RCU Forums - View Single Post - Breaking in the engine and other questions
Old 08-16-2005 | 09:40 AM
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From: Elizabethtown, PA
Default RE: Breaking in the engine and other questions

ORIGINAL: Purple Bird

Hello All,

I have been reading quite a few posts from this forum as I begin to take my first steps into this hobby and I have a few questions that I haven't seen covered yet.

I went out and got the generic Hobbico Nexstar package about two weeks ago and have been practicing religiously on the simulator. I'm sticking all of the landings as well as deadsticks, figure eights and so on. Now of course I want to get the real plane in the air with the help of an instructor and take it from there.

Can you guys give me the best steps to be taken in breaking in a new engine? The manual mentions a few things but I thought everyone here might have better insight into prepping the engine for the first time up.

Secondly, one of my damn cats already knocked over on of my unassembled wing halves and now there is a small hole in the bottom of the wing. I'm going to assume this can be patched without too much trouble.
My goal now is to become good enough to get started on a second plane big enough that I can fly that cat around as payback!!!

Another question I have for the masses is to ask how you progressed into different aircraft. Was it a matter of preference for what your second and third planes were or was it matter of choosing a plane solely to progress your skills.

I know, I know, you must walk before you can run, but advice along the way always is beneficial.

Thanks in advance,

Brad
Brad,

Welcome to the addiction, err, hobby and RCU

While the simulator is a great source of practice, they are somewhat different than flying the real thing. If you are doing well on the sim it's time to add wind and clouds and stuff to the sim. Also, if you have all the toys installed on your plane, especially the AFS, turn that thing off. It promotes one very bad habit. It's function is to return the plane to upright and level flight. In training that forces you to hold aileron in a turn. The problem is a plane does not "turn" that way. Without the AFS, if you hold the aileron in a turn, you will very quickly find the plane rolled over on it's back and in an inverted dive, not a good thing to be in. If you have it turn on in the sim, turn it off and you'll quickly see what I mean.

You can leave the wing extensions and stall breaks on until you get your first landings in, then remove them, but be prepared for major trim changes afterwards. Once all of these "toys" are removed you will have a totally different plane that actually is fun to fly.

As far as the breaking, follow the OS manual, I have done that with every OS engine I have ever owned and they all run very well. While the paperwork does state that the engine is already "broken in" it may need re-tuned to allow for altitude differences of where you are versus where it was first setup, plus the breakin was most likely done on different fuel. It never hurts to run through the breakin procedure again.

As far as the hole, as Ken said, it all depends

You'll know when you are ready to move to the second plane. A good rule of thumb that I tell my students after solo is this (some are Ken's suggestions, some are my own)

Are you completely comfortable with the plane flying directly at you and can turn the plane in whatever direction you want without much thought.
During your takeoff roll, can you keep the plane reasonably straight.
During your landings, can you have the gear touch down reasonably close to the spot you planned on most every time.
Can you takeoff and land in a crosswind
Can you fly at least 3 patterns inverted and do it without being overly nervous

Now as far as a second plane a good low wing is in order here and there are tons of them. Some of the most popular are

Four Star 40 or 60 from SIG
Tiger2
Super Sportster
SIG Something Extra (On low rates)
World Models SkyRaider series
and a ton of others