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Always make it happen and practice it on a simulator where crashes are free and there is no safety risk before trying it with a real helicopter. Thought I would make a demonstration video on how to make a sloppy but somewhat proper coordinated turn. I normally fly the simulator on a gaming monitor, but it makes the screen capture look way out of proportion, so I'm flying on a much smaller laptop monitor. Between the small screen and trying to narrate my actions, my circles are pretty sloppy, but it should give the basic idea, for anyone trying to put it together. A couple of notes not really explained in the video. There are mathematical equations that indicate how much of each input is needed to initiate and sustain a coordinated turn at a given bank angle. However it doesn't account for other variables like wind when you are trying to make a turn relative to the ground, and is far too technical for most of us So how much of each control input is needed to successfully accomplish the turn becomes more a matter of some trial and error, and if you are anything like me, your first efforts won't go well, and will almost certainly end in a crash. Which is why sorting out it out on a simulator where crashes are free and safety is a non issue, is the place to start. NOT on a live action helicopter unless you are buddy boxing with an experienced pilot that can take the controls when you get in trouble. As a generality, and as explained the tighter and harder the turn, the more of everything you will have to give it. Unless you have extremely good hand eye coordination with steady fingers or get lucky and hit the sweet spot in calm conditions, this is not a set it and forget it maneuver. If you watch the sticks in the video and as briefly mentioned, you will see I am constantly giving the sticks a poke here and a poke there to maintain some semblance of balance in the turn. Don't let this intimidate you it just takes time and practice. Just Start with a really shallow turn on the biggest bulkiest helicopter your simulator offers this will help with stability and visual reference as it gets a bit smaller in the distance. One thing I didn't really address was exiting the turn. Exiting the turn is basically relaxing the rudder and rolling back to level flight, while somewhat simultaneously relaxing the collective a little and pitching the nose back down a bit with enough forward elevator to continue forward flight before relaxing it to almost center stick so you don't keep accelerating forward. If you were to maintain the extra collective and back elevator it will have a tendency to slow the forward momentum and climb. and if you were to maintain back elevator after losing momentum it would stop flying forward and transition to flying backward until you counter control it. How much of each is a matter of trial and error on a simulator until it control-ably looks right. Start with big shallow circles.