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| IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
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#1
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Landing without bouncing is of course a matter of skills, like in the real world. But the mass of the planes seems indeed to be undermodeled while the tendency to flip over when landing off an airfield is for sure overmodeled on planes with a tailwheel. I'm a real world pilot and fly tailwheeled planes a lot and land them on grassfields and it never happened to me in real, while I always flip over when I land in IL2 beside an airfield.
Really looking forward to radionavgation! |
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#2
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Decent rate, speed, power, three point landing. I don't have much problems with bouncing. Except when landing on rough ground of course.
So if you bounce and break of your tailwheel while performing a three point landing, you must have stalled it too high because your decent was too quick. Sometimes I forget my brake lever, then I flip over or break my gear Last edited by Azimech; 02-25-2010 at 11:21 AM. |
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#3
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The bouncing is pretty realistic, that's just what happens in a real aircraft when you come down too hard. You need to know the approach speed for landing and flare at the correct time.
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#4
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Is there going to be an update today?
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#5
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Quote:
The tendency to stand on the nose could partially be explained by the differences in using our controllers, lack of acceleration sensation and differences in aircraft/brake design. Our controllers make it easy to apply maximum brake force without feeling a thing. Modern planes may have more easily modulated brakes and perhaps not even as powerful ones as in WW2. And in either way, the real pilots might brake much less than we do by reflex and seat of pants feeling. A training video I saw for the IL-2 Sturmovik (plane) from 1943 taught to brake, then come off the brakes and repeat the process when having touched down. This probably to avoid standing on the nose, but since the pilots were such noobs they needed to teach them a simple way to avoid it rather than threshhold braking. -- Radio Navigation seems awesome! I need to go learn morse code now. |
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#6
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It should also be noted that Cessnas (or passenger jets for that matter) are not WWII fighters. The design requirements, performance and air/ground handling are quite a bit different.
Don't land a WWII fighter like a jet on a trap. Keep the nose low (even a negative pitch), then pull out so as to skim the runway. Make sure you end up close to stall speed and within a metre of the ground, only then can you throttle down and assume a positive angle of attack. Last edited by Avimimus; 02-26-2010 at 02:58 AM. |
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#7
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Just a small update today guys. Refresh first page. Enjoy.
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#8
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Thanks DT, nice update, as always!
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#9
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TD,
Thank you for the update as always. Quick question on AI visibility changes - does it include blind spot on a plane? For example, can the player be easily spotted if s/he approach, say, a lone rookie AI fighter plane from six o'clock below; or if bouncing it from 'out of the sun'? Thanks again, |
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#10
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Team Daidalos, you guys rock big time. The AI seeing thru clouds was always the thorn in my IL2 side. It's a game changer having that sorted.
And you're setting a good model for the client side of software development. Keep up the good work! Flying Nutcase PS What Ben asked: Will there be blind spots for AI aircraft? Being able to do genuine bounces on AI aircraft would be superb. |
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