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Posted (edited)

Just got the P-51 module, and after some familiarization flights I decided to attempt to test its peformance in various aspects of flight. First up was engine testing, and after a couple of times experimenting with throttle & rpm/pitch I found I could fly at WEP without much worry (I held it in WEP for ~10 min whilst doing maneuvers at around 350-400 km/h without any sign of failure at least)

 

Next up was naturally the sustained turning capability as this as been under the loop recently, and here I decided to record it for good measure. So here's my first attempt at some max performance sustained turns in the P-51D (100% fuel + WEP):

 

 

 

Let me know how I did, any advice is welcome :)

Edited by Hummingbird
Posted

Great test.

 

One thing is for sure... No rate 1 turn... ( tried to figure out it the turn rate was that of a standard rate turn, but it isn't... although the stick looks close to what could be the 2' std rate turn mark...)

 

This appears to be a problem with DCS, and many sims...

 

The UH-1H for instance has it's turn coordinator marked as being 4' std rate turn, and a full 360º turn with the stick on that marks lasts a LOT less...

Flight Simulation is the Virtual Materialization of a Dream...

Posted (edited)
Let me know how I did, any advice is welcome

 

Speed management within 10 MP, not bad.*

Impeccable coordination; was it auto-rudder aid, or Crosswind pedals + mad skills? Either way, this variable successfully eliminated.

Seemed to be quite a bit more altitude variation than there should be on a proper test. Hard to say, with the altimeter being mostly blocked by the throttle. Generally, I'd try to stay within 100 feet margin; 50 ft. would be better, but I don't think I could do that, myself.*

 

*I'm sure a dedicated test pilot could, but I don't know if I ever got better than ~10 MPH margin of error in my old turn tests. Perfect sustained turns have never been something I practiced in combat. Even when on the deck, fighting a turning duel with no excess E, I would often alternate between climbing turns & diving turns, pulling & unloading, etc. So I always found it awkward to try to do perfect sustained turns, on the few occasions I did flight tests. Test pilot & fighter pilot are skillsets with a lot of overlap, but also a lot of disparity. Plastic short-throw joysticks don't help, either.

 

here's my first attempt

 

What was the song? Part of it sounded very vaguely reminiscent of Zimmer's score for the movie Inception, but the end sounded a bit like Two Steps from Hell (or one of the other groups that does stock music for movie trailers). I'm stumped; can't guess.

 

No rate 1 turn... ( tried to figure out it the turn rate was that of a standard rate turn, but it isn't... although the stick looks close to what could be the 2' std rate turn mark...)

 

This appears to be a problem with DCS, and many sims...

The UH-1H for instance has it's turn coordinator marked as being 4' std rate turn, and a full 360º turn with the stick on that marks lasts a LOT less...

 

Could you explain? I'm not familiar with the terms "rate 1 turn," "4 standard rate turn," etc.

Edited by Echo38
Posted

Most aircraft have their turn coordinators with standard rate turn marks for left or right turns, allowing the pilot using "old" navigation methods to perform a standard rate turn which means covering the full circle in 2 minutes.

 

Faster, bigger aircraft and helicopters have their markings for 4 minutes corresponding to a full circle.

 

On gliders, and most ultralight, the turn coordinators have markings for 1 minute turns.

 

Most sims I have used ( with ELITE being the only exception ) fail miserably at reproducing such a turn rate when we fly aligned with those markings, even if taking care to do it leveled and properly coordinated all across the turn, and I always wondered why ? Because there is no correct graphical modeling of the gauge ? Because of the flight / physics modeling ?

 

Using the UH-1H for instance as an example in DCS, you'll see how far from the 4 miuntes it takes to complete a full 360º turn when the coordinator is properly aligned with its 4' marks.

Flight Simulation is the Virtual Materialization of a Dream...

Posted
Speed management within 10 MP, not bad.*

Impeccable coordination; was it auto-rudder aid, or Crosswind pedals + mad skills? Either way, this variable successfully eliminated.

Seemed to be quite a bit more altitude variation than there should be on a proper test. Hard to say, with the altimeter being mostly blocked by the throttle. Generally, I'd try to stay within 100 feet margin; 50 ft. would be better, but I don't think I could do that, myself.*

 

I did loose coordination quite abit once I F2 and F3'ed, the aircraft entering a climbing turn. But before that I generally held the altitude within a 40-50 m margin.

 

What was the song? Part of it sounded very vaguely reminiscent of Zimmer's score for the movie Inception, but the end sounded a bit like Two Steps from Hell (or one of the other groups that does stock music for movie trailers). I'm stumped; can't guess

 

It is "Space and Time" by Future World Music :)

Posted
Most sims I have used ( with ELITE being the only exception ) fail miserably at reproducing such a turn rate when we fly aligned with those markings

 

What's ELITE? I've never heard of a flight sim with that name--unless you count the space game Elite: Dangerous, but somehow I don't think you're talking about that. ; )

Posted
Speed management within 10 MP, not bad.*

Impeccable coordination; was it auto-rudder aid, or Crosswind pedals + mad skills? Either way, this variable successfully eliminated.

Seemed to be quite a bit more altitude variation than there should be on a proper test. Hard to say, with the altimeter being mostly blocked by the throttle. Generally, I'd try to stay within 100 feet margin; 50 ft. would be better, but I don't think I could do that, myself.*

 

*I'm sure a dedicated test pilot could, but I don't know if I ever got better than ~10 MPH margin of error in my old turn tests. Perfect sustained turns have never been something I practiced in combat. Even when on the deck, fighting a turning duel with no excess E, I would often alternate between climbing turns & diving turns, pulling & unloading, etc. So I always found it awkward to try to do perfect sustained turns, on the few occasions I did flight tests. Test pilot & fighter pilot are skillsets with a lot of overlap, but also a lot of disparity. Plastic short-throw joysticks don't help, either.

 

As my Basic Aero professor was found of saying, "In terms of significant digits....".

 

Those turns are good enough for analysis of sustained performance.

Answers to most important questions ATC can ask that every pilot should memorize:

 

1. No, I do not have a pen. 2. Indicating 250

Posted
Btw anyone got a clue why the rear view mirror is all green and pixelated? :huh:

 

Did you threw on it during those turn rate sessions, and forgot to clean it :)

Flight Simulation is the Virtual Materialization of a Dream...

Posted

This specific green pixelated pattern indicates corrupted texture files. If turning mirrors on/off, restarting the game etc. won't help, you might want to run a repair script.

i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.

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