I'm not sure I want to fly that airplane.
If they were at V1 then they would have continued, no? It's typically very difficult for non-pilot bystanders to judge aircraft speed if memory serves.Do you think they were actually at V1? Or as the article writes "near takeoff speed"?
If they were at V1 then they would have continued
Perhaps I'm confused on this one, but isn't V1 your "stop" speed (ergo, the maximum speed that you can accelerate to, lose an engine, and stop in the remaining runway distance)?
Any V1 "cuts" I've done in the sim were engine failures/fires at V1 that required you to take it in the air.
While I get it that V1 is pretty much the worst time it could happen, it can happen in any phase of flight and the canned response to a failure right at V1 might be slightly different.
I think it would be a good idea to include engine failures in the initial climb out stage but after V1, thus varying the required steps ever so slightly. I feel with every engine failure looking exactly the same, any variation may cause a delayed or inappropriate response.
Another thing I'd like to see in the sim is losing an engine on final. Jets have a lot of flaps out that create a lot of drag. Our normal procedure for a single engine landing is to land at flaps 20 instead of flaps 45. Its not unfathomable to ingest a bird on short final and to have to deal with the problem that close to the ground.
Perhaps I'm confused on this one, but isn't V1 your "stop" speed (ergo, the maximum speed that you can accelerate to, lose an engine, and stop in the remaining runway distance)?
Once upon a time I flew a Level D 757-200 sim, and we did an engine failure on final approach, flaps 30, and gear down. It was an enlightening experience to be sure: immediate reconfiguration was required.
You know that's something I've wondered about a lot.
I may have, but I don't think I've had a single engine failure in the sim that wasn't either early in the takeoff roll making it an obvious abort, right at V1 making it seem kind of "canned", or a flameout in more or less level flight.
While I get it that V1 is pretty much the worst time it could happen, it can happen in any phase of flight and the canned response to a failure right at V1 might be slightly different.
I think it would be a good idea to include engine failures in the initial climb out stage but after V1, thus varying the required steps ever so slightly. I feel with every engine failure looking exactly the same, any variation may cause a delayed or inappropriate response.
Another thing I'd like to see in the sim is losing an engine on final. Jets have a lot of flaps out that create a lot of drag. Our normal procedure for a single engine landing is to land at flaps 20 instead of flaps 45. Its not unfathomable to ingest a bird on short final and to have to deal with the problem that close to the ground.
Our training department is pretty good, but I'm starting to feel that because of poor design of the airplane and some recent events, more of the time in the sim is being spent retraining the obvious (watching the stick pusher recover from a stall on its own) and coming up with extra procedures instead of fixing problems with the airplane (zero flap landings out the ying yang, turning on the wing anti ice for a second before departure if OAT is less than 5, even if its clear and a million, etc)
But, what about an engine failure or fire just after accel height when you're clean and accelerating to 250? Definitely a much less complicated maneuver than an engine failure right at V1, but one of those non-standard procedures that may make you hesitate and say "Huh..." Best to see that in the sim.
Didn't that happen on a 767 a while back resulting in loss of the aircraft?Actually the T/R deployment at cruise speed at high altitude was even more interesting than the V1 deploy.
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A company called Western Airlines actually did train for the last above eventuality. It was a memory item checklist for the 737-300 that went something like "Set MCT or as required - Flaps to such and such right now - continue the approach." I may be able to find the checklist and associated Flight .
A single T/R deployment at V1 can be a little bit sporty. Got to do one of those in the sim.
Actually the T/R deployment at cruise speed at high altitude was even more interesting than the V1 deploy.
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A thrust reverser deployment at V1 is a challenge but the more interesting challenge is a V2 failure. The V1 failures occur on the runway when you can still botch things and not lose control. In the air, with low speed and high angle of attack, losing (loosing) an engine requires more precise control and PROPER rudder input.
A while back, there was a DC-9 with an engine failure after airborne. The guys stepped on the wrong rudder and they rolled inverted and that was that.
Ugh. I've had students try to do that to me in a twin.A while back, there was a DC-9 with an engine failure after airborne. The guys stepped on the wrong rudder and they rolled inverted and that was that.
Is that a recoverable failure, or if the TR pops at cruise are you pretty well hosed?The other incident mentioned in this thread was a 767 with Lauda Air over Thailand.
My airplane has an auto retard function that in the event of an inadvertent thrust reverser deployment, it will take that thrust lever and mechanically drive it back to idle. His hand was on both thrust levers so they both came back. I was thinking "I know our performance should be terrible, but I can't even get this off the ground....oh, wait"
Ugh. I've had students try to do that to me in a twin.
Is that a recoverable failure, or if the TR pops at cruise are you pretty well hosed?
Never had a reverser open in flt but we practiced it in the sim of various machines I flew. As noted in a previous post, the engine goes to idle to open the reverser so the drag associated with it is the problem, not the reverse thrust. Still, it is a good idea to get the engine shut down in a timely manner using the checklist. It was not a memory item and if one followed the primary rule (FLY THE AIRPLANE) at least in the sim, you could successfully deal with the abnormal.Fifteen minutes and one second into the flight the co-pilot exclaimed, "ah reverser's deployed," accompanied by sound similar to airframe shuddering, sounds of metallic snaps and the pilot-in-command stating "here wait a minute." With the deployment of the nr.1 engine thrust reverser, engine thrust was reduced to idle. Aerodynamic effects of the reverser plume in-flight during the engine run down to idle resulted in a 25 percent lift loss across the wing. The airplane stalled and entered an uncontrolled descent. Buffeting, maneuvering overload, and excessive speed caused pieces of the rudder and the left elevator to separate. This was followed by the down-and-aft separation of most of the right horizontal stabilizer from maneuvering overloads, as the crew attempted to control the airplane and arrest the high-speed descent. A torsional overload then caused the separation of the vertical and left horizontal stabilizers. The loss of the tail resulted in a sharp nose-over of the airplane, producing excessive negative loading of the wing. A downward wing failure was probably followed by the breakup of the fuselage. The complete breakup of the tail, wing, and fuselage occurred in a matter of seconds.
Interesting. I'd read the CVR transcript but not an analysis of what actually happened and how it could be handled.In the case of the Lauda 767, here is a synopsis
Never had a reverser open in flt but we practiced it in the sim of various machines I flew. As noted in a previous post, the engine goes to idle to open the reverser so the drag associated with it is the problem, not the reverse thrust. Still, it is a good idea to get the engine shut down in a timely manner using the checklist. It was not a memory item and if one followed the primary rule (FLY THE AIRPLANE) at least in the sim, you could successfully deal with the abnormal.