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Author Topic:   F4U-1A report
Da Jug head
Pilot
posted 03-05- 12:17 AM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Ground handling:

Much improved, can be taken off in a straight line with gradual application of power while gradually incrasing rudder app at the same time

Turning:

Here lies the problem I've run into. even with the gentlest application of elevators in a turn, this plane wants to flip on it's back. The tendency is so pronounced as to make a turn an undesireable maneuver, even when not in combat. The Yak is a handful in this way, but this corsair beta release is even twitchier. This happened at speeds from 180 to 320 mph. I tried it at several different speeds in this range. Put her in a bank bank, start to pull back gently on the stick, as soon as I passed about 1/4 of the range ot the stick, the plane would attempt to flip on it's back. Note this was not a bank & yank turn. I did not experience this with the previous beta.

Canopy;
Canopy closes automatically as soon as the training mission starts. Is there anyway to make it wait so we can shut it manually? The effect is cool however.

Dive and climb rates seem to be more in line with what you were saying Jedi. No more slaughtering zero's without being smart with your tactics. But the turning needs to be corrected. The Corsair was a good solid turning machine even though it still couldn't match a zero.

Gunsight seems to be lined up correctly. I finally figured out a test for this, but haven't tried it on this plane yet, although I tested the procedure on several others. The results seem to be consistent

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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Nat
Pilot
posted 03-05- 03:42 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Jug, a good gunsight test is just to sit it on a runway, zoom right in and fire the guns, if they are lined up properly then all the tarcer will go through the centre of the sight, the only worry after that is convergance.

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jedi
Pilot
posted 03-05- 06:51 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hmmm. I didn't change any of the manuevering properties between the betas. I tested this pretty thoroughly, and I can do very smooth turns at any speed above 200 mph.

Below 200 is a different story, but you shouldn't see any snap-rolling tendency unless you are honking on the stick pretty hard, or trying to pull a lot of G at "low" speeds (which, for the Hog, means max performance turns below 180 or so without flaps). To turn at lower speeds requires a pretty smooth hand on the stick. Asking for a lot of G at low speed, or trying to rapidly "snatch" G to get more angle will probably make her twitchy.

Now, I'm not sure exactly how twitchy it SHOULD be realistically, and I'm not saying you're "hamfisting" it--what I'm wondering is whether this is a joystick issue, i.e. how much elevator sensitivity you've got dialed up? I have mine turned all the way down, and I've calibrated the model for MY setup. Which may be the problem I guess. It CAN be adjusted somewhat, but the penalty will be that the plane retains its energy too well, because with lowered elevator effectiveness, the plane can't be made to slow down by pulling G. It will simply reach "equilibrium" at 200-something mph, and fly all day at that speed. The elevator authority is also somewhat important in making the plane react "dangerously" in low-speed, high-power situations, which was one of its "trademark" faults.

What do some other guys think about the amount of "twitchiness?" Too much? I may have it set too much in line with my system, and not "generic" enough for other joysticks.

The canopy thing is "required" for the new bailout routine for jettisonning the canopy. It has to close to "disarm" the breaking DOF airfoil, which will otherwise cause the canopy to detach by itself at random times inflight. It will also cause the pilot to bail out So to have the canopy start "closed" or stay open until you close it, I have to give up the canopy jettison bailout, which I'm not inclined to do just yet

What I may do is create a "parked version" which starts on the ground with wings folded, canopy open, etc, primarily for use as an AI plane for offline missions. It will be player-flyable, but may have some of the damage "toned-down" to make it a little easier for the AI to fly in combat. Still thinking that one over.

Thanks for the feedback! See if adjusting your joystick makes any difference, or if that messes up the way you like to fly too much. I may be able to tweak the elevator response some...

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--jedi--

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Da Jug head
Pilot
posted 03-05- 09:33 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Jedi,

I have the sensitivity reduced in the joystick programming for atarters.

I did try minimizing the sensitivity, it only partially alleviated the problem, but made ground handling worse.

