Zeropoint wrote:Broomstick, what's a typical vertical speed for making touchdown? Does it vary depending on aircraft size?
The "standard rate of descent", which is just what it says, the usual rate of descent on landing, is about 5-6 vertical miles per hour, or 8-9 kph. That is held up as a standard for all aircraft. Most of them can handle significantly more vertical speed than that if necessary, and helicopters, well, they can really slow down the vertical descent if they want to do so.
In my limited messing around with flight sims, it seems like the general procedure for landing is as simple as reduce throttle and deploy flaps, pitch up a bit to stay airborne, and fly down at a gentle angle until you hit the ground . . . err, that is, until you touch down.
Yes, that's basically it. The devil, of course, is in the details. Usual angle of approach is about 3 degrees although, again, most aircraft can handle significantly more than that if needed or desired. Practice is required to really do it smoothly.
I'm not aware of any airport with scheduled passenger service using a posted/recommended descent angle greater than 4-5 degrees (usually to either avoid obstacles or get into odd spaces, such as in mountainous areas). Anything greater tends to scare the passengers.
The emergency power-off descent in the Piper Arrow, a single-engine retractable plane I was training in briefly, has something like a 2:1 glide ratio without engine power. That means if your engine fails you're coming in for a landing at a 45 degree angle. That can cause
pilots to freak out the first time they see it from the cockpit. It is the correct procedure, though, and you can certainly land them using that approach angle. Don't particularly like the view on that one, personally, although I did them just fine. A lot of ultralights have a 30 degree (or more) power-off approach angle, again, even a lot of pilots are uncomfortable with that one but you have to come in that steep to keep up adequate airspeed so your wings don't stall.
Carrier landings are another exception to the general rules, but that's a very specialized segment of aviation.
With something big and clumsy like an airliner, I've seen that it's non-trivial to line up on the runway and to make sure that you touch down after the runway starts but while you've still got room to stop.
The issue there is inertia - airliners are massive constructs and really do illustrate the Newtonian concept of tending to remain headed in one direction until forced to change.
Of course, I know that general market flight sims are games, not real experience or even real training, and I wouldn't presume to think that I can fly because I have a few hours behind the stick in X-Plane.
Some "general market flight sims" are actually pretty good - Microsoft's, for example, has long been used to supplement formal training and under very specific and controlled circumstances the FAA will even allow it to be used and logged in training. The key is for the program to use real physics and traits - which a lot of gamers find either boring or frustrating as hell because real life isn't a video game.

If you can get a set up using a stick and rudder pedals even better. I know quite a few pilots who have used flight sims like that to rehearse a flight prior to actually making it. Most non-pilots don't, because they discover that even in a small, primitive airplane long segments of the trip can actually be
boring. If you approach their use seriously and carefully you actually can learn quite a bit from them. Or, if you're careless or take short cuts, develop some really bad habits.