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Bremspropeller

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  1. 10 minutes in: The return line puts about 10gal/hr back into the left tank. Noticce the off-standard stick-grip!
  2. I think the procedure I wrote down is due to most Mustangs nowadays not having the 85 gal tank installed anymore. Hence they're using the next best tank. I think I saw a Jeff Ethell video where he mentions the carburator return fuel specificly.
  3. They'd take off on the left 92 gal main tank (because this one is fed by the scavenge pump carburator vapor return line and if they'd take off on another tank, they'd vent the returning fuel overboard).* Once safely airborne and cleaned up, they'd switch to the 85 gal fuselage tank and fly it about half-empty. Only then they'd switch onto the gas-bags under the wings. * The pilot's notes mention take-off on the 85 gal tank is also a normal procedure.
  4. It was a captured, former Schlachtflieger F or G, rebuilt to what was believed to reflect an A-5.
  5. Depends on the jet really. Some jets are rolled with rudder ONLY above a certain AoA. The F-4 and F-100 do come to mind.
  6. Slat-deployment is a matter of pressure-distribution, which is dependant on AoA primarily and Mach (at transonic speeds). Differing dynamic pressure just increases the net pressures involved, but not the pressure-distribution (and hence the pressure-ratios acting on the slat @ given AoA). I flew a bT a couple of times and what I didn't like was the lightness of controls/ lack of feedback. But that's just down to personal taste - the Discus' performance speaks for itself 😎
  7. There are stretches of long, straight dirtroads in game already. The problem with those is you can't go too far of the center or you'll lose directional control and have the landing-gear crunched. If we had a mission-design tool to flatten these roads to maybe thre or four widths and have spawnpoints attached to them (like you could in IL-2'46), you could fairly easily build just that on existing maps. There's plenty of options just around Krasnodar alone:
  8. Can roads be used for mission design? There are some nice stretches of long, straight roads on the Kuban (or any other) map. Just had a little fun trying to land on these, but the roads are too narrow, and once a wheel catches the dirt, you can't keep her straight. Would be cool to have a tool to "flatten" these roads and have spawnpoints attached - just like in the old IL-2'46. That would be very JV44'ish! Some nice, straight roads in the vicinity of Krasnodar. Make sure you are on glidepath, on speed, with the correct thrust setting. You need to get rid of the power quickly after touchdown - without snuffing out your engines! Notice the airfield to the right (south), which could make up for some awesome mission-making! It's just east of Krasnodar. Don't veer off too much or you'll have a main wheel dig in and the nose-wheel give in. You can have her stop in very short distances that way, though...
  9. Being able to put the steppe on fire would be even more awesome. :)
  10. Area Ruling is just cross-section optimisation. Modern jets are cross-section optimized - it's just less obvious. All major components (intakes, LERX, canards, wings, tailfeathers etc.) are shaped and placed accordingly. Otherwise you wouldn't be able to "supercruise" with them.
  11. And it shows... I'm talking about aileron-load imposed wing-twist. I have never talked about anything else. Kurfy is correct, any gust or disturbance will trigger a structural response (bending + twist) of the wing.
  12. I have broken a lot of things in my 262, but the soundbarrier is not mong them...
  13. The tiles on the Shuttle are more of a silicate foam (basicly quartz sand pressed into a block) - very abrasive and physically closer to styrofoam than to your plain vanilla bathroom-tile.
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