I also took the plane to 6000 ft. dipped the nose to pick up speed and at 400 mph pulled back hard on the stick to execute a loop. The aircraft immediately snap rolled and went into a spin. I was able to repeat this. On this maneuver, this is the only plane this happens to.

Should it snap roll, on a hard pull, with no aileron applied when trying to do a vertical loop?

I trimmed the plane out too, before each maneuver, to eliminate that as a possible problem.

I don't think this is a joystick issue (but I could be wrong) as this plane and the PP 6.1 A6M5 Zero are the only one's this seems happens to excessively, although the Yak seems borderline. The other aircraft will stall on the correctly in a steep bank turn when they lose enough speed then flip from the one wing stalling. I wanted to be sure so I just got done teting 10 different single engine fighters in the game.

Canopy issue- not an issue now, I now see why you have it that way.

I'd also like to hear from some other people. The thing is, I seem to only have this problem with the Yak, later zero, and this model of Corsair. One question- are you using the same joystick you used when you built the other Corsairs?

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

[This message has been edited by Da Jug head (edited 03-05-2001).]

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jedi
Pilot
posted 03-06- 06:56 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hmmm. If you pull REAL hard on a loop, it should probably go into a bit of an accelerated stall, which may develop into a torque-assisted snap-roll. I kind of modeled this after the way the Corsair performs in Warbirds. This was not, IMO, much of a dogfighting plane, and I kind of want guys to get into trouble if they insist on dogfighting in it.

That said, I don't find it all that "twitchy" when I fly it, which brings me back to joysticks. I turned my sensitivity to "halfway" point, and the plane WAS probably too twitchy. I could still fight in it, but only because I have a lot of practice in it after all this time. My guess is that my joystick/port's "low sensitivity" point is somewhat less than yours.

There is a key point in the model for elevator authority. If I set it too low, you won't be able to generate enough G at low speed to continue to bleed off more speed, i.e. the plane will seek and maintain its "corner velocity" automatically, which I don't like. You can see this in some of the other planes, which can simply turn forever with impunity because they aren't capable of pulling "too many" Gs at low speeds. You also won't be able to get the plane to spin very well or torque roll at low speed, which was also one of its traits.

OTOH, if I set the authority too high, you get too much "instantaneous turn" at higher speeds, and, obviously, too sensitive a stick.

I'll see what I can do by toning down the elevator authority, but I'll probably preserve the ability to get the accelerated stall at high speed and energy bleed/torque roll at low speed.

P.S. same joystick used for all the models, but the earlier ones had lower elevator authority.


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--jedi--

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Da Jug head
Pilot
posted 03-06- 07:53 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Jedi,

Thanks for continuing to lookinto this.

I understand what you're saying but it still seems the elevators apply too much force. I locked the F2 view to the side and attempted the loop without such a hard pull while watching the speed(HUD on). At the point of approximately 50% of the elevator range of movement from the horizontal, the plane flipped on its back. This time, instead of judging the joystick movement, I watched the elevator movement.

The angle of attack at this point during several tries was anywhere between 30-50 degrees and the speed was still well above 320mph. Elevator was applied rapidly at first and then more gently on each succesive try. The AOA and speed didn't seem to have as much bearing on this as the elevator movement.

I don't have the accelerated stall graph for the Corsair, so I don't know if this is correct or not. But the speed seems high enough it shouldn't stall at that point. Usually in an acceleratede stall one wing will dip first as it loses lift, and the flip/roll is pretty controllable(if you know what to expect). Since you have the most info, was this true on the Corsair?

Actually I'm very comfortable with using the accelerated stall or getting awfully close to it when fighting. It's a great lead in for a wing over or "flip turn" as Boyington used to call them. It's very handy in a B&Z fighter. Boom, then zoom, then wingover after you've bled off enough speed and gained enough altitude to do another B&Z pass. Good way to catch a Zero in a head on.

