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Author
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Topic: weighing down the flight models
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ArgonV Pilot
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posted 04-18- 12:54 AM
Have you noticed that the planes (yes all of them, even the stock aircraft) seem to "wobble" around? They dont have that "Im not even supposed to get off the ground" feel to them. In other words, they're light, they dont have that "heavy" feeling. Ive just done a comparison between this sims flight models compared to others, so I thought Id mention this.IP: Logged |
Spyder Pilot
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posted 04-18- 01:02 AM
The air was thickened with the 1.5 patch when aircraft parts used to flutter in the air forever at times. I think it's too soupy IMO. Maybe you're right, the bounciness on the runways etc, might need some weight added here and there.------------------ IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-18- 02:07 AM
Spanky here... I find that too. also i think playing with the air thinness sounds wacky. The prob is all the planes should be at there documented weight. So adding to them would bring them above that wieght and make them kinda a huge hack. which alot of people includeing me don't want. Maybe there is a way for MH to adjust the Gravity slightly? like they did with the air thickness? maybe its off a bit? IP: Logged |
Cpt Farrel Pilot
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posted 04-18- 04:15 AM
Yeah! That's what I've thought from day one! I've always felt that the planes feel like paper-planes or something. I thougth I was the only one or that my joystick had something to do with it... It can't be right that the noses should wobble as they do. IP: Logged |
Nat Pilot
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posted 04-18- 06:54 AM
I think the closest we've got to a "heavy" aircraft is the Jug, it might not be perfect, but it seems to me that it feels like you really have to drag it around, although I agree with the runway thing, they all seem a light on the groundIP: Logged |
jedi Pilot
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posted 04-18- 04:14 PM
I think the main culprit here is the rudder. You can play with the effectiveness of the elevator and get to a "smooth" response fairly quickly, but the rudder is squirrely as hell  Even the "stately" Jug, if you kick a little too much rudder on takeoff or landing, will start gyrating all over the place. Not sure how to approach the problem, but IMO we need a standard rudder setup which decreases its effectiveness. ------------------ --jedi-- IP: Logged |
Pete Hawk Pilot
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posted 04-18- 08:01 PM
There is definitely a weight issue with this sim. When you land a plane it needs to feel "heavy" and in SDOE they just don't. I too agree, thinking that all along from day one that they feel much too light.I'm trying to think of a sim that does this well, but right now I can't think of any that would be the best example. Well, I do always mention A-10 Cuba, and that felt good to me, so that's my suggestion. Mighty once told me that there is a trade off with getting the physics just right, the planes had a little bouncyness in them. And that also explains having some things fall through the terrain. If the terrain were made "harder" it'd effect the physics modeling too much for the planes in a negative way. I hope that sometime soon a nice balance can be achieved where the weight of the planes feels more correct, and we won't have things going underground. Firm earth with good heavy aircraft. IP: Logged |
WhiskeyBravo Pilot
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posted 04-18- 08:20 PM
The planes in CFS come down with a heavy feel. Closest I find to the real thing (private pilot). But SDOE is a funner sim, IMO, as far as dogfighting goes. Also, Warbirds has a pretty good feel during take-off and landing as well. I asked in an earlier post (couple days ago) if we could exagerate the distance between wheels (just the FM) so that these light planes wouldn't tip over quit as easy. Any thoughts from anyone who tweeks FM's?IP: Logged |
Spyder Pilot
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posted 04-18- 09:06 PM
