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  #61  
Old 01-14-2012, 05:14 PM
Tolwyn Tolwyn is offline
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I promise this has nothing to do with the corsair gripe fest. I'm just coming at this from a different (non-biased) angle.

None of the USN Corsair carrier take-off missions work anymore. I can't get airborne, and believe me, I'm good at it.

The only reason I bring it up is that any other mission based upon the same type of criteria likely won't work either.
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  #62  
Old 01-14-2012, 05:19 PM
JtD JtD is offline
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Quote:
Originally Posted by KG26_Alpha View Post
I've moved the relevant posts here .
Thanks.
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  #63  
Old 01-14-2012, 05:47 PM
Sprsailor Sprsailor is offline
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Quote:
Originally Posted by F19_Klunk View Post
What kind of an argument is that? Sorry for beeing rude but do you actually think that you are the only ones that fly these planes? This affect ALL IL2 gamers and not only "pilots" who fly them exclusively. I fly each and every plane in IL2 depending on what server I fly on, what mission, what side has the overhand in numbers etc.
We are all anxious to have planes and FM/DM as close to reality as possible and TD has made it quite clear that they will listen and discuss the issue, but please.. use relevant arguments.... and a compromise is not by defintion when one side gets exactly what they want ( my mrs would of course disagree with that )
Look dude, I don't mean to be rude either, but it is obvious to me that you guys have no interest in listening to any negative feedback. Almost every response from you guys has been arrogant and condescending. When you are presented with real world data, you ignore it in favor of what you did in game "at sea level mid-morning in the Crimea.", or else you make pompous statements without providing one shred of real world data to back it up.

I didn't ask for the Navy planes to be 100% realistic. That really would be unfair. All I asked is could they be changed back to 4.101, which is still under powered and under modeled. Can't see how that is "one side getting exactly what it wants."
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  #64  
Old 01-14-2012, 06:28 PM
JtD JtD is offline
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Quote:
Originally Posted by Tolwyn View Post
I promise this has nothing to do with the corsair gripe fest. I'm just coming at this from a different (non-biased) angle.

None of the USN Corsair carrier take-off missions work anymore. I can't get airborne, and believe me, I'm good at it.
It's the same thing, even with the disclaimer. However, you're right. Take off distances are too long. This will be addressed a.s.a.p.

p.s.: I still can take off from the carriers, try raising gear the second you leave the deck.
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  #65  
Old 01-14-2012, 06:37 PM
MadBlaster MadBlaster is offline
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Try this and see if it works.

warm it up to at least 40C and full rich 120%, prop pitch 100% (max rpm), rad closed because it's cold engine.

After you release the chocks and just before you hit the end of the deck,crank the prop pitch down to 0% and pop full flaps. if that doesn't get you airborne, then something is wrong.
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  #66  
Old 01-14-2012, 06:46 PM
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F19_Klunk F19_Klunk is offline
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I have always felt theat the carriers have the wrong dimensions e.g too small, maybe as much as 10-15%... this could be a reason to the difficulties if correct

compare Enterprise CV6







couldn't find a picture on Enterprise from the game but think and compare yourselves
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Last edited by F19_Klunk; 01-14-2012 at 06:56 PM.
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  #67  
Old 01-14-2012, 06:48 PM
Tolwyn Tolwyn is offline
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I already do this as a matter of course.



Quote:
Originally Posted by MadBlaster View Post
Try this and see if it works.

warm it up to at least 40C and full rich 120%, prop pitch 100% (max rpm), rad closed because it's cold engine.

After you release the chocks and just before you hit the end of the deck,crank the prop pitch down to 0% and pop full flaps. if that doesn't get you airborne, then something is wrong.
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  #68  
Old 01-14-2012, 06:51 PM
Tolwyn Tolwyn is offline
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Woah, madblaster, I'm a pilot and only read the first part of what you said (mixture, chocks, then I hit reply).

If you have to decrease RPM and "pop flaps" uh... dude, that has nothing to do with flying an airplane. What in the heck are you talking about?

You never want to put the prop blade against the wind on takeoff and "pop flaps" (down I assume you mean)...

dude... I don't even want to start this in a bug thread.
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  #69  
Old 01-14-2012, 07:01 PM
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F19_Klunk F19_Klunk is offline
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I asked for relevant arguments...that's all. Many guys have come up with loads in hard facts which is swell..you can't say that you presented "real world dara".. you just went by I qoute ""feel" of the new models and comparison how the FM was in 4.101. That does not say much about real performance.

Regarding people having hard time to take off... I have always suspected that the carriers have the wrong dimensions e.g too small, maybe as much as 10-15%... this could be a reason to the difficulties if correct

compare Enterprise CV6







couldn't find a picture on carriers from the game but think and compare yourselves
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Last edited by F19_Klunk; 01-14-2012 at 07:31 PM.
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  #70  
Old 01-14-2012, 07:34 PM
MadBlaster MadBlaster is offline
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just try it. the idea is to generate incremental additional thrust and lift for a brief period (1 or two seconds) the instant you hit the end of the deck. it works. I've been flying this sim for at least four years. Cranking the pp axis value from 100% (fine pitch) to 0%( course pitch) puts sudden load on the prop and generates a bit of acceleration for few seconds. Of course, it's modeled constant speed prop, so the rate of change on the blade pitch is in the game...so this is not a cheat. Also, it takes time for the flaps to fully extend. by the time they are fully extended, you will be ready to start retracting them. Get devicelink and look at the accel parameter.
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