I clipped the maximum elevator response in the joystick programming to about 2/3 of what is possible and still suffered from the same problem, that was when I went to watching the elevators.

Let me try one more thing. I'm going to completely remove the installation of this bird and start again. When I installed the new beta of her I just overwrote the old files.

I do want to tell you that I really appreciate your patience with this and your willingness to look into it. It shows me and everyone else just how conscientious of the feedback you and the other developers are.

To be honest- I would like to see the Corsairs bleed more speed in a turn too. I'm being persistent (or maybe a pain in the arse ) because I know you've talked about applying these changes in varying degrees to the other Corsairs.

Thanks again for your responses. I'm trying to do whatever I can to eliminate the joystick issue. I'll have my son try it on his machine too. He has a Logitech Wingman 3D.

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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jedi
Pilot
posted 03-07- 10:30 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
I played around with this a bit last night. I "detuned" the elevators to about 75% of their former effectiveness, and reduced the "pilot control authority" to about 50%. I then set the sensitivity in the sim to the halfway point, to hopefully eliminate my joystick's "stability advantage" (A TM F-22 with good pots and a digital joystick port is a pretty stable control setup).

The plane is now less twitchy, but will still do the accelerated stall and roll at higher speeds. It will still spin, but is harder to spin at low speeds. It can still "self-bleed" its speed down to about 150 mph, at which point it loses G-authority to bleed down any farther (in a level turn).

That probably represents the max I can compromise on the stability without losing the undesireable handling traits. If I make the plane more stable (reducing the elevator authority to 50% produced a P-47-like steady platform, which IMO is all wrong for a Corsair) then it will neither spin nor bleed energy in a turn, which doesn't match up well with the historical picture of how a Corsair behaved. OTOH, it's pretty clear that for MY joystick, the sensitivity must be set to the lowest level to get a good "feel" in this plane, while other guys may not be able to set theirs that low and still play. So I have to have the plane at least controllable at the mid-range joystick sensitivity.

With the new values, I was able to fly dogfight missions at half-sensitivity against the AI without any significant "over-twitchiness," although the plane does require a fairly smooth hand when pulling Gs, or it will start to flip a bit.

I am concerned that you're able to get the plane to flip "accidentally" at such high speeds. I can only do this intentionally, i.e. sure, I can make it flip over--that's a "feature" I want it to do But I can also fly around all day in a fight and NOT have it do this, pulling G's anywhere from 0 to 8.

As an extreme measure, you could always modify the plane for offline use. It's a very simple "fix" in OPS. Only 2 property lines are effected, and you can tweak from "rock steady" to "hog on ice" in about 20 minutes testing

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--jedi--

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Sailor
Pilot
posted 03-07- 11:18 AM     Click Here to See the Profile for Sailor   Click Here to Email Sailor     Edit/Delete Message   Reply w/Quote
Hello,
Lots of work recently but yesterday at last I was able to start the game and try your new Corsair.
First I’d like to thank you for all the work done and the great improvements you and the other OPP devloppers bring to this game.
I have the same problem as Jug Head : I am unable to correctly handle the plane in a turn, and even in vertical evolutions I have the worst difficulties. I did not have the same problems with the previous releases but remiinds me somehow of some of the first Me109s wich were terrible to take off with. After loosing a fairly good size squadron agst AI Zeros (mostly loosing control at low alt and crashing) I switched to the other side only to see that AI had problems handling the Corsair too. Reverted to a previous version to seek revenge !
I use a MS Force Feed Back wich is not the most precise joystick but as I m now rather well trained with it I manage to handle every other planes in the game with it.
Don’t think I’ll be able to do more testing before the week end, but then I’ll try again and compare to other planes in the game and report here.
Sailor

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Commando
Pilot
posted 03-07- 03:55 PM     Click Here to See the Profile for Commando   Click Here to Email Commando     Edit/Delete Message   Reply w/Quote
First I am not an expert pilot, but I am getting the same as Da Jug Head on the Yak, the new Corsair and the Zero 5, my joystick is a Saitek Cyborg 3D Digital which needs very little tweaking with CTFJ at all.


