50%x60%x±30° which is....±9°! What's wrong with
that then? If you look at the power output from a servo, generally
speaking there is very little power output over the ±6° in the centre of
the servo's travel - in short you have programmed away most of the servo's
power that you'll be using. The "blow-back" or air resistance will greatly
reduce the actual movement of the control surfaces.
The first thing to note is the physical movements
that you currently have set and any offsets for ailerons, elevator and
rudder. What you are trying to do now is to maximise the servo travel for
the maximum required control surface movements so you reset the dual
rates, trims and servo travel to maximum - if you have computerised gear,
these can be set to above 100%, provided that you don't make the servo
"over-travel".
The next step is to get back to your original
movements using mechanical adjustments only. To reduce the control surface
movement, you will have to move the clevis at the control surface as far
away from the hinge line as possible. If the control surface movement is
still too great, move the clevis at the servo end closer to the center of
the servo. Make sure however that the clevis doesn't bind up with the
servo arm, particularly in the "pull" direction. (A good way round this is
to use ball joints fixed to the top of the servo arm rather than
clevises). By the time you've done this, the neutral position will
probably have moved so disconnect one end of the control rod and
screw/unscrew the clevis until you return to your original neutral
position.
Carefully check that all the control surfaces and
servo arms are free moving over their entire range of travel and that the
neutral positions and travel ranges are as before. Now reset the low rates
to about 75% of maximum travel.
The model is now ready for another test flight.
My experience is that after you have carried out this process, the model
will be "twitchier"! For "twitchier", read "more responsive". This is
entirely due to a decrease in "blow-back" and effective use of the servo's
power range. You may have to reduce the control throws again but by now,
you know that this should only be done temporarily on the transmitter.
Establish the new required movements then alter the mechanical linkages to
suit. Something for nothing? Sure is!
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