If the specs for the parts/planes suggest they are correct by weight and the planes are still light on the runway then I say to hell with the specs. Add some weight to them till they feel right. What parts of the planes have the weight factor? Wheels? Wings? Or is it just the fuselage and engine? Another thing I'm not sure of what's happening is this: No wind, sitting still, engine off: Move the rudder fully left or right then centre it, the plane swings left/right on return. Is this due to the air thickness? Like the rudder is cutting/pushing through it? Or is it the effect of the rudder snapping back against too light a tail section?------------------ IP: Logged |
ArgonV Pilot
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posted 04-18- 09:12 PM
Ive noticed that too Spyder. Most of the planes parts have the weight factor. Even the wings. If some one who knows what they are doing screws around with the weights and attempts to find the solution, I think the whole communitiy would be very greatfull. This will add major realism and enjoyment (more of it) when dogfighting. IP: Logged |
esox Pilot
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posted 04-19- 01:06 AM
One thing that will help give the planes a "heavier" feel is deadening the joystick input with something like CTFJ (www.stickworks.com). Not deadzones, but deadening the inner portion of the X and Y axis.Certainly, it would be great to have this fixed within the sim, but until then CTFJ helps a ton. ------------------ -< -< -< -< Esox=FC= IP: Logged |
Zurawski Pilot
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posted 04-19- 09:10 AM
RE: Input from a FM guru ...Each "part" of an aircraft can either be asigned a "weight" or a "density". We tend to use the density as an aproximation simply because for most planes we have no data as far as specific piece weights (All the Spits I believe have "some" weight entries) Problem is adding additional "weight" or "density" to any given object is that it also affects the "center-of-gravity" which directly affects the flight-models in one respect or another. So in essence ... what you propose "could" be done ... it would however adversly affect the flight-models, that quite frankly are only "now" truly coming up to speed ... BTW ... Tail and myself have developed a way to position and locate the fuel-tank in their correct positions (previously the fuel-tanks occupied entire aircraft pieces) This has lowered the CofG and has corrected many of the ground-handling problems/issues. I however don't think you'll be seeing these untill the next planepack. [This message has been edited by Zurawski (edited 04-19-2000).] IP: Logged |
jedi Pilot
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posted 04-19- 09:34 AM
Zur--Is your fuel tank info posted anywhere, like the OPP forum? I'm getting ready to build one into the Corsair, and the only way I can standardize is by reverse-engineering the P-47 or the I-16. If there's an "approved" method out there, I'll use it and save myself having to re-do it for the plane pack. Whiskey Bravo has an interesting idea with the wheelbase question. Seems to me that the wheels touch the ground where we TELL them to using the collision points. Can you simply move the collision vertex points for the wheels outboard on the wings and improve ground handling? I'll have to try it on the Corsair--she still tips over way too easily. Also, pretty sure I have some old college texts that have equations for approximating the weights of the various aircraft components. I'll dig em up if anyone is interested...
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Zurawski Pilot
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posted 04-19- 10:03 AM
... Jedi,I don't "think" it's posted ... However, it's a simple "comment" line with an inertia-box of roughly the appropriate size positioned where the tank(s) "should" be. Then so long as you have the propper fuel load and a reasonably-close positioning of the tank(s) ... All should be well. I'd say just reference/reverse-engineer the Jug to get it figured out ... IP: Logged |
jedi Pilot
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posted 04-19- 10:12 AM
Great! That's basically what the Jug has, so I think I can steal it now that the contest is winding down  I will also probably steal Laika's fire animation for tank damage--those little flaming Ratas look pretty cool! Of course the Hawg had a self-sealing tank so it won't be EASY to flame her, but possible nontheless. I also saw in a post that the 109E will leak oil onto the windscreen with engine damage!!?? No way! So many ideas to steal, so little time... 
