Jump to content


Founders [premium]
  • Content Count

  • Joined

  • Last visited

Community Reputation

41 Excellent

1 Follower

About Plurp

  • Rank

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

580 profile views
  1. I have seen it be somewhat difficult to very difficult and also very easy for the ARFF pit to light. So under the right conditions it could be a very bad day for someone, but yes, diesel would be safer to operate around.
  2. 100 deg is the temp it will flash when introduced to a flame. Auto ignition temp is around 494 deg to light on it's own.
  3. Diesel is used in ARFF training pits to simulate the same conditions as Jet A fuel. The main difference is the flash point compared to gasoline. (100 deg F compared to -45 deg F for gas) so it would be somewhat safer for leaks etc.
  4. The 4 mixture settings do have quite a margin for each setting: I use top speed to see the difference in mixture settings. (No mods, 100% fuel, Stalingrad autumn, 300 m start) Start: (100%) 100-83% Top speed 340 km/h Auto Rich: (66%) 82-50%: 348 km/h Lean: (33%) 49-16%: 337 km/h Stop: (0%) 15-0% Simple start now: Move mixture to 66%, hit e. Fly 99% of the time in this setting. 100% only to cool the engines; 33% to save on fuel during cruise.
  5. Mixture: Start: 100%, only useful in flight to cool off the engines. Engines run at reduced power. Full Rich: 66% Normal running mixture regardless of alt. (Auto mode) Lean: 33% While at cruise and wanting to save on fuel. Engines run at reduced power/increased heat. Stop: 0%.
  6. Just to make sure you are getting the most out your Duck: After startup, move the mixture to 66% as auto startup defaults to 33% which is the lean setting. For cruise: Throttle down to `90% (1.1 Ata) switch prop to manual and reduce rpm's to 2350. You should be able to fly at least 300 km/h even on the hottest days. If damaged, get rid of remaining cannon rounds to lighten the load in case an engine goes out. If the engines start to overheat you can go to 100% mixture to cool them off (power will be reduced) Fuel: The duck does not use a lot a fuel, I take 40% for shorter hops and 50% for longer ones. It uses around 6 lpm (for both engines) at combat and 3.75 lpm @ cruise power (lean setting)
  7. If flaps are not enabled it will just trim the stabilizer (another binding separate from elevator trim (just bind it to the same key/button) If flaps are enabled it will lower the flaps and trim the stabilizer with the stabilizer key binding.
  8. Just click your normal flaps down button once. It will say flaps control enabled in the hud.(red knob to the right of pilot seat will move) Then use stabilizer trim to pitch up. Flaps will go down as the stabilizer trims up. You can then disable again (hit flaps up button) and use trim as normal. Enable again when you want to move the flaps again and trim the stab down. There is a flap/trim indicator on the left wall that shows you the position of the flaps and the stab trim
  9. Using take-off flaps gives you some more pitch control when strafing/diving.
  10. Uncheck engine auto control under realism settings.
  11. Thank you for the info, was curious. More reason to use bombsight alt as standard winter alt was 5430 and airfield alt was 5340 when 4900 does the trick.
  12. Use bombsight alt minus target elevation for bombing as the cockpit altimeter varies with temp as seen in the different seasons. (Airfield alt setting) @ 5k Kalach Autumn: 4915 Winter: 5340 Summer: 4790 I just bombed Kalach in winter: Bombsight alt was 5k, I input 4900 in alt setting (bombsight reading minus elevation (84 m according to HR_zal)) and hit both runways dead on with 1k bombs. Cockpit alt was 5340. So beyond guestimating between your airfield alt and target alt is to recon the target yourself. I just flew a fighter over Kalach and I got around 100m (alt not on af setting) so 15 m off, but close enough.
  13. If you are asking about TAS, then yes, it seems to be modeled. I did some tests in a pe-2: @ 300m I was able to go 437 km/h IAS or 444.4 TAS [10 km took 81 secs] @5000m I was able to go 381 km/h IAS or 493 TAS [10 km took 73 secs] So at alt you gain a 48.6 km/h speed increase or 8 secs for every 10km. Tests done on Stalingrad Autumn map: Going by game specs: if you can achieve stated speeds, it would be a 52 km/h speed increase.
  14. Assuming Pe-2 at 2000m at 400 IAS = 452. 50km/452 * 60 = 6.63 min (.63 *60 = 6:37) So 6 min 37 secs to fly 50 km at this speed/alt. If flying on a server with working NDBs. Pe-2's have a distance gauge on right panel in top gunner seat. (Reads 0-7 with 7 being the strongest) It varies with alt how it reads the strength of signal so you will have to test at different alt's to see what is the equivalent of 25, 50, 75 km as I am not at gaming computer atm.
  • Create New...