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-   -   blenhiem torque? (http://forum.fulqrumpublishing.com/showthread.php?t=20985)

MD_Wild_Weasel 04-09-2011 07:53 AM

blenhiem torque?
 
Is the blenhiem torque to much? I cant seem to get her to go in a straight line! Full left brake and full left rudder and she still almost full circle to the right.. :o. Using single mission. Unless im doing something wrong its impossible to keep her on the runway.

mattag08 04-09-2011 08:06 AM

Not saying the behavior you're seeing is accurate, but try this. First, throttle up only about 50% and allow the Blenhiem to get rolling. If you can keep it going straight, slowly add throttle till you can't any more. As you pick up more speed, you should be able to add more and more throttle due to the better rudder authority at higher speeds. This requires more runway, but should allow you to depart safely.

Lixma 04-09-2011 08:07 AM

Check the rudder (in external view). I'm not sure if the patch fixed it but i've found that the Blenheim (and He-111) come with the rudder displaced to the starboard by 5/10% and needs trimming out.

MD_Wild_Weasel 04-09-2011 08:11 AM

o.k just done a test. i took off with port engine(left i think :) ) at <25%> starboard engine at 100% with full left rudder and intermitantlty pressing the brake to keep her staright.
took a ntrk. but need to convert it

Furio 04-09-2011 08:40 AM

Consider that a safe take off in a twin requires reaching Vmc before rotation, Vmc being the minimum speed at which the plane is controllable with one engine out (and with critical engine running).
Vmc is usually significantly higher than rotation speed you use in a single engine plane with comparable wing loading and stalling speed. The same is true for landing, in the event of a go-around. If the number is unavailable, you can use a common sense approach: rotate the plane no slower than 1.3 times the stalling speed, and do the same for flaring on landing. All of this agrees well with mattag08 suggestions. Landing and taking off in a multiengine are always critical and require extra cautions.

bando 04-09-2011 08:40 AM

You did not brake your engine?
You actually took off?
Please tell me how.
I always break her engines halfway the runway, even running them at 80%

MD_Wild_Weasel 04-09-2011 09:11 AM

Quote:

Originally Posted by bando (Post 257944)
You did not brake your engine?
You actually took off?
Please tell me how.
I always break her engines halfway the runway, even running them at 80%

yeah ive done it once using CEm but not with heat managment. I fought to keep it not crashing it into a building and let it go cross country. A hill gave me a little boostin take off.! LOL. One and only time...

Psycho_Ch!cken 04-09-2011 10:19 AM

I actually think there's something wrong with that mission, assuming you're talking about the quick mission "Cross Country".

The Blenheim is turning all on its own when you spawn in. Only locking the brakes will hold it steady. As a test, I switched it to a Tigermoth to see what would happen. Result? The bloody thing still turns on its own. It's not left or right though, it's just towards a certain direction on the map, like there's some giant magnet there. And it only applies while you're on the ground, as soon as you get airborne, it all behaves, but try coming back in for a landing...

Something's definitely broken. I landed the Tigermoth, parked it, turned off the engine and the aircraft was still rotating all on its own.

I have the same problem with the Hurricane too on the "first solo" training mission. It keeps getting sucked to the left while you're taxiing, almost more than the rudder can correct, then to the right when you finally swing it 180 onto the runway. It's bizarre.

robtek 04-09-2011 10:24 AM

If it turns always in one direction, even with different planes, then my bet is that is where the wind is coming from.
Those taildraggers always try to point into the wind, so it is pretty difficult to start with crosswind.

Furio 04-09-2011 10:41 AM

Quote:

Originally Posted by robtek (Post 258021)
If it turns always in one direction, even with different planes, then my bet is that is where the wind is coming from.
Those taildraggers always try to point into the wind, so it is pretty difficult to start with crosswind.

Consider also that taildraggers are inherently unstable on the ground. They were somewhat tamed in Il2, and probably they’re more realistically modelled in CoD. Taxi a real life taildragger is often more difficult than flying it, and can’t be done beyond a certain crosswind component. For this reason, WWI aerodromes were round, and nose-wheel gears are today standard for trainers.


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