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About kotori87

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  1. kotori87


    Yeah, I'm not sure why but in all the FC planes I've flown you have to have a 5s time delay for the bombs to work. Drop too low, and the bombs don't arm, and the odds of hitting a moving target are a lot lower unless you drop a line of bombs. Fun fact: you *can* hit mid-air targets like balloons. In cases like these, the bomb detonates instantly and usually damages my plane pretty badly. Quite amusing, though
  2. I find it highly amusing that four days after I boldly proclaimed that I don't shed my wings any more, I lose my best virtual life yet to.... (drum roll please....) shed wings! Its OK though, I earned it.
  3. Hey, folks. Over the past few months I have been shot down a lot. Well into the hundreds. I've noticed, as I gain experience, that not only am I getting shot down less often, my cause of death has changed a lot as well. I absolutely love flying the SE5a and Camel, and when I first started playing I lost my wings a lot, with control loss as my second-most-common cause of death. As I get better at handling those planes, it seems like I'm dying more often to pilot kills instead. My chances of surviving a fight are still suicidally low, but now I seem to be surviving long enough to take at least one of my opponents down with me. Maybe I'm better at not getting shot, or maybe I'm better at limiting my G-forces. Whatever the reason, I find this change in cause-of-loss to be very interesting. Now I present the same question to all of you: What are YOUR top three most common causes of aircraft loss? What makes you hit the dirt? (or hit the silk, for you Central types) Has this changed over time, and if so, why?
  4. Correct. Those RPM figures are maximum RPM before the engine dies, not actual RPM in level flight. Although maybe I should add that too? It's easy enough to measure, unlike many of the other parameters I'm missing...
  5. I got to give the vr necksafer a try on Sunday during the Furball At The Flugpark. The result was transformative. I went from a half-blind clod in a camel to an almost-ace in moments. The improvement in situational awareness is incredible. I'm still tweaking settings on the auto-rotate mode, but it's very intuitive. Here is an example, for folks who want to see what it does: I tried rotating 45 degrees, but that was too much and it caused me to lose track of targets. 30 degrees seems about right. It does still jump though, which can cause problems when I'm tracking targets at a distance. I wish it could have a smooth transition like the response curves that TrackIR uses. Once you're in the dogfight though, it is very intuitive and easy to use. Huge thumbs up from me. PS: I think you're in this video somewhere, @J2_NobiWan
  6. Clarification. I tested the effect of radiator position on top speed, not the effect of different engine temperatures on top speed. This was also in level flight, so I was nowhere near over-revving the engine. The goal was to see if the drag from the radiator would noticeably change airspeed, as it does in some WWII planes. The conclusion of my test was that radiator position had no measurable effect on top speed in WWI planes in Flying Circus. I have not specifically tested the effects of engine temperature on performance. The following is a summary of my observations in combat over the last few months. First, optimum temperature. As long as the engine is within its acceptable temperature range, it'll be capable of producing full power. A little high or low does not make a difference. Overheating: If you overheat a water-cooled engine, it'll initially just boil off coolant without causing real damage. The engine only really gets damaged once you run out of coolant, which may take quite a while. I don't think it's possible to overheat an air-cooled engine in Flying Circus. I've certainly never managed it. Overcooling: If you overcool an engine, its maximum allowable RPM goes down. This makes it very easy to over-rev your engine in a long dive if you fail to shut your radiator, or if you're using a rotary engine. This doesn't appear to change what RPM you'll actually achieve at a given throttle setting, just what RPM the engine will fail at. I have blown my engine several times at lower RPMs than the usual failure point after I overcooled my engine.
  7. Everything so far has been straight off the in-game stats, clearly indicated by in-game instruments, or calculated with basic math. Turn circles/times would require in-game measurements that I have no idea how to measure. I would love to add the actual numbers for turning and rolling ability, too. How can I measure these parameters?
  8. I just finished another quick test on Kuban Autumn. All planes tested were still a hair slower than the official numbers. I spent a little more time with the SE5a, testing both manual and automatic mixture and radiator controls. Manual radiator appeared to have no effect whatsoever, with no change in speed for being undercooled, overcooled, or even fully shut radiator. Mixture did have somewhat of an effect, squeezing an extra 1km/h out of the plane. The most interesting effect was adjusting the rear stabilizer. Adjusting the stabilizer fully forward required much less forward pressure on the stick, and raised my speed by about 6km/h. Looking at other planes, it appears that the speed discrepancies I've noticed were more pronounced on planes that required more forward pressure, like the DR1. As such, I think I've identified the cause of the speed discrepancy. I believe the published speeds are the theoretical limits, assuming the plane is trimmed perfectly level. In actual flight, some speed is lost due to most planes requiring at least some downward elevator. For the most part it's less than 5km/h difference, and all of the relative differences between planes have been confirmed. This, to me, validates the data they have published. This weekend I will try to expand this list with the remaining FC1 planes, and maybe try some altitude climbs next.
  9. Ah, that is good to know. I was initially flying on the Arras map.
  10. Hey folks! I recently put together a quick spreadsheet of several fighters for comparison purposes, using the official game stats for the various FC planes. Here is the link to my spreadsheet. It is a work in progress, since I've only been putting in a few minutes at a time. It allows side-by-side comparison of stats like climb, speed, power, weight, and other interesting things. I was also able to calculate things like power/weight ratio and wing loading. Here is the link: https://docs.google.com/spreadsheets/d/1bg2DON5ef_i-QoWCHv3CKL3Q7bq0yMobNV_mbgSMBXU/edit?usp=sharing I hopped in-game today to verify the data. In a quick mission at 1000m with automatic engine controls and auto-level engaged, many of the planes failed to reach their published speeds. I tested full fuel loads and 40 liter fuel loads in the SPAD, SE5a, Albatros, and DR1. Fuel load appeared to make no difference either. Is there some variable that I'm missing here? Or are the officially posted specs no longer accurate due to game updates?
  11. The Gotha flies just fine... as long as you're aware that it has a severe problem with Adverse Yaw. In short, large deflections of the ailerons change the lift vector of each wing, leading to a sharp yaw in the opposite direction of the intended roll. Then the plane's dihedral kicks in, causing an undesired roll opposite what you're trying to do. This frequently confuses pilots unfamiliar with the plane's unique handling. I was quite good with the plane back when I flew RoF. All you have to do is use ailerons when you want to turn, and rudder when you want to roll.
  12. We're getting a little off the original topic here. Might want to spin these posts off into a separate thread. Oh well, lets go down this rabbit hole. I don't think it's a good idea to start a separate server without BnZ planes. I also don't think it's a good idea to just say "just play single-player then" or "git gud scrub". I know some folks may be getting over-excited by the large turnouts we've had at peak hours the last few weeks, but please remember that this isn't Call of Teenagers or PlayerUnknown's Trashtalk with several million players to randomly matchmake with. During off-hours there's only a few players on at a time. Anything that splinters the community further is a bad idea. Heck, you all saw how barren things were when we were spread out over just a few more kilometers of front.
  13. I really enjoy the big bombers. They've got a power and majesty to them that other planes just don't have. I remember many great evenings spent back in RoF with the New Wings, teaching people how to tame the infamous Gotha. Sometimes successful, sometimes not so much: Of course, the Handley-Page was a more gentle giant. Can't wait to see these behemoths in VR.
  14. Silhouettes of a Fokker D.VIII monoplane, SPAD VII, and OMG is that a Handley-Page O-400? How did you know that's my favorite aircraft? I must have this!
  15. Thanks WWDarkdiz, that's exactly what I was looking for. Most of the other resources point in the right direction, but it was the plane-specific controls that I was looking for.
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