Sternjaeger Posted October 18, 2013 Posted October 18, 2013 High performance propeller planes have the tendency to develop considerable precession from propeller torque: when reaching the top of a loop, even a T-6 will have the tendency to torque itself out of the manoeuvre. Will this sort of behaviour be modelled?
Quax Posted October 19, 2013 Posted October 19, 2013 of course Try ROF to see how the engine can modell torque, prop slipstream, precession etc.
HeavyCavalrySgt Posted October 19, 2013 Posted October 19, 2013 I sure hope so. I posted about this same sort of thing, asking about slow flight in live streams and what I planned to do first. If the mechanics of slow flight don't work, that is a problem.
Sternjaeger Posted October 19, 2013 Author Posted October 19, 2013 yep, I'm really curious to see how the FM will dynamically change, especially as you mentioned slow flight situations, with pre-stall speed and propeller torque to handle..
LG1.Farber Posted October 20, 2013 Posted October 20, 2013 (edited) As you told me, I paraphrase: God, some peoples perception of self entitlement is beyond belief! - you will get what you are given when they are ready... and nothing more. Have you even pre-ordered!? Edited October 20, 2013 by 5./JG27Farber
FlatSpinMan Posted October 20, 2013 Posted October 20, 2013 What's that about, Farber?! He just asked a question.
HeavyCavalrySgt Posted October 20, 2013 Posted October 20, 2013 yep, I'm really curious to see how the FM will dynamically change, especially as you mentioned slow flight situations, with pre-stall speed and propeller torque to handle.. I am really looking forward to trying that, and crosswind landings.
Crump Posted October 20, 2013 Posted October 20, 2013 I am really looking forward to trying that, and crosswind landings. That would be a first to have a game model wind and gusting. Players might appreciate some wing loading!
HeavyCavalrySgt Posted October 20, 2013 Posted October 20, 2013 Like Richard Bach says, if you want to get a pilot's attention, say something to them like "Winds gusting to..." and follow it with a number like "45". 1
Sternjaeger Posted October 20, 2013 Author Posted October 20, 2013 I don't know if you remember it, but there was an old sim called "Fighter Squadron: The Screaming Demons Over Europe", which had a fantastic (for the time!) physics modelling, with flexible/bendable airframes, suspensions and above all a great implementation of wind and gusts: dogfighting was the last thing you wanted to do, it was all about crabbing into the wind and trying to land everywhere lol
FuriousMeow Posted October 22, 2013 Posted October 22, 2013 It really would serve you best to check out Rise of Flight, wouldn't even need to ask the questions. http://wwiaircombat.com/articles/rise-of-flight-promo-movie-4-sopwith-camel-physics-demo http://wwiaircombat.com/articles/rise-of-flight-promo-movie-8-airflow-demo
Sternjaeger Posted October 23, 2013 Author Posted October 23, 2013 was the dynamic wind like the second video ever implemented?
FuriousMeow Posted October 23, 2013 Posted October 23, 2013 Yes, that's how the 'planes' 'fly' in the 'world' - it demos how the propellor interacts with the atmosphere - and also the prop wash it generates (prop wash only applies offline to other planes because the data transfer online to relay that would create quite a bit of load and when warping occurs would be quite the conundrum). Give Rise of Flight a shot, it's free with two planes. Just test them out, see how they perform and behave. WWI may not be in your interest, but then jets aren't mine and I purchased DCS A-10 to see what it offered.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now