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Back to the game after some years - quite some changes on FM side


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sturmkraehe
Posted

The biggest change of course is the blackout system and I while I think it is a great addition I am not quite sure if mixing stamina and blackout sustainability as presented is the last word. But that is another dish I don't want to discuss in this thread.

 

I would like to make some observations on the FM that has changed enormously since I last touched this game (somewhere around 2015).

- There seems to be no longer any wobble issue. Planes are more easily to control without constantly fighting against the wobble. Big improvement.

- What I observe (mostly flying the spit but observed others do it): The stall spin looks and feels much more like a flat spin than a real spin. I think that apart from a few specialists in flat spin on the plane side this needs some tweaks. It really does.

- I dearly miss negative roll moment (pilot talking here). Any roll moment induces a negative yaw moment and this doesn't seem to be present. This makes coordinated turns almost unnecessary to my experience while this every pilot student has to learn excessively.

 

I don't want to bash the FM but just point out some aspects that I observed that maybe spring to my eye much readily as I have had such a long break.

  • Upvote 1
Posted
2 hours ago, sturmkraehe said:

- I dearly miss negative roll moment (pilot talking here). Any roll moment induces a negative yaw moment and this doesn't seem to be present. This makes coordinated turns almost unnecessary to my experience while this every pilot student has to learn excessively.

In the Spit you can take the feet off the pedals and fly straight in normal flight maneuvers. You need a great lot of stick deflection for this yaw to appear and then it will be drowned in you working against the gyro etc. It is very easy to control and also feels aerobatic.

 

I wouldn‘t be surprised if by that time most fighters had well balanced ailerons.

 

What is funny about the Spit is that for „normal“ turns, you just bank her and up to maybe 10 degrees, you don‘t add elevator input, else she‘d climb. At a cruise setting and a slight pull, she‘ll easily do 1000 fpm without really getting much slower. You always have to look outside and be aware of her attitude and be mentally ahead of the plane. You can‘t drive her like todays cars just be looking at the gauges.

AEthelraedUnraed
Posted
On 4/29/2021 at 8:01 PM, sturmkraehe said:

- I dearly miss negative roll moment (pilot talking here). Any roll moment induces a negative yaw moment and this doesn't seem to be present. This makes coordinated turns almost unnecessary to my experience while this every pilot student has to learn excessively.

This heavily depends on the plane. Just take a Dr.I for example. If you didn't know what's going on, you might think you turned your stick the wrong way given how much it yaws to the right if you roll left. Other aircraft, mostly WWII ones, barely suffer from this effect.

 

It's also much more pronounced in VR, since you've got a much better awareness of where you're going.

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