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A few things


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LLv34_Flanker
Posted

S!

 

 Diisclaimer. Not in any way a discredit to the TFS team, just some observations from the few hours I´ve played this excellent sim and enjoying every moment! Thanks to ATAG and TWC for their excellent servers :)

 

1. Tires ALWAYS blowing at 200km/h resulting in a noseover or another type of crash. Planes would require more speed to safely lift off with heavier loads, especially twins. Now this feature makes it feel a bit off as I have to pull up at less than 200km/h even in a heavily laden AC.

 

2. AI behaviour, especially Blenheim. Albeit it was somewhat maneuverable for it´s size and purpose the current ones are hilarious. You engage them and they go all out dogfight mode barrel rolling with incredible roll rate while gunners keep popping shots at you, inverted or while spiraling down. They even shoot from underwater! Applies to other AI gunner planes too, not only Blenny.

 

3. Getting dmg decals to windscreens etc? Gauges and sights get damaged, but windscreens remain intact. There is some dmg shown to the rear glasses in the Bf110, but not front.

 

4. True dual controls for all engine related functions for twins. By that I mean that you could manipulate various controls without selecting an engine. Especially starting, prop pitch mode switch if your controller has enough buttons/switches. And these days people build their own too. This would make it faster and easier to react on failures without hassling with engine selections etc.

 

5. ...

greybeard_52
Posted
On 4/22/2022 at 10:30 AM, LLv34_Flanker said:

1. Tires ALWAYS blowing at 200km/h resulting in a noseover or another type of crash.

But look! I thought it was the propeller touching the ground (which is equally absurd)! However, I solved by pulling the yoke back slightly immediately after the plane lifted its tail from the ground; this makes it take off as quickly as possible. Even 15-20 ° of flaps can help. It looks that it's at least known that there's a nose-over issue (although unknown how much considered "realistic"): for instance, flashcard of BR.20 reads:

 

13. As speed increases pull control stick back slightly to prevent nose over
14. At approx. 150-160 km/h (10) increase back stick pressure to take-off

 

Unfortunately there is a long list of bugs to be solved (it's CLOD!) And only sporadically someone takes care of some of them (and not always effectively). So, very often, the work-around is the only solution!?

  • Upvote 1
343KKT_Kintaro
Posted

Apparently tyres realistically do explode when some aircraft are fully loaded (and/or overloaded), Beaufighters and Bf 110s for example. I've been told by experienced users of "Cliffs of Dover - Blitz" that this is historical fact and that it is up to me to learn how to take off and land when piloting such aircraft in such conditions. I sometimes managed to make it, so I guess they are right.

 

About the BR.20 Cicogna: out of three bugs I noted on the Bugtracker, at least two has been already fixed by the team of developers.

 

"Even 15-20 ° of flaps can help": please read the flashcards as this a part of the recommended procedure for some aircraft in this game (BR.20 Cicogna,  Kittyhawks and Tomahawks, etc.).

 

Cheers!

 

LLv34_Flanker
Posted

S!

 

But if the 200km/h is on all planes it sounds like a bug rather than realism. A heavier plane needs more speed to lift off the ground safely. How about Typhoon or Tempest if ever modelled? Those planes had quite high landing speeds, especially Tempest. Have not read from ANY memoir that pilots complain about tires bursting due speed. Most instances are because they are shot/damaged or hit something sharp on the runway(like a stone etc.). But no-one mentions they had to pull up before 200km/h or nose over would be the result or that it was common. Anecdotal evidence, but Finnish 2nd highest scoring ace Hans Wind (75kills) landed his sticken Bf109G-6 at speed of nearly 300km/h as he was seriously wounded and dizzy about the fuel fumes. His throttle had jammed but somehow he managed to cut ignition on touchdown. But tires did not burst. Just some food for thought. Maybe increase the burst speed limit a bit or something?

  • Upvote 1
  • Team Fusion
Posted

The durability of the tires in the game vary and are based on the size of the tire and vary dependent on the weight of the aircraft.

 

Heavier aircraft have heavier tires.

 

If you land your aircraft too violently or at two high a speed, the tires will blow.

 

If you taxi/takeoff and your speed exceeds the allowable or you hit a bump or swerve violently, the tires will blow.

 

200 km/hr is typically too high a landing/takeoff speed.

 

It is recommended that most bomber types use partial flaps to takeoff... and for all types to use full flaps to land... this reduces the stall speed and allows the takeoff/landing speeds to be lower at the point of touchdown or liftoff.

 

Check the aircraft manuals for more details of the particular types.

LLv34_Flanker
Posted (edited)

S! 

 

The problem for me ain't taking off or landing properly, in any plane. It is just the limit that always makes you rip tires. If a plane has take-off speed of close to 200km/h were the tires really made with such small headroom? If heavier than normal you want more speed to safely get off the ground and climb. Nevertheless I can live with the current implementation, so no worries. 

 

PS! Listed rotation speed for the Bf110 is 190-230km/h..

Edited by LLv34_Flanker
Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
LLv34_Flanker
Posted

S! 

 

Digged through RAE and German tests where it was indicated that during takeoff tail came up late, rudder being effective at 120mph(190km/h). You won't rotate without rudder authority. Now I can fly off with less speed even with 2 * 500kg bombs and reasonable 50% fuel load using no flaps. There is also some discrenpacy in top speed at altitude, need to dig in more. 110C could achieve 523km/h TAS at altitude. British RAE achieved lower speed in their tests, basically same as Germans with the 600hp Jumo 210 engines..

 

Also designation C-4/B is a bit misleading, it was used for a very short time before changing it to C-7. Also had uprated engines over earlier C series. 

 

Nevertheless I believe TFS is making it's best to make CloD THE sim for years to come :)

 

 

Guest deleted@7076
Posted (edited)

-Deleted-

 

 

 

Edited by Varrattu
LLv34_Flanker
Posted

S!

 

Not going to argue about the speeds, but it is a really slow speed to take off near the landing speed with 1000kg bombs and 50% fuel and no flaps using 1.2ata. The British remark on enough lateral stability aka rudder authority reached at 120mph(~193km/h) is quite in line with lifting off at 200km/h, with heavier loadout closer to 230km/h. Do that in CloD and you get a guaranteed noseover due the modelling of the tires bursting at 200km/h. 

 

The altitude speed RAE achieved with their sole captured 110 was same as Germans tested with Jumo engines ~440km/h vs 523km/h with 601´s. There were some changes in the gearbox ratios and other things giving some more power to the later versions of the 110C, especially C-4/B aka C-7 etc.  Even the "other IL-2" has wrong engines on their E-2 making it a total slouch. Using engines from pre-production models aka E-0 and E-1. E-2 had different version of 601. But not going there.

 

Not complaining here, just observations. Nice discussion Varrattu :)

Guest deleted@7076
Posted (edited)

-Deleted-

Edited by Varrattu
Editied 2022-05-05 for better understanding.
LLv34_Flanker
Posted

S!

 

Well, the speeds are what they are, just have to play by that :) One issue that really is more like a bug than correctly modelled is engine damage on an engine that is OFF. You have fuel pumps off, magnetos off, oil/coolant radiators open after landing. Temps at around 70-80'C, yet your engine temperature can start to climb above 120'C, triggering the damage threshold causing the messages like oil gasket/cylinder head gasket/etc. to appear. Funniest of them is GOVERNOR fail on an engine not turning and having nothing to do with engine temperature. It seems the damage just applies like the engine was still on generating heat. Happened a few times to me and squad mates. If you quickly start engine and take off the temps literally snap to normal, but you still "leak steam". Engine works normally though.

 

 

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