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Solty

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Everything posted by Solty

  1. It's set at 1100ft as I remember. But I don't remember the numbers for angles. You can check it and change it in aircraft_guns.lua
  2. Normal way? No. You can edit eula and guns angles but you need to do math first and it doesn't work in Mutliplayer. So I am afraid that even if you change it, it won't be of any use. I've changed mine once to 250m and it was way better than before, but as soon as I saw that I can't use it in MP I gave up ;/
  3. For now Bf109K4 still has not been fixed and is overperforming in climb rate and compound with that probably acceleration, it also lacks proper rudder forces giving it way too good roll rate for a 109 close to what Dora can do. Even if you would put AI Fw190D9 vs Bf109K4, the 190 will go down in flames. If its 1v1 PvE then I would suggest you fly against "good" AI setting for the 109. It makes it a little more realistic when it comes to the maneuvering it can do. Still ROC will be like a rocket and will maneuver bellow 250kph, but it will be more feasible to destroy it. In PvP the 109 does everything better at low alt than the P-51D for now (still waiting for that 44-1 fuel :P) What I would suggest is to attack from blindspots from perfect convergence. The P51 can follow the 109 at most ranges in turns though esspecially with flaps down, so try using that to your advantage. Make it quick though, the longer the fight the more 109 gains.
  4. @Otto Breaks are on the rudder pedals so its possible that the turning is made via break usage.
  5. Bf109K4 needs few refinements. It has way too high rate of climb and with it level acceleration and there are no rudder forces. So the plane performs better than it will when ED patches those two issues. I think both were confirmed for the next patch (probably 1.5).
  6. I recommend takeoff power 1.2 at a and right rudder kicks and additional 2 down trim and the tail wheel locked. The 109 take off is quite easy. The plane fly's itself. Keep the maneuvering speed above 300 and she'll be OK.
  7. I rarely fly twin engine planes and yet I agree they make every scenario much more diverse, give more options and are interesting in the fighting style. +1 to twin engine planes.
  8. The main problem is... DCS doesn't have bf109g6...so its impossible for mission makers to put one.
  9. Original music please. What we've got for DCS P-51 and Bf109K4 trailer are amazing music pieces. Just check this F-15C music :D
  10. :cheer3nc:Yay! Cannot wait to feel the "magic":sorcerer:
  11. We were just finding info about rudder stiffness, not starting a war really. Maybe of this can help YoYo at work. I was unable to find any hard data on the rudder operation though. Only pilot reports.
  12. Another thing I've found on other forum. Excerpt from a book:
  13. Its not only him Pillum This is excerpt from Mark Hannah, about Buchon 109 109 G: "The roll rate is very good and very positive below about 250 mph. Above 250 mph however the roll starts to heavy up and up to 300 or so is very similar to a P-51. After that it's all getting pretty solid and you need two hands on the stick for any meaningfull roll rates. Pitch is also delighful at 250 mph and below. It feels very positve and the amount of effort on the control column needed to produce the relevant nose movement seems exactly right to me. The aircraft is perfectly happy carrying out low-level looping maneuvers from 300 mph and below. Above 300 mph one peculiarity is a slight nose down trim change as you accelerate. The rudder is effective and if medium feel up to 300(mph?). It becomes heavier above this speed but regardless the lack of rudder trim is not a problem for the type of operations we carry out with the aeroplane." - Mark Hanna of the Old Flying Machine Company flying the OFMC Messerschmitt Bf 109 G (Spanish version). "It is at high speeds that lack of a rudder trimmer most seriously inconveniences the pilot. At 215 mph (346 km/h) the a/c is trimmed directionally, no rudder being required. At higher speeds left rudder must be applied, and at 300mph (483 km/h) about 2 deg of left rudder are needed. The rudder is very heavy at high speeds, and a large force is required to apply even such a small amount; this becomes very tiring, and affects the pilot's ability to put on more left rudder to assist a turn to the left. Consequently at high speeds the Me 109 turns more readily to the right than to the left." "Messerschmitt Me 109 Handling and Maneuverability Tests by the Ministry of Supply. September 1940": http://falkeeins.blogspot.com/2012/09/contending-with-torque-late-war.html And from the same site: At altitude and high speed the Bf 109 tended to swing “like a pendulum combined with a rolling movement” to paraphrase an RAF translation of comments by test pilot Heinrich Beauvais... ".. incompletely trimmed ailerons and rudder ruin the feel of the aircraft to uselessness. Therefore, the aircraft must be carefully flown in.. " At high speed, the Bf 109 was " like a brick..", requiring both hands to move the controls. Oscar Boesch commented, "..When turning the FW 190 as high speed, it only took one hand on the stick to control the aircraft. In the 109 it took two hands and a lot of strength to make a tight turn if you had some speed. This destroyed the feel for flying the aircraft...." http://falkeeins.blogspot.com/2012/09/contending-with-torque-late-war.html "Rudder The rudder is light, but rather sluggish at low speeds. At 200 mph the sluggishness has disappeared. Between 200 mph and 300 mph the rudder is the lightest of the three controls for movement, but at 300 mph and above, absence of a rudder trimmer is severely felt, the force to prevent sideslip at 400 mph being excessive." http://www.oocities.org/capecanaveral/hangar/9378/flybf109.html It seems that those reports point 400mph as the point at which the rudder is unpleasantly heavy. Simillar to alerions.