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Zurawski Pilot
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posted 04-19- 10:44 AM
"That's basically what the Jug has.."Well... YEAH... That's cuz "I" put it there!  IP: Logged |
Mighty Pilot
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posted 04-19- 03:44 PM
The tail swinging when the plane is still is probably because of tail wheel motion, assuming you have steering tied to the rudder.IP: Logged |
Mark_Walsh Pilot
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posted 04-19- 08:21 PM
Rudder Problems:The rudder feels FAR too sensitive. I have used CTFJ III with some success to improve this (from Sticky's Stickworks www.stickworks.com as above) However, it still appears that some planes bounce back from the use of the rudder as if they were on a rubber band, overshooting the centre-line, and wobbling back the other way - in the true sense of the term the system appears underdamped. Having never actually flown a plane myself ( ) I can only imagine that this is not what happens in the real world. What is the truth of this? I also know that this has been brought up even with Michael Harrison back in the days of Pete Hawk's forum, and he said he "would look into it". Any other thoughts? Regards, MW [This message has been edited by Mark_Walsh (edited 04-19-2000).] IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-19- 09:13 PM
Spanky here.. Spyder, No one will take this sim seriously if we start hacking the wieghts of planes. Same with the wheelbase. We shouldn;t just change them until they "feel right" what woudl that be? I can handle most of the planes on the ground. you just have to take it easy. Its alot harder when your not in the plane. theres lots of stuff we arn't feeling that the pilot coudl feel. The fuel tanks could really help. i think more then people think they could. Lets at least weight till they are in before we start fudgeing all the specs till stuff "feels right" which of course no one will agree on. IP: Logged |
WhiskeyBravo Pilot
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posted 04-19- 10:28 PM
I guess its a question of if you'd rather fly a sim based upon data of what it's supposed to be or what it should feel like. Sometimes you have to compromise. How many of you guys have been to an airshow and watched WWII tail draggers take-off? I've seen it plenty of times and although its a tricky deal the pilots manage to keep the planes rolling down the runway in a straight line. The tails don't sling and they don't run into the grass. I know a Mustang plot that says the yaw on take-off is more of a gradual, progressive thing, not a tail-whip. So if FM's could be tweeked to simulate the "feel" of a plane, as opposed to what the outputs from data are I wouldn't feel cheated. IP: Logged |
ArgonV Pilot
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posted 04-19- 10:38 PM
Spanky, IMO I would take this sim very seriously if the planes handeled like they should.(im not dissing anyones ability to make a flight model here, its just the way the game is now) Right now the flight models feel like your playing with remote control aircraft. If it takes a hack to get this sim realistic, then I say go for it. I have done quite a few hacks on sims before. AOE being one of them, and the people that worked on it and the people who flew the finished product took it seriously.IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-19- 11:00 PM
Spanky here.. Well people already think all of SDOEs planes are hacks so this sure wouldn't help. At least right now you can open them up and show people that you are using REAL #s What we need is for MH or some programers to fix it. Not fudge the planes to do it. Also like Zur said this woudl throw all the FMs off and then he would have to go back and fix them at which point I think he would just quit. Cause its alot of work. And he might not be to keen on the whole fudging stuff, although I won't speak for him. Not to mention that IF you got some of the FM guys to do it you would end up arguing with them that it still didn't feel right. One of the problems with the rudders is we arn't in a plane and we don't feel it move. also we don't feel the air resistance on the rudder. a force feedback rudder MIGHT help combat this. I know i'm personally too hard on my rudder. since i just have a twist stick. When i consentrat and be light with it then its all cool. IP: Logged |
Zurawski Pilot
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posted 04-19- 11:14 PM
"Fudging" is out of the question where we "have" data to apply ...period.That's not to say futher FM tweakage is not necessary ... THe entire FM process is a thing of progressive steps. In reality the FMs are mear shadow of what they orignially were (I speak of fighters here).. Each revision is getting better and usually adress new-found data, fix previous problems or simply refine what's already there. IMHO ... ground handling will eventually "fall into place" ... This is a "flight" simulation ... So ideally the FM work SHOULD address "flight" first and the rest second ... Sorry for being short ... the whole "paper airplane" crap rubbed me wrong. IP: Logged |
Spyder Pilot
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posted 04-20- 03:56 AM
Spanky look at it this way, if you didn't know that the planes had weight data what diff would it make? I fly rb3d,mig alley, eaw, etc and though you get specs on what the real planes weights/power ratios etc are in the manual it doesn't mean they actually weigh anything in the sim. It just means they make the fm 'appear' to have weight or characteristics of that plane. The planes and their fm's are always going to be subject to what the user thinks is right so again, nothing new there. If a plane bounces or flutters too much on the runway, why isn't the weight affecting it properly? Data means squat if everything else is out of whack. ...mutter...mumble....kick the dog..... 