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Da Jug head
Pilot
posted 03-08- 05:38 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Same problem on my son's Logitech Wingman 3D with all 3 planes.

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Hawk
General
posted 03-08- 05:58 PM     Click Here to See the Profile for Hawk     Edit/Delete Message   Reply w/Quote
Saitek Cyborg Gold USB is the preffered joystick for SDOE. I do not use any of the stick tweeking programs anymore as this stick is very smooth and not sensitive at all. Not sure about the digital one.


http://www.rcwarbirds.com/geebee


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Sturm Spieler
Pilot
posted 03-08- 06:44 PM     Click Here to See the Profile for Sturm Spieler     Edit/Delete Message   Reply w/Quote
VERY COOOOOOLLL!!!

I'm a big realism guy, so I've always dreamed and begged for the canopy to be open when the mission starts then close.....that would feel so great at the beginning of a mission!!!! BIG question....can this be done to all other planes.....that would be killer!!!!!


7./JG3 Sturm Spieler

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Yardstick
Pilot
posted 03-08- 07:06 PM     Click Here to See the Profile for Yardstick   Click Here to Email Yardstick     Edit/Delete Message   Reply w/Quote
Pretty crap for air starts though and I can't see the game distinguishing between the two.

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Yardstick painted this

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Jerry
Pilot
posted 03-08- 07:30 PM     Click Here to See the Profile for Jerry   Click Here to Email Jerry     Edit/Delete Message   Reply w/Quote
Well, you have engine starts in the air why not canopy closing?

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IgorSK
Pilot
posted 03-09- 05:45 AM     Click Here to See the Profile for IgorSK   Click Here to Email IgorSK     Edit/Delete Message   Reply w/Quote
hi,
I've had a visual problem - the head of the propeller was missing - the prop was just spinning in the air without being attached to the plane...
(I'm using the old Voodoo2)

I also can't make the F4 do a sharp turn - same as Jug Head. (...another Logitech Wingman)

Otherwise, all superb (the model etc.).

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jedi
Pilot
posted 03-09- 12:49 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
The "missing" prop hub is really just a texture file that Razer added for me which I forgot to include in the download. Should be rectified on the next beta.

As for the canopy, the only reason you see it do what it's doing is to enable the new bailout routine, where the canopy jettisons first. It will do the same thing on the ground. Not meant to be "realistic" per se, but not any more irritating than having the engine start in the air

Now, what we COULD do is run the canopy mechanism off of the landing gear, the way it works on the "non-player" aircraft in CFS2. When the gear is down, the canopy opens, and when the gear is retracted, the canopy closes. That way when the plane starts out on the ground, the canopy will be open, and when it starts in the air, it will be closed. The problem would be if you manually closed the canopy on the ground, then retracted the gear...the canopy would open.

Might have to experiment with that a bit...

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--jedi--

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Stark
Pilot
posted 03-09- 12:57 PM     Click Here to See the Profile for Stark     Edit/Delete Message   Reply w/Quote
The canopy linked to the landing gear would be a bit odd during landings don't you think? Especially on any plane that has a lifting, as opposed to sliding, canopy...

-Stark

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Sailor
Pilot
posted 03-09- 04:35 PM     Click Here to See the Profile for Sailor   Click Here to Email Sailor     Edit/Delete Message   Reply w/Quote
Hello Jedi,
Just played a bit more with it, and think that after all it's just very touchy to handle, don't let the speed drop below about 200mph, move the stick very gently, compensate the plane really carefully, andd then everything is fine. May be just very realistic, from what I've read here and elsewhere about the plane. I'm not yet qualified for carrier take off though
Noticed 1 small detail : I lost a wheel on a rough landing, saw the wheel roll by the plane and then another one was still in place ! Never saw that before.
Hope to fly again soon with it, and then may be use it for a few on-line tests ?
Sailor

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