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Ground looping


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HagarTheHorrible
Posted

 Has anyone noticed any significant difference between RoF and FC ? 

 

When RoF began wind socks didn't exist,  so landing into wind can't have been too important for a successful landing.  There was much gnashing of teeth and wailing during early BoS builds due to ground looping and general taxiing issues.  Ground physics was given a considered overhaul by the dev's in response.

 

Landing, or taking off, into wind was often pretty much essential for WW1 aircraft, or so I've read, but I can't say I considered it essential or noticed it being of much concern to others in RoF.

 

Is FC different, is there a need to pay much more attention to the prevailing wind ?

unreasonable
Posted (edited)

Wind direction was plenty important for landing and take-off if you played SP career mode. The mission generator gave various winds, but the line up of aircraft was always in front of the hangers. Similarly  the AI landing routine was set for each airfield irrespective of the wind, sometimes with hilarious results. Although the AI was good at countering the wind effect, it still had no brakes, so sometimes you would see AI landing downwind bounding hundreds of meters away from the airfield until they met a tree.   As a player, on occasion I would have to turn well away from the AI direction of take off to get off the ground safely: a tail wind could be fatal.

 

I do not know about MP: possibly your favourite servers never turned on wind or turbulence?

 

I expect the same will be true in FC but I hope that if we ever get SP career mode this problem for the AI will be looked at.  In FC,  if you set a decent wind in QMB and start on the ground, you will find that you have to turn into the wind or life becomes very difficult.

Edited by unreasonable
Zooropa_Fly
Posted

I think it's fair to say that wind and turbulance were under-used in RoF MP.

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