The non existence of 224 rotation is due to the way the constraint works.
Think of it like this, if you are looking in one direction you can turn 180º (+180) to the right or 180º to the left (-180). If you turn 270º to the right you would end up 90º to the left!
The best thing to do would be to rotate the bone in edit mode on the x axis so that it is inside the range of the rotation you want. That way your bone is at 0 rotation inside the range you want.
Then go to pose mode and use a bone constraint in local coordinates. You could do it in object mode with an object constraint but with bones it is better to use pose mode as you can the set poses for your bone.
For bone constraints you should use local coordinates, if you use world coordinates and then rotate the whole aircraft model in world space it would mess up your constraint.
Here is an example of what it should look like in pose mode.
For this example I rotated the bone in edit mode 154.5º (x axis) which is the midpoint of your desired rotation
224-85=139, (total local rotation permitted)
39/2=69.5, (local midpoint)
85+69.5=154.5 (world midpoint)
The bone in the image has a local bone rotation of 0º (because I rotated it in edit mode)
I set the min and max to -69.5 and +69.5 (half of 139)
The bone will now rotate as you expected.
You could also do this by rotating the bone in edit mode 85º, then in pose mode set the bone constraint to min -139 and max 0 local coordinates.
Yes, blender can get confusing and I hate math!
Edit I have corrected the local rotation + and - signs in the diagram