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Posted (edited)

Gave the dora a spin after the latest stable  update.

No nasty engine bug anymore. Yay.

What ive noticed tho is that in a dive turn my cannons or mgs broke and couldnt be fired anymore.

Not sure if thats a feature or a bug? Anyone noticed? Could reproduce it rather easily.

Situation as follows:

Start with 450kmh at 3000 / 4000 m height.

Turn downwards and pull on target to jump it. Extended start flaps to not overshoot.

First instance i heard a clonk and noticed the wingareas where the cannons are placed were covered with bulletholes. Couldnt be fired.

Same happend in another sortie but only one cannon was affected.

3rd sorty only the mgs failed.

It was no flak damage nor hits from a fighter.

I was nearing blackout on 2 of the cases but did so for months aswell and nothing of this ever happend.

Cant imagine ive strained the airframe that much?

Will add tracks.

Edited by Doughguy
  • Doughguy changed the title to Guns and Cannons breaking during turn?
Posted (edited)

You have flaps partially deployed at 700 kph and pull around 9.5G. You are indeed overstressing the airframe. Or that's what my testing has shown me. Above 9G cannon and or ammo fail and above 10G wings gone.

 

A potential solution for you: Don't deploy flaps in a dive. This way you will not only not risk to jam the flaps (Which maybe isn't even simulated) but you will also not be able to pull above 9Gs in a turn, as the aircraft will stall just below 9G.

Edited by razo+r
Posted
vor 15 Minuten schrieb razo+r:

You have flaps partially deployed at 700 kph and pull around 9.5G. You are indeed overstressing the airframe. Or that's what my testing has shown me. Above 9G cannon and or ammo fail and above 10G wings gone.

 

A potential solution for you: Don't deploy flaps in a dive. This way you will not only not risk to jam the flaps (Which maybe isn't even simulated) but you will also not be able to pull above 9Gs in a turn, as the aircraft will stall just below 9G.

 

Plan was to not overshoot.

Hm. Thought wrong then.

But thanks for the nudge. much too learn

Posted

I'm not sure how you will not overshoot if you dive with 700kph in the first place. But if you don't want to accelerate that fast, going idle and or do a wider turn/spiral would be better IMO. But lets be honest, if you dive on a target, it means you are at an energy advantage and normally you want to keep it that way, so basically "overshooting" is the way to go.

Posted

Well, it kinda worked in the sorties. up until that point i yanked to hard on the stickand broke the guns.

Had some "bad experience" online doing dives w/o brakes and some jug pilot just barrel rolled behind me out of my dive despite me gettin into a climb.

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