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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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#2
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Oleg is gonna do what Oleg does.
He will persist regardless of all the ill-tempered remarks and negative jibe. Since 2001, I've read all kinds of verbal tripe about the Il2 series and Oleg keeps going like the "energizer bunny". Even the dark side has no power. LOL |
#3
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I was wondering if with the weather model in SOW, that we most likely will encounter simular stall condition's as that decribed below. It would seem to me, that we will most likely see this in game. This will most certainly add another thing that we must keep our eyes on. But I think that it will be a good thing to have, if only for the realism of the fm.
Downwind stall: For instance, a powered plane flying north with airspeed of 30 knots against a 30 knots headwind has zero ground speed. If you turn 90 deg. left (west), the plane's airspeed still is 30 knots but is now drifting 30 knots to the south resulting in 42 knots ground speed to the southwest. If the plane keeps turning south, the drift due to the wind is still 30 knots but now the ground speed becomes 30+30 = 60 knots, while the airspeed still is 30 knots. The pilot on the ground will see the ground speed but not the airspeed, and since the plane seems to move much faster flying downwind, the pilot may instinctively slow down the plane below the stall speed. This results in a pilot-induced stall due to the optical illusion of the plane's higher ground speed when flying downwind
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 04-08-2009 at 11:00 PM. |
#4
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I thought that this was already modeled in IL2? Hence out problems getting aircraft with combat loads off stationary carriers.
One of my first hairy missions in IL2 involved taking a plane off from Miline Bay in a thunder storm with a wicked cross wind component. (Before I found out about locking the tail wheel ![]() When we can setup a mission and specify the Windspeed and Velecity in BoB we will be able to test this. Cheers! Quote:
Last edited by Skoshi Tiger; 04-09-2009 at 12:13 AM. |
#5
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I did not know that, I havent spent much time flying with tail hook aircraft. So are you saying that there is a noticable differance taking off on a moving vs non moving carrier in game?
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 |
#6
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On line I'm sure I would have ended up in the drink with this loadout. Cheers Here's the track I think? http://mywebsite.bigpond.com/marina....quick0024.ntrk Note that the dispayed airspeed starts off at 0 and as carrier builds up speed so does the airspeed to 40KM/H If you want I can link to a track with a stationary carrier where I crash on takeoff but I don't think it will prove anything !) Last edited by Skoshi Tiger; 04-10-2009 at 12:46 AM. |
#7
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All very good thank 's alot! (quote) If you want I can link to a track with a stationary carrier where I crash on takeoff but I don't think it will prove anything !)[/quote] No it would prove alot!...It answers my original question regarding the down-wind stalls. I know that having the carrier moving into the wind is what the flight crew would hope for in real life, it helps alot for takeoff/landing, alot!. It is like your aircraft is going 20 knots faster, if the ship was heading into a 20 knot head wind. All aircraft on land and sea try to head into the wind for takeoff/landing. So again thank's to you, and good news that it is modeled...when I get some time I'm gonna do a carrier career
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 04-10-2009 at 11:32 PM. |
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