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Dr.I how to fly?


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Posted

WTF has this plane of a problem flying left hand curves? With rudder assist it flies like a charm and without it's fucking impossible to fly a clean left turn. How do I force this abdomination into a left curve without wanting to smash my PC?

76SQN-Gresham
Posted

I dont fly the DR.1 but believe some people have been able to get it round more easily by blipping the engine off. Its known for its lack of ability to turn left though.

 

=RAW=76SQN-Wellington

Posted

You have to fly with lots of rudder. In these WW1 planes, you don't roll first then adjust with rudder, but you use both at once or even lead with rudder. The Dr1 is most infamous for this.

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Posted

You must have scared the filly into bucking with your language?

  • Haha 1
76SQN-FatherTed
Posted
1 hour ago, =RAW=76SQN-Wellington said:

I dont fly the DR.1 but believe some people have been able to get it round more easily by blipping the engine off. Its known for its lack of ability to turn left though.

 

=RAW=76SQN-Wellington

As I understand it, blipping the engine reduces the gyroscopic precession induced by the spinning engine block which is fighting the aerodynamic forces produced by moving the control surfaces. So blip before trying to enter turn.

Posted
1 hour ago, SYN_Vander said:

You have to fly with lots of rudder. In these WW1 planes, you don't roll first then adjust with rudder, but you use both at once or even lead with rudder. The Dr1 is most infamous for this.

 

This

 

And fly with your ears, you can tell when you're pushing it too far because the sound of the airflow will change. If you want to turn left, keep the nose below the horizon at all times and go hard on the rudder to keep it there.

Posted (edited)

Nose down, left rudder. If it ain't going more, try adding increasing right aileron. Yeah, right?

Edited by J2_Bidu
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Posted

Dr.1 has true rudderr (no vertical stabiliser at all) and very weak ailerons. Like Vander said, you need to lead with rudder than use ailerons to archieve balance.

 

12 hours ago, J2_Bidu said:

Nose down, left rudder. If it ain't going more, try adding increasing right aileron. Yeah, right?


Adverse yaw is a friend of Dr.I pilot ? . Roll right to counteract roll effect of left rudder, and add increased drag from left wing to your turn. I believe Voss turn relies exactly on that? @Chill31would know.

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Posted

Read up on 'adverse yaw' . Just wait until the Gotha is released and you try to take off! LOL

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Posted
1 minute ago, SYN_Vander said:

Read up on 'adverse yaw' . Just wait until the Gotha is released and you try to take off! LOL

 

So much this!

 

Posted
23 minutes ago, SYN_Vander said:

Read up on 'adverse yaw' . Just wait until the Gotha is released and you try to take off! LOL

 

Oh god

Posted

The Gotha in Rise of Flight has adverse yaw - and it has insufficient power to be able to counter it (the combined drag of the ailerons and rudder is enough that it causes the airplane to decelerate)... so a naive attempt to counter it calls the aircraft to fall out of the sky. Hence one needs to move through three stages of control (alternating between using mainly rudder or mainly aileron - and even reverse aileron). No one explained this at the time - so I just kept falling out of the air randomly for a couple of weeks - I'd try to regain control - which would just make things worse.

 

However, there is a chance the Gotha won't be as bad in Flying Circus - Who knows?

  • Upvote 1
Posted (edited)

A Dr.i in a climing bleft turn will make a fool of you.  You'll probably get shot down.  

 

To turn left correctly, push forward slightly, a good push on the left rudder with a little left aileron. Only once you have set your bank angle do you begin pulling back on the stick.  

 

In this respect, the FC Dr.I flies like the real Dr.I until it stalls. The real plane stalls so gently that I never worry about it.  In FC, it turns into wild gyrations as you fall out of the sky.

Edited by Chill31
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Posted (edited)

I think the FC model is a bit tail heavy, might explain the wild gyrations. Either that or someone was listening to that sinful jazz music when they designed it.

Edited by Ace_Pilto
Posted

Isn't rudder authority too low on this plane? I mean on a unprepared left turn you can't even use full left rudder to push the nose down and the plane will halt the whole turn, even go into a right turn stall.

I've got it 90% now, nose down, left rudder and a bit aileron, wait for the air flow (sound) to calm down then you can pull into the turn and get a good one. And beg your to the left turning opponent to wait until this is all done and then continue the dogfight.

 

[F.Circus]Gorn_Captain
Posted

Of all things the Dr1 doesn't have enough of, rudder authority is not what I'd say. 
 

Turning left is definitely a struggle though. There is something of a knack to it, one I've unfortunately yet to acquire. Generally if I find a dr1 on my six, I do everything I can to force him into a left turn, and all too often they'll slip on the banana peel in the sky. 

Posted

Once you have successfully initialised the left turn, you can gradually apply and hold full up elevator and full right aileron and just control the turn with fine rudder adjustments.  I'm not saying it's the most efficient way to sustain a turn, but interesting none the less.

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