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Spanky the Mad Dog Pilot
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posted 04-20- 05:34 AM
Spanky here... K but the real data is all we have to go on. As Zur said. We can't just start fudging stuff now. What if a RB guru comes in here and wants to start making planes? What do we tell him? "oh the real specs don't work right with this sim, just fudge them till they work" Like I said at least right now we can say the aircraft are based on real stats. He would then proceed right back to RB saying what a joke this whole openplane thing is since it doesn't even work. I say if there is somthing to fix its the physics engine. Can they not just tune the gravity and friction a tad? Also why is it that the AI doesn't seem to have too much trouble keeping planes straight on the runway? I really think if you treat the plane like its a $50000, 2000hp, death trap on every take off you will have better luck. You say "Data means squat if everything else is out of whack." Well i say leave the data alone and fix whats out of whack. Someone also said that if feels more like radio controlled airplanes. Why do you think that is? Maybe cause your not in a 5000lb metal death coffin feeling the rumble of the engine barly able to hear your radio, having to put all your weight in to the rudder to push it out into a 200mph slip stream? I'm not saying this is the best there is or will be but we have to realize the limits of computer sims. IP: Logged |
jedi Pilot
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posted 04-20- 06:40 AM
Well, both viewpoints have some merit here IMO. The flight modeling in OP is supposed to accept "real" values and translate that into realistic performance. But it won't do that just by plugging in the real numbers, and we don't even HAVE all the real numbers it wants, like the real (effective) airfoil of the fuselage, for example, or the coeff of friction between the tires and the ground. IMO SOME small amount of fudging is required sometimes. For example, how many of the planes have the ACTUAL prop diameter and pitch of the real ones? That's one of the main things that gets tweaked to achieve the correct performance. I think most guys would agree that having the performance numbers correct is more important than being able to show some dweeb that the physics model itself has "real" numbers in it.But when you do fudge something, you can't just say, "hmmm, it's too squirelly on the ground," and add weight to it, because now you just porked the climb rate, and to fix that now you have to add more lift to the fuselage, and that adds more drag, so I have to make the prop bigger, etc, etc, and pretty soon your model doesn't have a single "real" number left in it, even if it DOES match the real performance. Then when somebody else shows up and wants to BUILD a realistic flight model for a new plane, what do you do? Hand him the "OP documentation" and tell him good luck? That said, most of our planes spend more time in the air than on the ground. If you COULD get "better" ground handling by, say, decreasing the rudder travel (and that does work, BTW) without adversely affecting flight handling, that wouldn't be a problem the way, say, changing the HP of the engine would be. But I think it's a gross oversimplification to say that these planes were "easy" to get off the ground. I've almost been run down by a P-51 that got away from its pilot on takeoff at an airshow, and the Stang was not really noted as being that touchy on the ground. I've read where you had to use almost full rudder AND full aileron to counteract the torque of the Spitfire on takeoff, and the trickiness of the Corsair is almost legendary. If we build a model and it DOES require constant attention to get it off the ground and back on again, as opposed to just pushing up the power and letting it take off by itself, isn't that a MORE realistic (and thus "better") way to go than simply building in a "heavy feel" even on aircraft that weren't heavy? Conversely, if you can't do the same things a real pilot would do and have the airplane react properly, what good is it to be able to show how realistic the modeling is? The two things I've noticed that made a big difference as I've been tweaking the Corsair for ground handling (and the version I'm working on now is not too bad at all, but still challenging) is that the location of the Center of Gravity and the rudder throw are very important. The rudder throw can be very small and still work fine in flight, but a large throw will put you in the weeds in a heartbeat on the ground. A bad CG will just make this worse. I haven't looked at the 5.3 Mustang, but the 5.2 Stang, which the Corsair was based on, had it's "engine" located pretty far aft of the correct spot, and of course the old fuel distribution model doesn't help things. Putting in the fuel tank model like on the Jug and I-16 (and now the Corsair) and moving the engine object and inertia box to the right place on each model would be pretty easy mod that would make a lot of difference IMO. From that point you can tweak the rudder and get a pretty reasonable "feel" without "fudging" any of the important performance-affecting numbers. Just my $1.02 ------------------ --jedi-- IP: Logged |
Spyder Pilot
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posted 04-20- 07:24 AM
Missed my point entirely. If you fly another sim, and without delving into the nuts and bolts on how the progammers achieved their fm, you wouldn't know if the weight by data is correct or not. The plane would behave like it had all of these things regardless. I don't see any complaints that the Lanc is 'fudged' so that we don't have to wait an hour to get it up to xxxx thousands of feet, we have to draw the line on fun vs realism somewhere. I go into Rb3d and think, wow this plane 'feels' good, if someone told me the camel I was flying really only weighed 10 kilos in the data I'd say so what, it doesn't 'feel' that way. Unless you delved into openplane, it wouldn't make any diff to the user what table or data was being used if the plane flew to the user's expectations. As in the padlock debates, this argument will either end up as a flame or bounce back and forth like a tennis ball.
