

Alfredson007
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Everything posted by Alfredson007
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Can anyone tell me the idea behind the flaps autotrim system? if select take off flaps during approach, the nose dives a bit (as many low-wing aircraft do), when i select landing flaps nose rises quite a bit. I know that there is some sort of autotrim -event when i select the landing flaps, but rather than just making the most nose up trim requirement lesser, it adds the opposite reaction quite violently, why it trims so needlessly "over" (nose-down changes to nose up) In case i was unclear: why doesn't it just trim a bit nose up but leaves something for me too? AFAIK the autotrim is supposed to relieve the sudden change in pitch.. ? Thanks.
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from weather tab in mission editor i just put -25.. nothing to it.. and add some air pressure etc... i do not have to do dead stick landing, even though i only have fumes left on ground Here's 0-11000 ft with extreme climb angle :D
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and part 3 It's in finnish. Jyrki Laukkanen is the most experienced military pilot in Finland, he's flow over 150 different airplanes and every single Mig-21BIS of finnish air force as a test pilot.
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Hey wow, thanks alot, very nice video. I love the L-39. I just wish it would get a bit more love to get some graphical update, details mainly, maybe some scrathes to canopy and so on.
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Usually i take it to very extreme, i climb at 50-55 degrees nose up for a while and avoidin 0G so my engines won't die, then i roll the plane over and when the nose is towards horizon and i have 400kmh or so i'll idle and do a tight pattern. The whole flight is over within few minutes. If you are efficient you have "plenty" of fuel. This is actually my new favourite if i want to do a very quickie flight with MiG. Remember to set -25 celsius and maybe a tad higher than standard air pressure helps too. Now it's a rocket
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a former finnish testpilot said on one youtube video that he once told his fellow saab draken pilots to see how steeply mig-21 can take off, having just 500 litres of fuel in -25 celsius weather and some headwind, how the plane climbs like 1:1 ratio including the takeoff roll, 45 degree nose up etc. The saab pilots were impressed, because he did not mention anything how low he was on fuel. It's a fun experiment that works well. If you want to take it to the extreme, climb steeply to 6kms or so, and land, i ran out of fuel on taxiway about one minute after leaving runway .. :pilotfly:
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This bird seems to fly pretty realistic from what i see and read, but the elevator, especially when used for aerobraking... real life manual states that gradually give full aft elevator after touchdown, and the nose should come down at around 75-80 knots or so (two sources), give or take. I also see in youtube videos that very soon their stick seems to be full aft or very near. In DCS though, i can still scrape the tail even if the speed has bleed to less than 70... So, a bug?
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Has Eagle Dynamics or 3rd party developers ever told how they develop their great modules? Particulary, how much real actual aircrafts are used? Are they used almost never or almost always? These are rare birds most we fly.. and how extensive the flight tests are if they are made? Do they mainly rely on manuals, other literature and pilot tales? Are there any videos or diaries of development to be seen?
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I love the Mig-21 theme music. It somehow reminds me of Fighter Bomber game in Amiga.
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Yes i know what it is but i cannot do it. Nothing happens. I just wanted to ask is there someone who could tell me how it is done or is it not modeled at all?
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If you are using Nvidia cards just use the geforce experience, it has virtually no fps impact, can do very high quality videos etc. I'm sure AMD has something similar for ATI too. It's like magic after fraps etc
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Is it modeled? It doesn't seem to work, but i am not sure how it is done, i tried as i was starting the engine, but leaving fuel pumps off and putting the start level to cold start. Nothing happens :\
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In the ground you use rudder to keep the nose aligned with runway, but if the plane starts to roll on ground you need aileron. DCS spitfire actually seems to do so abit, never seen any other module in any sim to do this. I love it. in my mind the gyroscopic precession when the tail is getting / lifted up is the most difficult to master in DCS spitfire. You need to keep the plane on ground, but you need to control the tail, let it rise but not too much, nor too fast. With sensitive elevator it might get tricky. It causes yawing and all kinds of poop. This, in my mind, where the take off is made, everything prior and after is pretty straightforward.
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The key is to keep coordinated. Engine torque is roll, so you should compensate it with an aileron. You also need right rudder, but that is for yaw (when the nose goes side-by-side). If you push rudder the plane will eventually roll too. I always try to keep my "ball" centered, eventhough it's not ball in Spitfire. It's surprisingly easy, and i really love the artifical feel DCS spit provides, and in most cases you KNOW you're coordinated without looking at the "ball". (edit: unlike in the P51 where the ball management is worse imo) About groundloop, i believe it's very well modeled. Free-castoring tail wheel, very narrow undercarriage etc.. when i land i gently plant the tail down with full aft elevator rise the flaps and kick the rudder, as the speed goes down i might need little bit of differential braking. I find the landing to be difficult in a "right way" and take off in "wrong way". I think, in real spit the landing should be harder than taking off?
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I do agree, but also disagree. If the takeoff is too hard due to controller / lack of feel -issues, i think some assists would be OK to compensate that. If the takeoff is too hard due to flight model issues, then the same applies. Is the take off too hard? Dunno. I've flown pretty much this plane and while i do not crash on take offs i wouldn't do one if i could get hurt for real. Yet i kinda like it. It's not hard at all when you do everything right. But slightest errors tend to be very bad and your take offs will be sloppy. Unlike the real take offs in youtube where the plane goes _dead straight_ always. (in ww2 planes general)
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Probably, try to taxi along the runway to get it as straight as possible. I strongly recommend to create a mission where you are on a runway ready to go, practice that first, take off, press shift - r (reset) and take off again... i also find it useful to watch tracks too, it's great to analyze the attitude of the plane once tail is rising. Also, there's always the take off assist to be used, but we are too sturbborn to use it, right? And personally i hate that it also affects the landing roll....
