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-   -   new flight models-realistic? (http://forum.fulqrumpublishing.com/showthread.php?t=31879)

Flanker35M 05-08-2012 02:07 PM

S!

I think he has removed the big spring inside the stick for better feel, quite an easy "mod" to do.

Sternjaeger II 05-08-2012 03:53 PM

Quote:

Originally Posted by JG52Krupi (Post 421846)
Suppose that's one of the many limits of being a desktop flier ;)

You could make a joystick that got heavier relative to in game speed and alt but it would be quite hard :(

I tinkered for some time with the idea of making a long stick and proper rudder pedals, but never got around to do it. It dramatically affects stability, and you can be way more accurate with controls.

JG52Krupi 05-08-2012 03:54 PM

Quote:

Originally Posted by adonys (Post 421918)
what's this mod about, mate?

:twisted:

http://forum.1cpublishing.eu/showthr...t=29158&page=2

Sternjaeger II 05-08-2012 03:59 PM

Quote:

Originally Posted by jcenzano (Post 421902)
AGREED, but only regarding straight and level, nav turns and so on. High maneuverability flight and, of course combat (DF) flight, require much bigger inputs and therefore greater forces applied to the controls.

i dont have much experience with prop A/C. I have mainly flown A/C with hydraulic assisted or FBW controls, but I beleive forces needed in WWII A/C (specially at high speed) were even bigger that the ones required on modern jets.

yep, as airspeed increases you need to apply stronger force, but it's mainly for pitch control, since roll is favoured by the gyroscopic effect of prop. I have done aerobatics with the Yak 52 and T-6, and you can appreciate the difference in input as you travel faster.

Things are inversely proportional with rudder control for instance: the faster you're going the less input you will need, but then again you might need slightly stronger pressure.

One thing that I haven't still met in sims is the tendency of high performance propeller aircraft to torque themselves out of low airspeed situations: when reaching the top of a loop, even on a T-6 or Yak you really need to keep the plane in position, otherwise the torque induced by the propeller would turn you upwards and out of the manoeuvre. This was particularly strong in the P-51, albeit I could only "feel" it as a passenger.

janpitor 05-08-2012 08:56 PM

Quote:

Originally Posted by pupo162 (Post 421855)
well it was to my great surprise i found out COD + g940 does that.

its priceless.

it goes from deadstick on ground to you really ahve to make a hell of a force at 600 km/h.

Hi, could you please post your settings? I have G940 and it is too hard through whole speed range or too light, but I can´t make it be limb at stall speed and full force at Vne.

Thanks

jibo 05-09-2012 01:15 AM

I'am not a pilot, but i used to fly with a friend so i'll talk from passenger/co-pilot stand point.
For me the infamous haze is actually pretty good, skies are most of the time very poor in video games, you often feel trapped in a box, moving the sky with the stick, while here you have this feeling of distance and openness - the "i wanna go there!" factor. this peculiar need to cover distances, when your above, which is all about aviation. (FSX had it but not many others).

Regarding the lightning/sun, first this is one of the best feature of cod (with DM, imo).
it adds a lot of immersion but it tends to be a bit to sharp, it could be the case when your flying above the clouds, high up in a perfect sky, but i'd like something more diffuse and less bright above the channel even if the sky seems to be blue.

The dynamical weather was one of the main clod's new features, since the game was axed
i'am still wondering how far it can go.

my 1c.


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