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Spanky the Mad Dog Pilot
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posted 04-20- 07:39 AM
Spanky here.. Exactly jedi. Spyder you are obviosly set in your argument. I'm not going to try and change it as it pointless. Let me say this. In "MY" opinion we shouldn't change any numbers that we know are true. and play with the ones we don't and go over every plane with the fine tooth comb to make sure we have done everthing we can do. Like jedi said there is still alot to do to each plane to make it handle better. I totally got your view and I don't like it. The average user of a sim might not care what #s the planes are based on. BUT i sure as hell do as do. And I would be suprised if alot of the other so called HARDCORE flyers don't care. Learn how to control the plane and treat it like the beast it is. IP: Logged |
Sv Pilot
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posted 04-20- 08:09 AM
I believe that using the correct data is the way to go.But... this is assuming that the physics modeling in SDOE is perfect and that your frame rate is in the throusands and that the plane is made up of hundreds of pieces...  Wouldn't it be a miracle if OpenPlane worked perfectly? Take the prop issue for example, the main reason that the props are fudged is becuase we are not using the correct prop airfoils, right? By its very nature the airfoil data we use is a hack. CHRIST! Anything that is a "coeffeciant" is a hack, no? What is drag coeffeciant, a hack! Yes, they can be measured, but they are subjective. In other words, any simulation is a simplification of a VERY complex model. Simplification requires assuming certain things... don't look so close at the means, look towards the end! Also engine modeling is WAY off, no? Until it is 100% exactly perfect I can not imagine that slight tweekes won't be needed to achieve any FM goal. I don't think of the stats as sacred, but rather as the over riding guide. I bet no two WW2 planes flew exactly the same anyway... is anyone modeling pilot weight? I say to the "purists" out there, get a grip! Nothing is ever going to be 100% perfect. Let's just be happy that OpenPlane gets us hundreds of miles closer to perfect  ------------------ -Sv =FC= WWI in SDOE!
