Readers are assumed to have downloaded all the situations and charts needed from the website before they begin working through the book and the beauty of the way the lessons are presented is, as I have already hinted, that a complete beginner will be an expert pages after beginning.
The first flight teaches you all the basics, like pulling back when the houses get bigger and pushing forward when they get smaller, but in at least as thorough a way as you would learn in your first lesson at a real flying school They have both taught at real flying schools and it shows.
The second and third chapters teach you about the effects of wind on the plane, including how to fly turns around a point in a wind and crosswind takeoffs. Chapter four is about airport operations, including all the basics like how to join a circuit and your first flight to another airport.
Microsoft Flight Simulator X for Pilots: Real World Training, Paperback
Chapter five is about navigation and communication, six about in-flight emergencies, seven about performance takeoffs and landings and eight about slow flight, stalls and spins. All this will be very familiar to anyone who can remember their flight training, because it is based around a real-world flight training syllabus - and not only that, it is fun, because the authors cite real-world incidents to illustrate their points and they talk with experience.
If you have enough experience with FSX to be able to find your way around your local airspace and take off and land safely, then you might question the need for reading chapters one to eight, to which I would counter that you still have nearly pages to go, and the first eight chapters are fun. Besides, you are about to meet the Cessna , which gives the authors a chance to talk about the basics of radio navigation, take a peek at the G, cover night flying and discuss how to deal with adverse weather.
By chapter 14, you are learning fast and they trust you to take a spin in the Mooney. The Mooney is one of the most neglected planes in FS, but in the real world, pilots covet them, because those hulls are fast - the downside being that you have to anticipate and keep your mind ahead of the airplane all the time. Mooney drivers fly high and the plane makes a great IFR platform, so chapter 15 is about basic attitude instrument flying.
By chapter 17, you are doing instrument approaches, which are really well explained, then you get to try GPS approaches, and chapter 19 is about NDB approaches and DME arcs - all of a sudden you are an expert, doing the tough stuff. But the book doesn't make it feel like that. Yes, there is a great sense of achievement, but the authors have the art of making difficult things seem easy. Towards the end of the book, you will get into multi-engined flying and the final chapters deal with multiplayer, virtual airlines, virtual ATC and a whole ragbag of stuff.
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