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Author
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Topic: Grrr..... turning help?
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Aladar Pilot
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posted 02-12- 11:28 PM
The F-4 wont turn as tight as its supposed to!! Its sposda (according to my dad) pull more G's than it is at 600_ph, and right now I don't know how to make this somofabich turn better!!IP: Logged |
Zurawski Pilot
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posted 02-13- 11:07 AM
Three thing affect the turn capability:1.) CofG - The further you move the CofG back the more apt it is to turn tighter (this also increases the likelyhood of twitchyness and spins if you go to far). 2.) airMAX - The degrees of throw available to the elevators. Obviously the more you give it the more deflection is applyed. (though, I recommend finding the "real" range of deflection). 3.) AirPt and AirInc - AirPt defines where on the wings the point-of-lift occures and the AirInc define what Angle the wing "is" to the lift. Obviously there are "other" small tweaks that ultimately effect the FM but for turning these are the "big-three". IP: Logged |
Pachy Pilot
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posted 02-13- 11:23 AM
Zur, by CofG, do you mean "center of gravity as defined by position of intertia boxes", or "geometrical origin of the aircraft, as defined by position of the main LOD in 3D space"? I believe that, in theory, they should be at the same location, however if you move your main fuse LOD in space they may not be. The He162 is the worst example of this problem.I noticed the latter is far back in the PZL, I suspect it's by design. IP: Logged |
Zurawski Pilot
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posted 02-13- 12:24 PM
...Patchy,The "geometrical origin of the aircraft" (Or as I like to call it, "global origin", defines the games axial origin, or simply where the aircraft pivots in the vitual world of FS. The CofG or "Center of Gravity" defines the FM, as you stated defined by the inertia boxes (or Phylbs, if one uses this in place of defining a inertia property. If one were to be really picky, the global axis "technically" is the point where the aircraft pivots... in most cases, this is near-abouts the mean-center-axis of the main wing. [This message has been edited by Zurawski (edited 02-13-2001).] IP: Logged |
Pachy Pilot
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posted 02-13- 02:00 PM
Thanks Zur. Here's my interpretation of the problem:If your global origin coincides with the CofG, the point in space where global lift from the wings is applied should be very close. When you pull the stick, the negative lift applied on the tail by the elevator generates a rotational moment around the longitudinal axis, blah blah blah. Notice the rotational moment generated by the main wing lift forces is zero. If your global origin is too far forward (like on the He162), when SDOE tries to compute the moment around the longitudinal axis, it finds two forces: a downward one, far to the axis (the elevator), but there's also an upward force generated by the wings lift, and its moment is not zero BECAUSE IT IS FAR FROM THE AXIS. Hence, your plane can't pitch up because the lift from the wings annihilates the elevator forces. Bottom line: fly your aircraft. Go in external view. Rotate the view around, until 90° deflection. Zoom in. Now, note which part of your plane is exacly at the center of the screen (use the HUD if necessary). If it is not 1/3 way back from the wings leading edge, you have the centering problem. All further attempts to improve the FM are vain, unless you fix the centering problem. You need to re-center your main LOD in AC3D and fix the intertia boxes, contact points, shadows, engine and tank vulnerabilily boxes. And more. Good luck. IP: Logged |
Zurawski Pilot
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posted 02-13- 02:54 PM
... Patchy,When you say "you" are you refering to me or Aladar?  Actually it's quite easy to fix with OPStudio (though quite time consuming)... All parts can be clicked and moved via the keyboard so all moved parts align exactly as the were, including inertia boxes etc. The only thing one has to hand edit is obPts. [This message has been edited by Zurawski (edited 02-13-2001).] IP: Logged | |