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Spanky the Mad Dog Pilot
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posted 04-20- 08:16 AM
Spanky here... SV you are over simplifing our argument. I'm not asking for 100% perfect FM. No one is. I'm just asking for people to not start going crazy. Let me ask you this SV? your planes don't handle right on the ground. You realize this or people start bitching about it just when you get the FM to where you like it. What do you do? Add a couple hundred pounds and start the FM tuning all over? Brings up one good thing though. Do the pilots weigh anything? If not we should fix that. IP: Logged |
ArgonV Pilot
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posted 04-20- 08:57 AM
Spanky. I said they fly like radio controlled planes, you know why I said that? Because they do. Have you ever flown a radio controlled plane? You will soon see the similarities. And they feel like that not because im not really in the planes like you said, but rather because compared to any other WW2 flight sim out there (Ive played every WW2 sim to date) these planes bounce around and whobble in the air the most. Have you played WW2 fighters spanky? or EAW? or Combat FS? or Nations? or Luftwaffe Commander? or Warbirds 2.75? or Fighter Ace one and two? or Fighter Duel? (the list goes on...) I think if you have, you would say the Planes in this game do bounce around and whobble too much and that they do feel like radio remote controlled planes. (even my friend noticed this and he doesnt even play flight sims) Im not dissing anyones FMs here, even the stock aircraft have this problem. I just would like to see this problem fixed. I dont care how, or when, just so that it gets done.IP: Logged |
Zurawski Pilot
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posted 04-20- 09:20 AM
OK ... boys and girls ... NO PISSING IN ANYONES FRUITLOOPS!!!! Let's keep this a discussion/debate please.  NO... Openplane is "NOT" perfect and there are "fudges" where they are appropriate. However, I am completely against purposfully fudging something in FS to make it "feel" like another simulation. I've both flown and flown in light aircraft ... and with only a few exceptions ... there "IS" a certain "twitchyness" that is exhibited. I'll say it again for the record ... "Your joystick setup has more to do with twitchiness than you think". Even if you have to manually adjust you sensitivitly in the .ini ... Your joystick-to-control surface input should be as close to a ratio of 1-to-1 as you can possibly obtain. Why doesn't anyone complain about the bomber hacks? ... Well, hell ... We did at one time make them correct and we nearly got banned from the forum!  Bare in mind ... what we are effectively discussing are the 5.3b plane-set ... let's not throw the "baby out with the bathwater" untill we've all had a chance to try the "next/improved" batch of planes ....  IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-20- 09:37 AM
Spanky here.. ArgonV- have you flown in a real plane? Who is to say all those sims are right? I'm not saying they don't bounce and i'm sure they do need work. BUT we don't want to just start adding wieght till they "FEEL RIGHT" cause then the flight FM is all messed. Probly way worse then the originals that everyone hated so much. Yes zur I'm going to try and tone down my rudder a bit cause I know its too sensitive. I have just lived with it. And I also think we should wait till a revision of the PP that shows what a difference the fuel tanks and such can make. Argon and company. Get OPS. then add wieght to any of the planes until it FEEL RIGHT its easy to do. then get back to me with how much you had to add and how it flys now. Also has anyone played with the dampers on the spings in the landing gear? Could we not turn that up a bit and see if it reduces the pogo effect? And that wouldn't effect ANYTHING else. IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-20- 09:44 AM
Spanky here.. Hmm... Just looked at the damper command Dampening force (AKA dashpot or shock absorber). Force applied opposite and proportional to my velocity Well that IMO is part of the problem. Any mountain bikers here? You should be able to set the compression damping seperatly from the rebound damping. I can't understand why that isn't in there. you coudl set the compression to keep the spring from bottoming out. and then set the rebound to keep it from pogoing back up. or toping out. You would also want a bottom out and top out spring. That maybe going a little overboard but it may not be. IP: Logged |
Sv Pilot
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posted 04-20- 09:59 AM