  14. I would say its for max speed. They usually worried about that, because that was what mattered in combat.
  15. Are you sure your joystick works properly? You have a twist? Mine sometimes doesn't give me right rudder inputs and I have to plug it out and then in again quickly.(not only in DCS) Because I did some takeoffs and landings and the rudder is surely there and its quite powerful. I can make a video. Standby :P
  16. Its semantics. To me kicking rudder and ripping wings off is a little bit funny :) Sorry if I came across as rude, it wasn't the idea behind it. I know, YoYo has said that its comming, and I am still waiting. I was rather trying to show others that what we have now is not correct, yet I didn't say that its not beeing worked on. OP was not actually talking about the same issue as I am. He seems to be claiming that the 109 has not enough rudder authority to keep the plane straight on take off... which I don't share as I find it quite easy to keep the plane on track :)
  17. The airplane behaves fine on the ground. The rudder is not perfect though. It has no high-speed stifness and thats why I am saying "I believe the rudder is NOT correct". It is so funny, one can actually kick it to loose wings at above 750kph, while all other surfaces are already sluggish at those speeds. "The aeroplane behaves in a similar fashion to the Mark I Rotol Spitfire in a dive i.e. the controls become heavier with speed, especially near the limiting speed. Considerable forward pressure on the control column is necessary to keep the aeroplane in the dive; the elevator is sensitive throughout the speed range. The rudder and ailerons become very heavy at speeds about 400 m.p.h. A.S.I., the latter being almost immovable then." - Source: Spitfire Mk IIA Testing, Aeroplane and armanent experimental establishment, Boscombe Down, . http://www.virtualpilots.fi/feature/articles/109myths/#flyingstraight Its probably about 109E, but the rudder didn't change all that much.
  18. Congrats. I wish you best. Flight models are damn hard to do right. So, good luck! :)
  19. What altitude, what speed range and what load. It all matters. You can't just say plane A turns better than plane B. In some cases differences are more pronouced... but not in case of Me109K4 vs P-51D For both planes with standard loads: At high speed IAS (550-750+ kph) at low alt 0-3000m, P-51D is going to turn better than 109 simply because the 109 pilot won't have enough strenght to pull. At around 300-450kph the difference between those planes will probably be impossible to track. Both pilots would probably be able to turn simillarly. At speed bellow 300kph, the 109 is going to have an advantage in a sustained turn and pushing the nose into vertical will create a situation where the P-51 pilot will be unable to follow (beeing heavier and having less power). At high altitude(7000-9000m) it would also be close, but P-51 should be able to outturn the 109. *Disclaimer! All numbers are rough estimates based on my personal experience with DCS and other simulations and many read books and articles.
  20. I meant Manifold Pressure MP :3
  21. I thought that it might have been the radiator making the noise. But if its tied to MP that's weird. What is its purpose? Was it suppose to be high speed air sound?
  22. I love P-51... but hate imperial stuff. One side of me says "I wish somebody made a mod to change it to metric." And then my other side says "C'mon you want to fly the 'real' thing, during WW2 they flew with imperial". Normally in any other sim I go for metric hud. Its also way more satisfying to see that you fly 750kph than 466mph :P and your altitude instead of 16400ft is 5000m :)
  23. The reason for those planes is because fighter jets are way more expensive and nobody wants to get damaged or loose it. That's why they need trainers. But u can just train on a F15 and u can train more and better than in a training plane.
  24. But that was where Allied escorts and German "escort" for other interceptors. Fw190A groups usually were hitting the front of the formation at lets say 25.000ft and Bf109G formations flew at 31,000ft and were ready to attack P-51 and P-47 escorts. Many allied fighter pilots reported that usually Germans had altitude advantage when begining the fight.
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