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#71
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Maximum takeoff power to 1000ft, 3 minutes limit: with 87 octane fuel: +5 boost 2650 RPM <- i dont tested these rpms, but my wild guess would be, in CoD you would coke the engines very fast......... in general the given rpms in the manual are much higher than i ever fly (or can reach in coarse) in the game. But again, true, they are numbers for a CPS Mercury - not the twospeed one of the M.IV. |
#72
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you even quoted the part which counts...
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#73
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I always end up postponing this, but i see a lot of people have many questions.
I finally decided to bite the bullet and do it, these are the most important bits as a quick and dirty reference ![]() So, without further ado, here are the Blenheim MK.IV operating limits and abbreviated checklists, according to the proper Mk.IV pilot's operating handbook: Take-off:
Climb:
Cruise:
Diving:
Landing:
Missed Approach and Go-around:
After landing:
Engine Limits:
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#74
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The above post is now also supplied on the initial page of the thread for ease of reference.
@ 2GFlea: If you want to incorporate this into your PDF checklists you are welcome to do so. |
#75
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#76
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It just showes that a historical manual is not always helpfull to fly the CoD Blenheim.
![]() Thx for the summary Blackdog !! |
#77
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Ok, I can take off and cruise no problem. But I'm concerned about the small margins when I take off.
I've read here that some of you take off when CHT is around 200. If I do that I'll overheat so I let CHT drop to 180 and then decidedly push throttle to max for +5 psi. At 80mph I quickly rotate and retract gear and ease down throttle to 60%ish and dip nose to gain speed to cool engine. If I pause there and check CHT it's very very close to 240. I run the cross-country mission so no bombs but full tank. Any tip on how I can keep CHT down at take off? Edit: Btw, is the only way to load bombs to use FMB or online? Edit 2: One thing that struck me that I gonna try right now is to slowly increase throttle so I keep temprise minimal while gaining speed. Brb. Last edited by Vengeanze; 08-16-2011 at 07:36 PM. |
#78
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I can honestly say that the Blenheim is the most rewarding aircraft to fly, It is not very forgiving but can take massive amounts of damage and still make it home on one engine as long as you have 10000 feet under your wings ant treat her well.
We frequently do 2 hour round trips in to La Have or the Rouen Boss from Sandown and make it home. The following is how we do it! Spawn Aircraft with 85% fuel. Switch on magnetos 1&2. Switch on wing tanks 1 & 2. Switch on Boost cut off (just in case). Drop your throttle to 11%. Select and Start engine 1. Select and Start engine 2. Synchronize both engines. Adjust your course setter to the north position. Adjust your directional gyro to the heading you have just obtained from your course setter. Trim your rudder to the neutral position. Trim you elevators to just under the neutral position. Open up radiators to the fully open position. Increase throttle to 35% and you will start rolling out, once moving drop you pitch down to 90% and taxi to the run way (use you pitch controls to keep you water temp on or just above 200, the 12 o clock position on your dials). Stop at the start of the runway and let your water temp drop to 200 (12 o clock position on your dials). Then increase throttle to 50% reset pitch to 100% and keep a straight line by using your brakes until your tail lifts. As soon as you are airborne retract undercarriage and reset you elevator trim. Reset elevator trim to make the aircraft climb at about a 25 degree angle and drop pitch to 90% and switch off boost. The Blenheim should fly all day like this but keep this in mind: Keep the water temp just over 200 degrees just past the 12 o clock position on your dials, use your pitch and radiator controls to do this as you get higher it gets colder you need less radiator and as your climb rate decreases you need less pitch. You can push her up to around 70% throttle but damage will occur sooner or later. When you get to 6000 feet turn on your carburetted heaters and this will settle your RPM down. The thing to keep in mind is that every time you adjust a control there is a consequence for it, heat for water or oil, speed, height whatever. So when you move something you have to change something else. By the time you get to your cruising altitude and trim the aircraft to fly level you should find that the radiator is almost closed the pitch is around 40% and the fuel mix can be dropped down to about 75% too, and you can get around 140 to 170 MPH if you get it right. The bottom line is never take your eyes off dials it only take seconds to stuff an engine. Hope this helps |
#79
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Due to the small disparities between sim and the manual for the real aircraft, that's what i usually do:
1) Set mixture to rich, prop to fine, open cowl flaps and start up. Sometimes carb heat might be needed, but remember to turn it off after starting as it can rob you of power at low altitudes. Also trim full left rudder. 2) Close cowl flaps to accelerate warm-up, step on the brakes and throttle up in steps: as soon as the gauges start bouncing around due to engine vibration (which indicates engines running rough) i stop advancing throttles and let the temps catch up, once it's warmed up a bit more and the shaking stops rinse and repeat. 3) When you reach 180-200 degrees CHT open cowl flaps, advance the throttle to obtain between 0 and +1 psi boost (about 60%) and start rolling down the runway. 4) As soon as you start picking up some speed your rudder will be effective in controlling the yawing motion caused by the props, so either adjust trim or use manual rudder inputs while advancing throttle the rest of the way. I think we don't need that much fuel for the current map. One famous wartime raid involved an attack on the Cologne powerplants, that's the kind of distances these tanks were used for but we don't have that big a map yet. Better to fly only on the inboard tanks and save up some weight, especially since it will translate to a shorter take-off roll and a faster transition into actual flight, where the overheating dangers are mitigated due to the increased airflow at higher speeds. The inboard tanks are 140 gallons each (280 in total), the outboard ones are 94 gallons each (188 total). The full fuel load is thus 280+188=468 gallons. To get the fuel percentage we need we can simply divide the gallons in the inboard tanks to the total: 280/468=0.598 So, setting fuel to about 60% should do it. I don't know if the sim will split it evenly across all tanks though but it's a small issue if it does: we might need to change over from one set of tanks to the other but other than that we'll be still flying with the correct fuel load. I think that adding a more detailed interface for fuel in place of that slider (similar to the one we got for bombs and guns) at some point would be awesome: imagine having complete control over the contents of individual tanks, both in terms of quantity and in terms of octanes. Well, that's one for a future patch, for now just set fuel to 60% and fly ![]() |
#80
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Thanks for the tips Blackdog. So far I've managed one successful mission with the Blenheim on the Syndicate server but sometimes I still get caught out when starting up either waiting too long for the engines to get warm or not waiting enough.
![]() Taking the fuel down to 60% might help get it moving a bit quicker on the ground for a take-off. ![]() |
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