Spanky,To answer you, I have found that most problems can be traced to real mistakes, or at least things that you "guessed" at. My Albatros for example had very bad ground handling, but the FM was not all there yet either. When Pang did an FM update, the ground handling got way better! I am not suggesting that anyone go nuts making stuff up, but just what are you basing the weight of the landing gear strut on? My point? My point is that in any of these planes right now, MUCH is left as a guess or approximation, therefore there is allot that can be changed WITHOUT altering the "real" or "known" specs. You could, for example, model the wing in three pieces a side instead of two. How does this relate to the real stats? IT DOESN'T! I am saying that there are many aspects to a flight model that do not directly relate to real stats... IT IS STILL AN ART, not a science. BTW, I do agree with the R/C analogy, I fly R/C and these planes do tend to feel that way to me as well. I am unpopular because I am most sensitive to inertia and the "weight" feeling that started this thread - as opposd to flying by the specs. So many people ignore the accellerations and focus on the velocities! Who cares if your top speed is correct if your 0-100 time is 1.2 seconds? That is why airfoil data is so important to me for my WWI planes... any atttempt to get real stats always resulted with a light feeling plane - too light. I bet many people think I didn't care about the FM on my planes... this is untrue, I just couldn't accomplish what I wanted to yet, so I errored on the side of keeping the real stats. I also did this bacause IMO it makes the handling more believable, try my Albatros - it feels heavy to me.. it lumbers off the ground like the one at Rhinebeck... BUT the flight specs are off - too fast and bad climb rates, etc. I need to edit the airfoil... I need a higher lift, higher drag airfoil! How would an Albatros fly with a nice smooth FW190 airfoil? I bet it would fly allot like my Albatros  -Sv IP: Logged |
Tailslide Pilot
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posted 04-20- 11:18 AM
Good points SV. I've been working on this for almost a year and the only way I can tell things are getting better is that people are freaking out over less and less important things each time around. All the planes are in a constant state of improvement. Rather than fudging in a quick kludge that will undoubtably cause problems in other areas of plane handling I would rather do the work and figure out why things arent acting right and fix them. We haven't gotten to concentrate much on ground handling as we've been trying to get the planes to handle correctly compared to each other. Theres a lot of work on the planes left that will affect ground handling a lot like fuel tanks, calibrating level stall speeds, and removing the 'unstallable' airfoils from the tail surfaces. If you want to hang 500lb weights off the bottom of the plane I'm sure this will make it 'feel' more 'heavy' just don't ask me to dogfight in it : ) TS IP: Logged |
Zurawski Pilot
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posted 04-20- 11:30 AM
LOL!... SV, Tail's 1000% correct ... As far as FM-tweakage goes ... this is a marathon and we gust passed the half-way mark!  There quite frankly is so much more to do (no-shit-sherlock) .. I'm hoping if we can get more people involved the FMs will steamroll no unlike how everyones work in the WWI planes really pushed the WWII stuff further along ... LET'S GO TEAM!!!! Damn ... I hate it when i do that.  IP: Logged |
Spyder Pilot
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posted 04-20- 08:16 PM
Spanky, set in my views? Yours is the right one I see.... I bow to you. This sort of dribble is asking for a flame. Check your ego at the door.
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Spanky the Mad Dog Pilot
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posted 04-20- 09:25 PM
Spanky here.. So I'm the only one who brings an ego to the table? Calm down man. Its just our regular bi monthly argument. Remember? All I ment was I'm not going to argue with you cause you don't care if the stats are fudged or if 1000lbs are added to each plane in order to have better ground handleing. And I do. BTW has ANYONE thought of examaning the spring and dampers at all? If we could work out a less pogo effect by just playing with those it would be alot easier then any suggestion of adding wieght. AND what about the pilot issue? I think adding the weight of a pilot is an idea that should be explored. I wish MH would pipe up on this issue
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WhiskeyBravo Pilot
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posted 04-20- 09:28 PM
I'm kinda new at posting here so I'll try not to overspeak my welcome but a couple of observations. One post said that if you take-off at half throttle the planes are easier to control, well thats a hack right there because every WWII flight manual I've read says that a pilot is to apply full throttle on take-off with a loaded bird. So which is better, having a RB guy come here and tell him to only use half throttle to take-off because the planes handle better or maybe tweek the set-up. I design planes for CFS (hobby) and I find it cool to take on the role of test pilot as well as designer. Try to get the plane to fly as good as possible within weight and power constrictions. That's what the plane manufactors did in the first place anyway. The data means nothing if the translation is incorrect. One last note, if the argument is that the FM's are set-up by the book for flight, and ground handling comes second, then these guys arn't purest because take-offs and landings are as important to a successful flight as the dogfight or bomb drop. Sometime when I finish a successful mission in SDOE and am returning to base I feel dissapointed that I can't have an immersive landing to finish off the time I invested in the flight. So instead of belly aching, I'm trying to teach myself how to adjust the FM's in this sim. So who is this Big Munger cat anyway? [This message has been edited by WhiskeyBravo (edited 04-20-2000).] IP: Logged |