![]() |
|
|||||||
| IL-2 Sturmovik The famous combat flight simulator. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Quote:
In 4.09 I used 300 m convergence for the Spit. Can't hit a thing at 250m in 4.10. You say it s not that bad, lateral stabillity being the only problem. The stability, especially lateral is the worst kind of problem a plane can have. There is another problem, too; the plane has a strong nose up trim. If you trim it out, you wont have the full up elevator for a narrow turn. I didnt even mention it. Last edited by PE_Tihi; 02-06-2011 at 02:58 PM. |
|
#2
|
||||
|
||||
|
Quote:
It does, in NO way, WHATSOEVER, increase ability to turn. It does not give more elevator throw. It does not make them more effective. It will only ever alter the stick zero-force point. I realise Il-2s implementation of this is not great, however, a competent pilot will trim as he fights, and pre-empt situations. I suggest you start flying the P-38 to learn how to do that effectively. |
|
#3
|
|||
|
|||
|
Quote:
I found out very soon after that, the trimming is no longer indispensable. Stick forces on a X52 are quite a bit lower than on a P38, you ll agree. Once the jerky character of the exponential output has been removed, I didnt feel a real need for trim. Other, more energy sensitive friends of mine still do. Trim tabs DO influence the control surface effect in real life, too. Take a look at their picture somewhere; deflecting the control surface, they deflect the airstream in the oposite direction slightly. And more, the trimming has a price in drag, too- no matter if you do it with a tab or the stick. ( It s more with the stick, cause your hand not so steady, etc) As for the game-in my experience trimming does reduce the maximum throw of a control, even if that should not be so. A plane I always trim is the Japanese Ki43- it has a strong nose up tendency, too. Trimming the nose down reduces the maximum upward throw of the elevatror strongly. Shouldn't be like that, but it is. All that said- the upward trim is a minor problem, compared to the stability of the 4.10 Spit. Last edited by PE_Tihi; 02-06-2011 at 05:10 PM. |
|
#4
|
|||
|
|||
|
Huh?
First is a joystick, second a plane. To simulate the forces you just reduce the output(f.i. 25 when it's actually 100). Maybe I didn't get your point. Quote:
Please, feel free to explain how this works in RL. |
|
#5
|
|||
|
|||
|
Quote:
That has been exactly the case using the exponential control curves the game offers for the potentiometer sticks. These are intended to deal with the 'noise' problem of the potentiometers. Namely, in the vicinity of the neutral, the noise can be stronger than the stick signal, twitching the plane and making it shudder all the time. If you reduce the stick output in the zone near to the neutral point, you reduce this shuddering - and farther away the noise effect is less noticeable. That was the ratio behind the stick output tables of the IL2. Still, using them had several disadvantages; among them - you had to swing your stick far out to get a strong control output. That means, if you wanted to climb constantly, for example, you had to push the stick hard back; moreover, reacting exponentially, the stick output would start growing steeply with each millimeter you pulled, making the precise control impossible; your climb curve looked like a wave. So the the trim controlls in the Il2 are really necessary if you are using the potentiometer stick and the exponential output curve it needs. Or if you fly any of the pronounced energy fighters like the P38 and don't want to throw away an ounce of energy. For the lesser mortals like me with a hall sensor stick- the hand alone gives a control that is precise enough in most cases. That is what I meant, and I hope i could explain it, too; if not, do feel free to ask, please. |
|
#6
|
|||
|
|||
|
PE_Tihi - There is another problem, too; the plane has a strong nose up trim. If you trim it out, you wont have the full up elevator for a narrow turn. I didnt even mention it.
So do the 109's |
|
#7
|
|||
|
|||
|
Any plane pushes its nose slightly up when you open the throttle, that's normal, Bf does it too. I fly the Bf quite a lot. And if you dont know what am I talking about here, then you do not fly the Spit very much.
|
|
#8
|
|||
|
|||
|
Quote:
Trim surfaces on the WWII planes looked like small 'rudders on a rudder', small control surfaces that would offset the main control surface slightly from its neutral line. Trim surface had to go down a bit to push the elevator up into a climb position. It ll be clear to you , that the maximum control moment of the elevator would be slightly reduced in it's extreme upward (climb) position, trimming surface deflecting the air-stream in the 'wrong', downward direction slightly. So , if you trim 'UP', the effect of the elevator in the extreme upwards position would be slightly reduced. It is more or less opposite in IL2, where trimming the elevator DOWN, for example, reduces the effectiveness of the upwards elevator, unless you pull it to the really extreme position- and nobody ever does that actually. To really simulate the trim, the stick should move slightly as you apply it, hands off. As you see, that is impossible to recreate exactly. Take a look at the plane elevators on ground in the game, put it to climb position and use the trim. On a real plane the elevator and the stick move always together. In any position except the extreme one, the trimmed elevator in-game is some degrees off from where the stick says it should be. As the elevator nears its extreme throw, the game has to put these two positions together. Last edited by PE_Tihi; 02-06-2011 at 08:50 PM. |
|
#9
|
|||
|
|||
|
Quote:
Funny you wrote: Quote:
Btw: not all planes had trim ruders, the 109/190 had some sheet metal which bent on the ground afaik. Quote:
As much as I hate to say it, I think you got a valid(your only one imho) point there. It would also explain why using trim in IL2 reduces your turn radius. (hear say - if it really does, that should be on the top of fixes) |
|
#10
|
||||
|
||||
|
That is maybe because in one of the later patches the game's stick deflection model was changed to a force based rather than simply an absolute control deflection based one? Not sure.
|
![]() |
|
|