3 ms·
Stick shaking is already used for stalls, and only for stalls (ok, specifically, it activates right before a stall, but for all intents in this argument, that's
by verandaguy 3y ago
Stick shaking is already used for stalls, and only for stalls (ok, specifically, it activates right before a stall, but for all intents in this argument, that's the same thing).
Pilots are trained very thoroughly to react to stick shakers in one specific and immediate way -- execute the stall escape manoeuvre, and that's to immediately, with only very minimal instrument scanning (typically, just check altitude and airspeed), apply power and push nose down to the extent the surrounding terrain will allow you.
I do agree that dual input could be better handled, but I doubt we'll see many big leaps in that area until active side sticks become the norm. For Boeing aircraft with yokes, I can't see a good solution. Maybe have some kind of hard-to-miss, single-purpose visual indicator on the glare shield, like where Airbus puts theirs? Or an alert when the two control columns get unlinked?
Also, to be clear -- stick shakers are a Boeing-only feature. Airbus has an aural, but very distinctive "STALL, STALL" warning, plus flight envelope protection provided by the FBW system. Alpha floor protection (A.FLOOR) is the subsystem responsible for preventing stalls.
EDIT: ya know, maybe as HUDs get more widespread in civil aviation there might be better ways to surface this information. Fundamentally, we can only alert pilots in so many ways based on the five major senses, and with taste and smell being out, that leaves aural, haptic, and visual indicators.
Aural and haptic are sort-of out for the reasons outlined above, and visual indicators have to resort to being easily parseable in peripheral vision, since if a pilot's in a high-stress situation they may be looking out the windshield first. That's why it makes sense to put urgent stuff on the glare shield; it's easier to see it out of your peripheral.
With HUDs, these indicators can be more information dense. Instead of a green light or an arrow indicating dual input or stick priority, you can have DUAL INPUT flash over the centre of the HUD.
Most modern HUDs have the drawback of being monochrome green, which is a limiting factor on information density here.