Instrument Takeoff/Landing
ivan gabrovski Tools Contains ads
App airplane takeoff and landing entirely by instruments — without the runway.
- Price
- Free
- No in-app purchases
- Updated
- Sep 7
- 2026 · v3.0
Screenshots
About Instrument Takeoff/Landing
## Dashboard Instruments
- **Artificial Horizon** — shows the airplane's pitch.
- **Airspeed Indicator (IAS)** — indicated speed in knots, with STALL warning.
- **Altimeter** — altitude in feet above the runway.
- **Variometer (VSI)** — vertical speed, ft/min.
- **Compass (Heading)** — current heading.
## Controls
- **Throttle** — slider for engine power (0–100%).
- **Elevator** — slider for pitch: center is neutral, down = forward (descend), up = back (climb).
- **Flaps** — button, toggles 0° / 10° / 20° / 30°.
- **Landing Gear** — button, down/up. Landing with the gear up = crash.
**RESET** — restarts the simulation from the beginning (on the ground). ## Flight logic (FlightPhysics.java) Phases: `ON_GROUND → TAKEOFF_ROLL → CLIMB → CRUISE → APPROACH → FLARE → LAND_SUCCESSFULLY / FAILURE` - Takeoff roll: increase the throttle, speed rises; above 55 kt and pull the stick — liftoff. - Climb: pitch controls the vertical speed. - Approach: reduce throttle and descend; below 50 ft you enter the Flare phase. - Flare: level the pitch for a smooth touchdown (VS shallower than -350 ft/min, speed close to reference, landing gear down) = successful landing, otherwise — failure. - There’s a simulated stall if speed drops too low relative to flap setting. The physics is simplified (arcade-like) but realistic enough for practicing the sequence of instrument flying actions. You can easily change the constants at the start of `FlightPhysics.java` (VR_SPEED, VREF_SPEED,
STALL_SPEED_CLEAN, MAX_CLIMB_FPM, RUNWAY_LENGTH_FT): Options from the menu – reset button or start the application.
- **Artificial Horizon** — shows the airplane's pitch.
- **Airspeed Indicator (IAS)** — indicated speed in knots, with STALL warning.
- **Altimeter** — altitude in feet above the runway.
- **Variometer (VSI)** — vertical speed, ft/min.
- **Compass (Heading)** — current heading.
## Controls
- **Throttle** — slider for engine power (0–100%).
- **Elevator** — slider for pitch: center is neutral, down = forward (descend), up = back (climb).
- **Flaps** — button, toggles 0° / 10° / 20° / 30°.
- **Landing Gear** — button, down/up. Landing with the gear up = crash.
**RESET** — restarts the simulation from the beginning (on the ground). ## Flight logic (FlightPhysics.java) Phases: `ON_GROUND → TAKEOFF_ROLL → CLIMB → CRUISE → APPROACH → FLARE → LAND_SUCCESSFULLY / FAILURE` - Takeoff roll: increase the throttle, speed rises; above 55 kt and pull the stick — liftoff. - Climb: pitch controls the vertical speed. - Approach: reduce throttle and descend; below 50 ft you enter the Flare phase. - Flare: level the pitch for a smooth touchdown (VS shallower than -350 ft/min, speed close to reference, landing gear down) = successful landing, otherwise — failure. - There’s a simulated stall if speed drops too low relative to flap setting. The physics is simplified (arcade-like) but realistic enough for practicing the sequence of instrument flying actions. You can easily change the constants at the start of `FlightPhysics.java` (VR_SPEED, VREF_SPEED,
STALL_SPEED_CLEAN, MAX_CLIMB_FPM, RUNWAY_LENGTH_FT): Options from the menu – reset button or start the application.
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|---|---|---|---|---|---|
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