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Old 03-29-2012, 11:44 AM
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Robo. Robo. is offline
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Location: Nottingham, UK
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Hi pupaxx, I find your post very interesting and your observations are certainly correct. I spent considerable amount of time in all 3 main fighetr planes in the sim and I have to agree.

Here interesting view of blue pilot:

http://theairtacticalassaultgroup.co...and-Hurriecans....

Quote:
Originally Posted by pupaxx View Post
I just want to report my experience on the machine.
I find the Spit Ia well underpowered below 4500ft in terms of acceleration, I usually set the prop pitch in 75-65% range to maintain the combat survivability speed of 200-210Mph. For experience I dont excede a continuative Rpm=2650 and boost pressure=5Lbs, this assure me the engine life for the entire mission. The best climb rate is similar to the official supermarine references, at 160Mph I maintain 1800-2000ft/min. At medium altitudes (10000-14000ft) I reach the combat cruise speed of 230-240 Mph with above parameters and plane neutrally trimmed (is essential).
This is very true, although some say the Brit planes are easier to pick up, I find it's CEM more challenging and less forgiving in a way. You can easily damage your engine when you're not careful with your revs and unlike 109, you have to watch your temperatures at all times. In a 109, you have to be careful not to overrev it on the other hand. I adjust my RPM depending on if I am after top speed or acceleration. You can certainly go full power (6.25lbs @ 3000RPM) at a times which helps a bit but you got to be careful not to fry your Rolls Royce, this very much depends on the altitude.

Quote:
Originally Posted by pupaxx View Post
In steep dive the Spit gains speed better then 109 and u can close on it.
This is the only bit I disagree with. The 109 can certainly dive better (assuming the pilot knows what he's doing with the prop pitch lever) and will extend in a dive unless you cut his trajectory. Moreover he can disappear somewhere you can't follow (neg G) and it can be very dangerous as when he comes up again he will outclimb you like nothing. I don't recommend following any 109 into dive - in fact good Emil jockeys know this very well and they will lure you down to follow them. Don't do that. Never! Climb instead, pick him up when he goes in the climb again and make sure you stay on top of him. This bit is all about timing your manoeveurs right. Make sure you don't lose him for a second as he can and will bite you back.

Quote:
Originally Posted by pupaxx View Post
I'm more satisfied in adopting an hystorical mix or AP incediaries and Balls as documented by some resources. One of this states '...four guns with ball, two with AP and two with incendiaries (presumably Mk VI) with four of the last 25 rounds being tracer (presumably Mk IV incendiary/tracer) to tell the pilot he was running out of ammunition. It is not clear why ball was used at all; presumably there was a shortage of the more effective loadings. (By 1942 the standard loading for fixed .303s was half loaded with AP and half with incendiary.)...' This is what i go for...
Cheers
Me too! I find the sim is well modelled and researched regarding the munition types and belting, the default settings (which I am using 95% of the time) is actually spot on, Mk.I has got early type of belting and Mk.II later type, that is very cool they got this right!
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