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Terve, I assume you have a proper rudder pedals? Concentrate on feet work. And spawn on the runway (as you've probably done) ... I find it easiest with 0 elevator trim, zero rudder trim, and using 8lbs of boost. Get the boost up quickly but smoothly. Forget the stick, use the rudders, when the tail rises give it some VERY minor stick inputs, try to fly a while in that attitude, get some speed and gradually take off. Do not get the tail too up, imo you shouldn't see the runway over the nose. Try to look gauges as little as possible, you don't need speed indicator at all, when the plane has lift off its tail on its own wait for few seconds and take off. Concentrate on lateral movements and be active with the feets but avoid over controlling.
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I've done takeoffs the entire day today, if i spawn on the runway in a same scenario all takeoffs are near perfect... but i even have the same cloud in front of me everytime etc, no variables. When i taxi to the runway, problems are more likely o appear escalating, i can only imagine what sudden crosswind gust might do. (afaik there is no gust factor in dcs weather, only turbulence)? But when the plane rolls dead straight, rises up to ground effect sits there stable for a while and climbs away, it's a rewarding feeling i must say.
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I think he means that everything is default "pure" mode. No alternations. He must have a looong stick. I find the T16000 can handle linear profile but it's not fun, i like to have some movements to feel better i am actually doing something, while i know these planes are sensitive in real life too. (not as sensitive as t16000 with linear profile though:D)
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I am certain i could do x-wind takeoff well enough (honestly, haven't even tried), but if i'd taxi on to the runway and do it (rather than spawning dead straight which makes takeoffs much easier), i'd be like... "is this my last day of my life or not" .. :D I also fly the Mig-21, that is pretty hard to land well. But it's different kind of challenge. When you start to master it, you will land pretty well after many weeks without flying. When i do not fly the spit for a week, i almost feel i need to re-learn the whole takeoff again. I mean, i do not crash the plane, the takeoffs might (or might not) be quite swervy. Even pretty good takeoffs end up looking surprisingly ugly when reviewed on the outside. It might very well be, that the hyper-realistic ww2 plane and desktop sims are very tough combo.
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While i love the spit's very dynamic take off, i also find it a bit frustrating, when the tail starts to come up, if i even VEEERY slightly push the nose down a second too early it is causing problems. If i do not push the stick, the plane might start to bounce and almost tries to take off too early. Even the slightest difference in elevator trim plays rather large role here, and the "correct" -1 negative is harder than neutral. Reminds me of the DCS P51D where the "correct" 5-6 right rudder trim caused more troubles than help. I use curves, and the spitfire is totally manageable, i've done takeoffs that are _very_ straight, but the tolerances are very very small. This probably is mostly due to lack of feel / crappy controls compared to the real thing but there is something else too. Many real spit pilots force tail up very early and they have no any issues keeping it straight, in DCS that is so dangerous it is better left undone. What i am trying to say here, the less you control the easier it is. The controls are so sensitive that pilot induced "oscillations" are more than probable. Don't get me wrong, this is easily the best WW2 plane ever simulated for PC in my mind, and i've tried many of them. For me, while on the another hand i love the challenge, i also find it a bit frustrating, because it does feel it is a lot harder than in real life. But of course, if it is realistic, it also should be (when using crappy pc controllers (yes they are all crap compared to real thing basicly), and not having any physical feel. What about gusty crosswind take offs, i don't even want to see where that leads =)) :joystick:
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Can you share your axis curves ?...
Alfredson007 replied to Anatoli-Kagari9's topic in DCS: Spitfire L.F. Mk. IX
I tried to play a little bit with pitch saturation Y, and even with 60% saturation, what would, if i've understood correctly, clip 40% of my elevator deflection, i still find i have plenty of elevator authority for all situations. Many times i've wondered, why so many planes, at least in sims (not only in DCS, but every high quality model in other sims too) seems to have so much elevator travel, where would you actually need full deflection? Aerobatics and stalls, yes, but in regular flight (including emergencies)? Works as a safety margin for a poorly loaded plane maybe? (Example: C.G too fwd, need a lot of elevator to compensate that) -
Can you share your axis curves ?...
Alfredson007 replied to Anatoli-Kagari9's topic in DCS: Spitfire L.F. Mk. IX
I have Pitch and Roll set for 20 positive curve. Saturation, deadzones etc are untouched. I usually prefer to have same curve on both axis so i do not mess up with the ratio between elevator and aileron effectiveness. For rudder i use +15 curve. Oh yeah and the stick is TM 16000 and i have saitek combat rudder pedals. -
The lack of feel and indeed shorter sticks (in most cases) are indeed a hard combo to get right. On the another hand, we need as realistic behaviour as possible but it should also feel real, sensible and fun. real spitfire indeed seems to be pretty sensitive at controls, but it would almost certainly be more easy to fly, since the feel, and stick movement is better IRL. I personally fly with T16000, that is very accurate and smooth budget stick. Add a little bit of curve and i have absolutely no issues on controlling this plane. The curves are mainly there to give me more sensation that i am actually doing something. But it's still very sensitive, and i'd prefer more clear movements. Longer stick of course would do it. Currently my favourite elevator behaviour in normal flight is the one in Mig-21. It just feels "right", being sensitive but also very controllable, the ARU system probably helps.
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I haven't! I haven't installed 2.1 ... i'm kind of waiting for the 1.5 and 2.0 to merge up.. good to know tho! I mean the current cockpit is not bad but it's not as "wow" as Spit or Mig.. or even F-86