

Flanker35M
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Everything posted by Flanker35M
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S! The lightbulb moves allright, but the light effect foes not. It stays stationary. So if I deflect rudder to right, the right side is in shadow, left side normally in light. Like the light itself stays at centre at all times, not moving with the light bulb. Nevermind the lighting setting, was another setting. I have no mods installed, only latest Open Beta.
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S! Light source of the tail light does not move with rudder movement. It is stationary. When deflecting rudder to either side other side of the rudder is illuminated the other not. Also there is no change on the ground on the light pattern, it stays stationary. Tested with 2.5.6 ands new lighting enabled.
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S! AMD has really put some heat on Intel lately. Good for consumers.
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S! Will be an interesting plane to learn :) Saw a P47D in Hendon and it is HUGE :D
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S! Can´t wait to see the new weather/cloud system on the map. One thing that could be improved is the blending of the radius of trees. Now it is painfully clearly visible aka the LOD circle of trees. This is on all maps, not only Normandy.
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S! ManOWar, I followed the speeds indicated in the manual, as stated in my post. Also dug up the book of Finnish flight tests on the 109G-2/6. There it was indicated that the trim wheel setting used in landing was 3..5, depending on fuel, speed etc. So quite a difference from DCS with 1-1.5 with same settings. There was also mention of the CoG relative to MAC. Allowable was 17-30%, but the normal CoG was 19-25% depending on loadout. Also about the tail heaviness in tests. Test pilot described the force needed to lift the tail during take-off was "moderate compared to other planes" while force required for lift off was light. Also due this tail heavy feature 109G did not show any tendency to nose over even on hard braking, tail stayed on the ground. Just testing stuff. I am not sure if test results of G-version applies to K-version straightforward though.
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S! Tried landing per the instructions written for Finnish Bf109G-2/6 pilots. Worked fine except the trim needed to be considerably less than in the manual or the nose would try to skyrocket up. Instruction in short were: Slow to 300km/h and lower landing gear, lock tail wheel, open radiators(in cold weather later), drop flaps to 40deg(full down), counter nose down with trim 3 nose up or as desired. Keep speed at 200-210km/h during glide slope, 180km/h at threshold. Pull throttle back and gently flare. Plane sits on 3 points at 145-155km/h. During roll out keep direction with rudder, use brakes when speed drops. Keep stick pulled back. Plane has no tendency to nose over even on hard braking. So works in game too except had to keep trim at around 1-1.5. Otherwise had to really push stick forward to keep glideslope. With less trim the plane went very nicely and lands easily on 3 points.
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S! Going to try the settings that Finnish pilots used on G-2 and G-6 for take off. In short: Trim to +1, flaps 20deg, lock tail wheel, radiators open. Steadily apply 1.30ata and pull stick back to keep the tailwheel on ground. Plane swings first mildly to right then to left. Counter with right rudder and brakes if needed. At speed around 100-120km/h lift the tail and plane flies off the ground with a gentle pull. Gear in, flaps up, radiator to Auto and electric fuel pump off. There was no mention of wobble or tendency to nose up. Plane flew straight off the field.
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New BF109 campaign... finally!!!
Flanker35M replied to LittleMadz77's topic in DCS: Bf 109 K-4 Kurfürst
S! Been playing the Campaign. A hoot to play and no FPS issues after disabled Wake Turbulence. Now flew mission 5 where we headed to bomb England at low level. Noted that the 3 other planes did not drop their bombs at all on target and flew back at some 280km/h and ran out of fuel over channel. All bailed out. I dropped bomb and got back. Also if doing a cold start the ground crew does not react to starter command. Otherwise enjoyed the campaign so far :) -
Performance issues with BNBOB and bomber formations
Flanker35M replied to bigmacusmc's topic in Bugs and Problems
S! The Wake Turbulence turns the game into a slideshow with bigger formations. A nice feature while making a video of a few planes, but in game it just hampers performance too much. Turned it off and smooth gaming. -
S! Probad, it happens at any speed be it take off or cruising. And the input needs to be as small as that you get a response. We talk about less than 1cm movement of rudder pedals. Using CH Pro Pedals with linear input, there is no spiking etc. Not complaining, just feels a bit odd that so slight input of rudder causes nose up and strong roll accompanied with wobble. Anyways, thanks for the input all. Much appreciated.
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S! The rudder causes the 109 to be excessively wobbly. Even from slightest input to right causes the plane to wobble and lift nose + initiates a roll. By slight I mean that you see the input. To left same thing but a bit less. This pitch up/wobble and roll feature of rudder makes taking off like you jump off the runway and wobble like sitting on a ball. Was just asking if someone has noticed this as well?
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Salute! Started flying the Kurfürst campaign, seems nice even AI is clunky and had to turn wake turbulence off as bomber formations turned game into a slideshow :( But to the point and asking here. I tested to fly around first, to get a feel on the Kurfie. Is a handful. While testing I noticed I can roll the plane with rudder only, no other input needed. And I mean it rolls well too around it´s axis. Equivalent to using ailerons, same precision albeit a bit slower. This same thing was the cause of 109 wobbliness in an another flight sim, which was rectified. Any comments on this? I am on latest open beta 2.5.5.36986.
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Hi! Flew the Anton and got damaged by B17G return fire. Back at base noted in external view that flaps have an issue with damage decals. Looking from rear you could see thru the flap, but from front not. This was mirrored on left and right flap. Pics attached.
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[FIXED INTERNALLY] Canopy bug following Update 6 Hotfix.
Flanker35M replied to bart's topic in Bugs and Problems
Just installed DCS again and noticed the glass bug. Textures remain even cockpit hood slides back. -
S! Seems the oil cooler and tail wheel assembly varied with Werke Nummer, as can be seen on the pics posted. The D/F loop seems to be forward in the later serials, further back in all the earlier serials except the 130110 to 130355. Quite a mishmash there, which one to model? Propably the one with least external work required to "convert" a K-4 to G-10. Cockpit would need more work I guess.
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S! Seems DCS is not the only sim with toe brake problems, having them inverted. Will propably go for Slaw's pedals with MFG CrossWind a good 2nd.
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Aileron trim tab needs adjustment....
Flanker35M replied to Anatoli-Kagari9's topic in DCS: Bf 109 K-4 Kurfürst
S! Could also be a bit strong prop torque causing it. But I find it a nuisance at most. Now begun to finally nail the landings on the Bf109K-4 :) -
S! Very nice videos iFR. Just painfully shows I need new pedals with toe brakes :( CH ProPedals from 1997 do not cut it anymore :P
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S! Externally propably not much needed to change, but G-10 had different equipment and cockpit layout etc. How much work that would require to change, who knows. G-10 would be nice to have, many pilots say in the books the G-10 was a well performing plane.
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Aileron trim tab needs adjustment....
Flanker35M replied to Anatoli-Kagari9's topic in DCS: Bf 109 K-4 Kurfürst
S! Jcomm, how much rudder input and how much was the sideslip? If I really want to fly the K-4 "ball centered" I have to use rudder all the time, depending on the speed. And in longer sessions it is a bit tiresome, not so young anymore ;) The higher the speed the more ball veers off center. -
S! Finally managed to create loadouts too :P The K-4 handles quite differently with the droptank under belly + using 100% internal fuel instead of the 86% default.
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S! Looks like a good idea. If it works in that title, why not in DCS as well.
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