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Posted

Are the ground loops hard scripted? Seems to me, they always look and feel the same and start at a certain calculated point. When entering, I cant stop until a near full circle no matter the footwork. In that other sim, I can avoid or stop a ground-loop with a little practice and I feel it coming. No rant, just curious...

Marcel

6./ZG26_Klaus_Mann
Posted (edited)

3-Point Land, pull back fully on the stick after touchdown and keep it there until you stop the Engines, don't look out front, zoom out and lean back, find points of reference on the horizon and keep the plane as straight using Rudder at high speeds and only once slowed nearly all the way down start adding brakes as needed.

 

 

Edited by 6./ZG26_Klaus_Mann
Posted (edited)
7 minutes ago, 6./ZG26_Klaus_Mann said:

3-Point Land, pull back fully on....snip....start adding brakes as needed.

 

That's all sound advice on how to avoid a ground loop when landing, but that's not what the op was asking about.

 

1 hour ago, cellinsky said:

Are the ground loops hard scripted?

 

Interesting question. This idea had never occurred to me and I'm pretty sure I've managed to reverse them on more than one occasion.

 

That said, it doesn't meant to they are not hard-scripted, but I really doubt that they are. Someone may have a hard scripted answer :) 

Edited by Pict
6./ZG26_Klaus_Mann
Posted (edited)

Hrm.: (Doing a Cleveland Impression) You goin too damn fast OPeter, slow down or you gonna be all "no noo No NO NOOOO!"

Spoiler

 

 

Edited by 6./ZG26_Klaus_Mann
Posted

Although the brake in this SIM is very weak and cannot prevent the ground loop from starting more than half a circle,

the criterion for judging whether it will enter a large loop seems to be the throttle position...

taxi while keeping the throttle below 15% to ensure safety.

6./ZG26_Klaus_Mann
Posted (edited)

While Taxiing: Look at your 2 or 10 O'Clock Position. this Way you notice early when the Planes starts deviating

 

Taxi at Jogging Pace, 10 to 15km/h, use your HUD in Quick Missions to get a feel and just taxi around.

 

To go straight or do Course Corrections: Pull; to do a Pivot Turn: Push

 

Max RPM, always, every Plane

 

Slow Throttle Increase, Quick Throttle Decreases, Every Throttle Change adds instability.

Edited by 6./ZG26_Klaus_Mann
Posted

I use a 170 degrees headset. With that, landing and starting is easy in Il2. Lots of peripheral-vision to judge speed and drift. I actually groundloop seldom. But when I do, its allways the same sequence going on, be it in a spit, a 109 or even the jug. And not stoppable once in full swing. Mostly happens when taxiing. In that other sim, I can tame it halfway through with throttle, rudder and breaks. Not so here. Thats why Im curious, if some sort of script is triggered, wehn certain parameters are met.

Eisenfaustus
Posted
2 hours ago, cellinsky said:

170 degrees headset

I know off topic but which one?

Posted

Pimax 8K Plus. Its actually 168 horizontal...Needs a beefy rig though. IL2 is just amazing with it. Cant go back.

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  • 1 month later...
6./ZG26_5tuka
Posted
On 4/30/2021 at 7:46 PM, cellinsky said:

But when I do, its allways the same sequence going on, be it in a spit, a 109 or even the jug. And not stoppable once in full swing..

Same goes for the real thing. Once it has developed the pilot is merely a passenger there to observe the unpreventable outcome of a groundloop. It can take as little as 1 sec to turn the aircraft 180°. 

 

Ingame brakes are set to be a bit worn out (in some aircraft plainly weak) to avoid noseover landings. That also limits the pilot in correcting unintentional yaw movements when on the ground.

 

And no, everything in the FM is based on physics (mass, inertia, acceleration, rudder force). The days of scripted FMs are long gone for good.

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