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PL_Harpoon

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Everything posted by PL_Harpoon

  1. I've found the manual with your chart and to add more confusion, mine comes from a later revision. This is from your chart: Corsair Manual.pdf null This is from mine: F4U-1D Real Manual.pdf This sentence also could be the hint that higher MAP could technically be achieved, but shouldn't. That would also explain 61" during my tests and would mean that MAP simulation is at least good enough. My new guess as to why our charts differ is perhaps this is a safety issue. No two airframes are the same and after a while they decided to increase the safety margin.
  2. Two more things came to my mind: 1. At WEP you're not really concerned about efficiency since you want as much power as possible. 2. The asterisk in @felixx75 's chart is for Mil power so the reason to use 2550 RPM for WEP must be different.
  3. Since I'm getting 61" at 20k I'm not so sure about that.
  4. I was asking because at 20k ft I was easily getting 61" at 2700 RPM. I find it strange especially since in the manual provided by M3 there's even lower MAP What's also interesting is the recommended 2550 RPM which corresponds with another Engine Flight Chart I found: Why 2550 RPM? Should the engine not be able to sustain 2700 RPM (which to me seems odd since it's a matter of pitch angle)? Or does 2550 provide more thrust (in which case I also don't quite understand how)?
  5. Where did you find that number?
  6. Perhaps this can be of use: Corsair f4u-1d-detail-specification.pdf
  7. Here's my file structure: nullnull Here's what I did just now: Made a new mission in ME, placed a Mosquito as client (start from ground) and ran it: mod didn't work - the horn was present. Quit to desktop, restarted the game, run the same mission from the main menu: it worked.
  8. Did a quick test myself. Sea level, 15 deg C, Standard atmosphere, fully fueled, all coolers, cowl flaps, canopy etc closed. MIL (2700 RPM, 54 MAP): max speed 297 kts, average was about 294kts vs 304kts from the chart above (converted from MPH) WEP (2700, 58.5 MAP - looked more like 60 to me but the needle was shaking): max speed 314kts, avg about 310kts vs 317kts from chart. In conclusion: a bit slower but not much.
  9. Worked for me, but one time I had to restart the game for it to work.
  10. Until it gets fixed you can turn it off completely with a quick workaround:
  11. null From real F4U manual. Blower and Mixture are the columns you're interested in.
  12. Thing is, I'm not sure the gyro should freeze when past 55 degrees. What's more strange is that from what I've found all US fighters we have in DCS use the same instrument: AN-5735 which is limited to +/- 55 deg bank/pitch but it behaves differently in all modules: P-51 - as stable as a modern instrument: doesn't drift, doesn't stop P-47 - slowly drifts above 55 degrees but can be rotated while uncaged. Despite that it has the best "feeling" of the three.
  13. Based on what I've noticed previously, this could be connected to pitch movement caused by the gear. With +1 pitch trim and gear down the aircraft pitches up below about 160* kts. The effect disappears above that speed. *I'm writing this from memory, I might be wrong about the exact speed.
  14. Ideally you want to touch down at stall speed and at stall speed you need full deflection. That's why I don't recommend saturation in pitch.
  15. I've found two more problems: 1. Pressing directional gyro cage button also resets it. 2. You cannot fully rotate the gyro with buttons
  16. +1 It would be great if there is some official list of bugs to be fixed or things to be improved.
  17. Also, all dials should be also manipulated by the mouse wheel.
  18. About the gyro I did some research and apparently it really should only work up to 55 degrees pitch/bank. I'm not sure it would freeze above that though. The gyro is still spinning at those angles, it's just that the pitch/roll gimbals cannot rotate further. My guess is that it should still rotate but "wrong". How wrong, I don't know - I tried to simulate the gimbals in 3d software but so fat wasn't able. BTW, the P-51 we have in DCS is supposed to have the same gyro as the Corsair and it doesn't behave that way. Regardless. the compass is still working incorrectly though.
  19. After some more tests I think they are not behaving how they should. The compass in the middle is directly linked to the magnetic compass so the needle should act just like one i.e. be sensitive to bank and turning errors. Instead, as @nehmo said, it just freezes when banking > 60 deg or possibly also above certain Gs. There are no errors up to 60 deg of bank. The gyro, instead of working like any other directional gyro in DCS (and most likely IRL too) also just freezes at exactly the same conditions. What it should do instead is slowly drift during normal flight or quickly drift during hard maneuvers or if there's not enough air.
  20. To be fair, you're the one who's trying (quite arrogantly I might add) to convince them that what they like is wrong.
  21. Does the real Corsair actually have a parking brake?
  22. The compass does not rotate. The thin needle shows your heading.
  23. Create a new mission. Place an F4U at any airport, set it to start from ramp Jump in. Perform start-up checklist but skip priming The engine will start normally.
  24. I agree. I don't use curves on any other warbird. Also, look how the 3d stick or the elevators move during normal maneuvers and compare that to other aircraft. I'd advise against it. You'll need the full range for landings if you want to do them properly.
  25. Had similar opinion yesterday when I first tried it. Now, after playing with it for some time I believe the main problem is not with the flight model per se but more with the way controls are translated to the flight model. With a 20cm extension and a 20% curvature in pitch it begins to feel better. The best way to demonstrate what I mean is to compare the movements of the stick in the cockpit (or the inputs widget) to this: Currently, moving the stick like in the video would cause the aircraft to violently jump around.
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