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FC landing tips


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Posted (edited)

Could i get some landing tips thanks for flying circus as there is no guide on it in the manual and no tutorial on it .

Tried a few times and either bounce till im past the airfield and cant turn around or go nose in

I try to keep speed low and also have difficulty slowing down with flaps down.

Im sure there is no reverse thrust, just brakes.

 

Some suggestions pls

Edited by DevilD0G
Posted

What type are on?

 

No brakes or flaps in FC1 a/c IIRC.

Posted (edited)

Check out Requiem's tutorials on You Tube

 

for example Camel

 

 

 

 

 

SE5

 

 

 

Edited by Koziolek
  • Like 1
Posted (edited)

Maintain engine to be just over stalling speed for approach, slowly cut power and make 2-point landing when ready, let the speed bleed out until tailskid settles, once tailskid is on the ground pull the stick and use short engine bursts to maintain stability. Choose your patch to be able to keep rolling off the field, use the beat ground for 2 points/losing speed stage. Use adverse yaw (stick left and back to turn right etc) along with rudder to steer on the ground.

Edited by J2_Trupobaw
Posted

Well i never could learn how to land a plane in RoF. NEVER could.  However, i actually hit 100% with FC and a Dr1.  Multiple landings in them big open fields. So fun,,   i was using a glider approach, using nose up to bleed energy and keep propeller off ground. 

 

Did just fine until the 4 landing attempt. went over a small rise and right into a stinking tree.

  • 2 years later...
Posted (edited)
On 2/4/2021 at 3:12 PM, Koziolek said:

Check out Requiem's tutorials on You Tube

 

for example Camel

 

 

 

 

 

SE5

 

 

 

 

 

Not to criticize Requiem's guides, which are excellent, but one thing I'd point out is that in his landing instructions, he uses a "run and break" landing procedure that is probably not a great idea for airplanes from this era. The run and break, which is still used today, was a WWII development, IIRC. It was designed to allow fighters to maintain combat speed until the last possible moment and then quickly bleed it off via a banking circuit over the runway. WWI-era planes are much easier to slow down because they simply don't go that fast, though, and they have a strong tendency to stall in low-speed turns, which is okay if you are at 1,000 ft., but not so great if you are at 100 ft. McMinnies described turning near the ground as "unwise at any time." Planes might do a series of back-and-forth turns on approach to the aerodrome in order to reduce altitude without picking up too much speed, but once they reached an altitude of 500 feet or so, they would line up for a straight-in final.  

 

Edited by bsones
  • Upvote 1

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