Aeroplane Heaven DH98 B Mk IV Mosquito - Released!

Version 1.0.2 has been released.

v1.0.2

- Yellow blur ring added to the blurred prop

- Pips added to the AHI instrument.

- Combustion check for flames should the hush kit be removed.

- Kohlsman scale added to altimeter

- Radiator controls have been recoded to affect temperatures more accurately.

- Ground handling has been changed to be a little more forgiving on the ground.



- There is also a bonus livery in the main package (e.g. not optional) that is of the prototype livery as found at that museum. This isnt entirely the same as the museum version as the museum is using later model merlin engines.


Ground handling a little more forgiving? She is already way too docile with the unrealistic steering tailwheel. No trouble at all even with a crosswind. however with the non-steering mod and same more yaw-

According to the Haynes Mosquito manual:

Take off.jpg

However with the well known non-steering free castoring mod and some more Empty_weight_yaw_MOI the Mossie becomes the beast she should be. Tricky but controllable with twin throttles and differential braking
 
Version 1.0.2 has been released.

v1.0.2

- Yellow blur ring added to the blurred prop

- Pips added to the AHI instrument.

- Combustion check for flames should the hush kit be removed.

- Kohlsman scale added to altimeter

- Radiator controls have been recoded to affect temperatures more accurately.

- Ground handling has been changed to be a little more forgiving on the ground.



- There is also a bonus livery in the main package (e.g. not optional) that is of the prototype livery as found at that museum. This isnt entirely the same as the museum version as the museum is using later model merlin engines.


Ground handling a little more forgiving? She is already way too docile with the unrealistic steering tailwheel. No trouble at all even with a crosswind. however with the non-steering mod and same more yaw-

According to the Haynes Mosquito manual:

View attachment 186621

However with the well known non-steering free castoring mod and some more Empty_weight_yaw_MOI the Mossie becomes the beast she should be. Tricky but controllable with twin throttles and differential braking
The ground contact model was updated to the "new" model. Previously, it was impossible to steer with brakes and a castoring tailwheel, without ground looping. It is now possible. Also, the P factor was restored back to 100%.
 
100% behind docile ground handling as stock.
Those with toe brakes and authentic control columns can then modify to the edge of tears.

Mossie 50.png
 
Folks who have flown real planes know just how much you're missing in a simulator by having zero environmental/momentum feedback. Wanting extreme levels of "numbers" realism while not accounting for those missing items is why IL-2 was such as sh17sh0w -- WW2 would have been won on the ground because all the pilots would have been dead if the stall/torque/other characteristics of real planes had been as hard to deal with as the planes in that sim.

IRL, if you are taking off in a Mosquito, you have a 180-degree view around you giving you instant, surrounding visual indicators, and more importantly, you instantly FEEL a plane starting to yaw due to torque and can instinctively compensate by seeing how that feel changes as you react. VR can address that initial problem slightly (but it's not the same as looking out a real cockpit window at the real world), but sims will never fully replicate that feel. When I flew a full-scale 737 simulator on hydraulics at FlightSafety it managed to capture a lot of the physical feedback, but that was a 30-foot-tall multi-million-dollar installation.

Given the lack of this real-world feedback, toning down the reactions in the sim somewhat while still providing you enough torque/steering/etc requirement to make sure you account for it is the perfect balance of immersion and not making it harder than real life.

TL;DR: I'm glad AH took the approach it did. It's not at odds with the Haynes manual because the Haynes manual is describing flying in the real world. Toning some of this down to basically give a boost/assist to what would be your real-world reactions makes simulation closer to the real flying experience, not farther.
 
Actually, looking at the zip, the flight model didn't make it into the 1.0.2 build for some reason. So, its still the old ground contact model ( for now )

If you want to make the edit yourself to try it, in the flight model config, flight tuning section, comment out the 2 "old" lines and add the "new" stuff.

;ground_high_speed_steeringwheel_static_friction_scalar = 1.0
;ground_high_speed_otherwheel_static_friction_scalar = 0.4

ground_new_contact_model_gear_flex = 0.0
ground_new_contact_model_gear_flex_damping = 0.0
ground_new_contact_model_rolling_stickyness = 0.01
ground_new_contact_model_up_to_speed_lateral = 250
ground_new_contact_model_up_to_speed_lateral_steering = 250
ground_new_contact_model_up_to_speed_longitudinal = 250

You can also change the P factor back to 1.0, without any ill effects

p_factor_on_yaw = 1.0
 
Last edited:
I think the ground_high_speed_otherwheel_static_friction_scalar = 0.4 was changed to 0.5.

Any recommendations for a more realistic (severe) swing effect? I increased the p_factor but it did not change much.
 
Back
Top