Three Axes, Three Controls

British Young Pilots ยท Principles of Flight ยท Module POF-7.1INSTRUCTOR

Content:

Three ways to turn

Sit up straight and try this. Nod your head: that is pitch. Tip your head towards one shoulder: that is roll. Shake your head "no": that is yaw.

Those are the only three ways an aeroplane can turn. Each one happens about an imaginary line through the aeroplane's balance point, its CG, so there are three axes. Now hold your hand out flat like an aeroplane and do all three: nose up and down, one wing down, nose left and right.

Source: Pooleys Vol 4 (10th ed.) p.87.

Three axes, three motions

Every aeroplane has control systems so the pilot can manoeuvre it, and trim it, about each of its three axes. The turning forces that do this are called moments. They are produced by changing the airflow around the aerofoils: altering an aerofoil's shape, or moving its position. The three motions are pitch (nose up and down), roll (one wing down, the other up) and yaw (nose left and right).

AILERON AILERON ELEVATOR RUDDER ROLL PITCH YAW CG

The circle-and-dot at the CG is the third axis, pointing straight up out of the page. Source: Pooleys Vol 4 (10th ed.) p.87.

Three controls, one job each

Each motion has its own control in the cockpit, and each control moves its own hinged surface on the aeroplane:

  • Stick back or forward moves the elevator on the tail: the nose goes up or down. Pitch.
  • Stick left or right moves the ailerons on the wings: one wing drops. Roll.
  • Left or right pedal moves the rudder on the fin: the nose swings left or right. Yaw.

Hold an invisible stick and put your feet on invisible pedals. Nose up: stick back. Wing down: stick over. Nose left: left foot forward.

Source: Pooleys Vol 4 (10th ed.) p.87.

The three primary controls

There are usually three sets of primary controls and three sets of control surfaces, all linked to the cockpit:

  • The elevator gives longitudinal control in pitch: fore-and-aft movement of the control column, or of the control wheel (yoke)
  • The ailerons give lateral control in roll: sideways movement of the column, or rotation of the wheel
  • The rudder gives directional control in yaw: the two interconnected rudder pedals

Note the wording: "longitudinal control" here means control in the pitching sense, and "lateral control" means roll. Say pitch, roll and yaw and you cannot go wrong.

STRETCHIdeally each control would make a moment about one axis only. In practice it is rarely that tidy: deflecting the ailerons to start a roll also produces adverse yaw. Which pedal do you think fixes it?

Source: Pooleys Vol 4 (10th ed.) p.87.

Push at the ends

Why are the elevator and rudder right at the back, and the ailerons out near the wingtips? Try a door. Push it right next to the hinges and it hardly moves. Push at the handle, far from the hinges, and it swings with one finger.

The aeroplane turns about its balance point, the CG, so the control surfaces are put as far from it as possible. A long lever means a small surface can give a big turning push. The controls are the aeroplane's door handles.

Source: Pooleys Vol 4 (10th ed.) p.87.

Leverage and controllability

The surfaces the pilot moves are usually hinged and sit near the extremities of the aerofoils, far from the centre of gravity. That gives them a long moment arm and the greatest leverage. Deflecting one changes the airflow and pressure distribution over the whole aerofoil, not just the moving part: the lift of the combined aerofoil and control surface changes, and that produces the moment. How effective the controls are is the aeroplane's controllability.

Stability opposes controllability. Too much built-in stability makes an aeroplane resist change and hard to manoeuvre, so the designer picks a balance for the job: an airliner wants more stability, a fighter wants more controllability. In that sense the controls are destabilisers. Stops limit control travel, and control locks (a pin through the column, or blocks around the surface) protect parked aeroplanes from the wind. They carry flags because they must come out on the walk-round, before flight.

Source: Pooleys Vol 4 (10th ed.) p.87โ€“88.

Technical: how one deflection becomes a moment

The elevator as the worked example. Column forward moves the elevator down. That changes the shape of the whole tailplane-and-elevator section, so the tail now produces a reduced downward force, or even an upward one if the deflection is large enough. The tail force acts a long way behind the CG, so the change creates a pitching moment about the CG that lowers the nose. Column back does the reverse: elevator up, a larger downward force at the tail, nose up.

Every primary control works the same way in principle: a hinged surface reshapes its parent aerofoil, the force on that aerofoil changes, and the long arm to the CG turns that force change into a moment.

Source: Pooleys Vol 4 (10th ed.) p.87โ€“88. The elevator, stabilator and anti-balance tab get their own treatment in POF-7.2.

Instructor notes ๐Ÿ› 

Misconception: "the rudder steers the aeroplane like a car." On these pages the rudder yaws the nose; keep the language to yaw, and let FT-4.1 and the sim show what actually turns it.

Misconception: "longitudinal control means roll." Pooleys' phrase is "longitudinal control in pitch": it describes the plane of control, not an axis name. Drill pitch, roll, yaw out loud. The formal axis names belong to POF-6.2 and FT-4.1, not here.

Props: a paper plane with three skewers through its balance point (nose to tail, wingtip to wingtip, top to bottom): spin it on each one. A door for the leverage demo: push by the hinge, then by the handle.

Hook: the whole class nods, tips and shakes their heads on command, then flies a flat hand: "nose up", "left wing down", "nose right". Speed it up until they laugh.

Delivery tip: when a child calls the stick-sideways motion "turning", accept it and rename it roll on the spot; the turn itself is FT-4.1's story.

Wings delivery: project the three Foundations cards (about 8 minutes) with the head-and-hand drill after card one, then put the label game on the projector and have volunteers tap the six chips (about 7 minutes). Fifteen minutes total, then straight to the sim for FT-4.1's primary effects. Wings sign-off 1.2.

Instructor copy only. Sources: Vol 4 (10th ed.) p.87โ€“88.

Tap a card to flip it.

Three axes, three controls

Three dashed lines cross at the CG: nose to tail, wingtip to wingtip (the short one, pointing at you) and top to bottom. Tap a word, then tap the box for the motion about each line, and the box pointing at each control surface.

CG ? ? ? ? ? ?

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