PythonOne Posted February 10, 2007 Posted February 10, 2007 After flying falcon a while, I notice Lock On doesn’t have that cushion of air right before landing. Usually when we come for approach, we just land normally, but in falcon, the second before you think you are going to touch the ground, you kinda float there due to the air between the plane and the runway so it acts as a cushion as mentioned in the manual. I was wondering which is more accurate.
Aeroscout Posted February 10, 2007 Posted February 10, 2007 I dunno. Landing in Lockon is really easy any way, so it's not really a huge factor either way. You may be right though. If you flare properly however, the plane will touch down real nicely any way. DCS Wishlist: 1) FIX THE DAMN RIVERS!!! 2) Spherical or cylindrical panorama view projection. 3) Enhanced input options (action upon button release, etc). 4) Aircraft flight parameter dump upon exit (stick posn, attitude, rates, accel, control volume, control-surface positions, SAS bias, etc). 5) ADS-33 maneuver courses as static objects. 6) Exposed API or exports of trim position and stick force for custom controllers. 7) Select auto multiple audio devices
GGTharos Posted February 10, 2007 Posted February 10, 2007 The wing in ground effect might actually not be very applicable to a fast moving, small-winged aircraft. But I'm not expert, just throwing an idea out there. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Rhen Posted February 10, 2007 Posted February 10, 2007 It's called ground effect. It's the reduction in drag that occurs about 1/3 the wingspan of the aircraft. Once you're that close to the ground, your wingtip vortices hit the ground instead of spin away, and it increases the efficiency of the wing by decreasing induced drag. To answer your question, I don't really know of any flight sim out there right now that models this. AFAIK, LOMAC is no different. Once your mains hit the runway, you go from a flight model to a truck model. :P If there was some semblance of wing lift/drag effect after touchdown, we'd also be able to aerobrake the jet as well. (You might have seen this as the "wheelie" some fighters do after they land - this is called aerobraking and is used to slow the aircraft without using the brakes. Once the stick is full aft holding the nose off the ground, we pulse the stick, which allows the nose to fly to the ground. At an appropriate speed, we then test the brakes and taxi to the end. Saves wear & tear on the brakes and is built into landing performance data. Also prevents bringing hot breaks to the crew chief who doesn't appreciate exploding tires after the pilot's left the scene:mad: ).
fretwear Posted February 10, 2007 Posted February 10, 2007 Yeah I think it has something to do with Bernoulli's principle or equation or whatever. :geek: Anyway that was something I remember being over-modeled in Hornet Korea...or so it seemed. --------------------- FX 55 Sandy@ 3.03 GHz Tuniq Tower 120 DFI Lanparty CFX 3200-DR/G (2X) X1950XTX Crossfire@ 695 core 2048 OCZ PC 3200 Platinum (2-3-2-5) Antec TP3 650 Samsung 19" LCD (8ms) Saitek X-45 HOTAS Track IR 4 CH Pro Pedals :pilotfly:
Rhen Posted February 10, 2007 Posted February 10, 2007 Ghost's too fast for me. But we see the effect of this in fast jets too. Anything with a wing or lifting body produces this effect.
PythonOne Posted February 10, 2007 Author Posted February 10, 2007 any chance this physics could be applied to BS?
GGTharos Posted February 10, 2007 Posted February 10, 2007 To the black shark itself, yes - the WIG effect is there. But it won't be backported to existing fighters. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Aeroscout Posted February 10, 2007 Posted February 10, 2007 Shoot. that's too bad. are there any improvements to the current fighters in BS? DCS Wishlist: 1) FIX THE DAMN RIVERS!!! 2) Spherical or cylindrical panorama view projection. 3) Enhanced input options (action upon button release, etc). 4) Aircraft flight parameter dump upon exit (stick posn, attitude, rates, accel, control volume, control-surface positions, SAS bias, etc). 5) ADS-33 maneuver courses as static objects. 6) Exposed API or exports of trim position and stick force for custom controllers. 7) Select auto multiple audio devices
GGTharos Posted February 10, 2007 Posted February 10, 2007 Not really - the focus of Black Shark is, well, the Black Shark :D [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
GGTharos Posted February 10, 2007 Posted February 10, 2007 Ghost's too fast for me. But we see the effect of this in fast jets too. Anything with a wing or lifting body produces this effect. Hehe, Koala thought he was in WIGE today, but I was watching that landing - I think he was stuck in that High AoA trap. If he hadn't kept his speed where it was he'd have dropped like a rock :D [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
tflash Posted February 10, 2007 Posted February 10, 2007 If there was some semblance of wing lift/drag effect after touchdown, we'd also be able to aerobrake the jet as well. (You might have seen this as the "wheelie" some fighters do after they land - this is called aerobraking and is used to slow the aircraft without using the brakes. Once the stick is full aft holding the nose off the ground, we pulse the stick, which allows the nose to fly to the ground. At an appropriate speed, we then test the brakes and taxi to the end. Saves wear & tear on the brakes and is built into landing performance data. Also prevents bringing hot breaks to the crew chief who doesn't appreciate exploding tires after the pilot's left the scene:mad: ). Since I always land much to fast and forgot all about flaps & airbrakes, I often push the stick firmly to the front; at least in Lockon that really helps to slowdown the aircraft. I also make slight turns to ease the speed of. I reckon IRL I would have been sent away long before getting into an expensive jet, but works for me in Lockon, except in the Su-25 of course where things tend to go awry at my landing speeds :D [sIGPIC][/sIGPIC]
EscCtrl Posted February 10, 2007 Posted February 10, 2007 Since I always land much to fast and forgot all about flaps & airbrakes, I often push the stick firmly to the front; at least in Lockon that really helps to slowdown the aircraft. I also make slight turns to ease the speed of. I reckon IRL I would have been sent away long before getting into an expensive jet, but works for me in Lockon, except in the Su-25 of course where things tend to go awry at my landing speeds :D Yeah same for me - landing at 300-400kph works in lockon so its fine with me - as for slight weaving well its not slight for me, have to use full width of the runway :P
Recommended Posts