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Author Topic:   Another Ground Handling fix (works great)
Nat
JAG
posted 03-31- 10:58 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys, I don't know if some of the other aircraft still suffer from handling problems, but here's what I've just found.

You all know the La7 is massivly powerful (1850hp)and very light, thats great in the air, but on the ground it's murder (atleast in SDOE and especialy for AI), anyway, I tried a few things with the tires to no great effect, then on adding the new prop pitch controls for the new patch I had an idea... min prop pitch, usualy set to 0, the AI starts of with the min setting on the prop and as the engine is powered up the pitch is increased, well, the La7 being so powerful the min setting of 0 still meant it would accelerate to 30mph in a matter of seconds, and thats no good for any aircraft that have to turn onto the runway. Well, I set the min prop pitch to -10 and all the problems have gone away! Now there's a nice smooth acceleration and no "Ground Looping" when the aircraft needs to be turned.

So, maybe if aircraft that used to have this problem (Corsair springs to mind) have the min prop pitch changed, then you should see a great difference in handling

~Nat~

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7./JG3 "Naturlich"


"SDOE... What and where would you like to fly today?"
http://members.nbci.com/naturlich/index.htm </B>

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jedi
Pilot
posted 03-31- 12:31 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hehe a "good" pilot should have no trouble handling takeoffs in the latest beta version of the Corsair. Landings are still...er...challenging

The Corsair goes BACKWARDS with negative prop pitch Something with the way I have the multiple damage engines set up I think (I may rip that out and replace it with something simpler--still thinking about it).

And, at the moment, the plane is nearly uncontrollable in the new patch, so I need to figure out what they've changed in the flight modeling or joystick routines before I can tweak much for it. It may just be the new prop codes I suppose, as the plane now goes too fast and the elevator is way too sensitive (too much propblast?)

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--jedi--

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Nat
JAG
posted 03-31- 02:10 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
you have a good point about going backwards, kinda what I expected, but because of the masses of power I had to make the prop elements almost flat just to tame the power output down, so I think thats why I don't get any noticable backwards power with the -10 pitch.

I have to admit that I've not looked at your latest beta though (been so busy I haven't got maney new planes since the last full PP), I'll have a look at your engines though if you're not happy (unless tail helped you out ofcourse)

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jedi
Pilot
posted 04-02- 02:01 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
The main problem is actually a sound problem. Using the multiple engines (2 for the damage model and one for the catapult system) apparently overwhelms the software when you get up to a certain number of planes (8? 12?) and you lose the engine sound completely.

So I may have to use one of the engines as simply a "damage accumulator" instead of actually as an engine.

IMO the ground handling isn't too bad on the new version, although it'll never be as stable as the P-47

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--jedi--

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