FlyingIron Simulations Bf-109G-6 Released 6/14

I had the CTD with addon liveries but if change following in the aircraft cfg for each addon to

isAirTraffic =0

It solves the problem.
 
For what it's worth, FlyingIron are extremely active and responsive on their support forum on Discord, and are continuously working on fixes to any problems reported (which all flow into the next update). As noted, the CTD issue came about with the 1.0.1 update. That update we all were sent was also mistakenly the Marketplace version, so it doesn't have the machine guns like the original 1.0.0 release. FlyingIron are aware of all of this and are working diligently to provide the next update. Noddy, thank you for mentioning about the Aircraft.cfg file entry line (I've made sure that it is set at 0 for my repaint).
 
Tips for landing the Me109:

On downwind
- prop to manual, set at 12.00
- reduce speed to below 300 kmh (0.8 atm), drop gear
- full flaps
- reduce speed to 250 kmh, trim nose high
- tail wheel lock
- clear plugs

Final
- speed around 200kmh, slats deployed and staying out, trim nose high
- clear plugs
- control speed by attitude (nose high)
- descend rate by throttle. KEEP around 200kmh
- just above ground, close throttle
- KEEP the aircraft flying just above ground with increasing stick backwards (basic taildragger). DO NOT let the aircraft sink to the ground with speed. It will bounce a lot
- BE PATIENT and wait for the touch down

In this way you can land with no or just a small bounce. If you land too fast and let the aircraft sink to the ground it will bounce a lot like all taildraggers.
 
Just a couple more things about landing.

The three-point touchdown speed is quite a lot lower than I'm sure many would be expecting, but is true to the real aircraft - around 145 kph or so. Anything much higher than that, and it's not going to settle/plant onto the runway as nicely. According to real world pilot reports flying the 'Gustav', the airspeed as you pass over the threshold and begin flaring is 175 kph, which of course is the last airspeed you would look for, since after that it is just about the visual picture and feel. Watching real world cockpit videos, the touchdown airspeed always looks to be about 145 kph, although the pilot of course is never paying attention to that at the time.

On the real aircraft, because of the toe-in geometry of the main gear, if you're carrying any drift at all when the wheels touch the ground, it will swing you in the direction
that you're drifting. Therefore, in the real aircraft, it's always important just before touching down to remember to check that the slip ball is centered (it will mean the difference between tracking straight or a potential ground loop). '109 pilots always mention that most of the time you can never feel when the aircraft is slipping/drifting, so it can be a surprise to look down and notice that the ball is not centered. I don't think that the toe-in can be factored into the sim flight dynamics/ground handling, but the narrow-track gear of course can pose a challenge too if you're not squared-up enough when touching down.

I really like the fact that, with the FlyingIron Bf 109, if you're focused and really on it, it really is a joy to operate and provides such a great sense of satisfaction when you've done a good job. However, if you're too cavalier and not flying it as it's supposed to be, it will let you know in quick fashion. This all stacks up spot-on to pilot reports flying the real thing. It's also fulfilling to watch real world videos of Bf 109s flying today, and notice that what we experience in the sim with the FlyingIron Bf 109 matches so well with reality. You can look at more than two dozen videos online of real world Bf 109 landings in modern years, and while there are some perfectly-executed landings, there are just as many bumpy landings, and a few when wing tips nearly scraped the runway, etc.
 
Just a couple more things about landing.

The three-point touchdown speed is quite a lot lower than I'm sure many would be expecting, but is true to the real aircraft - around 145 kph or so. Anything much higher than that, and it's not going to settle/plant onto the runway as nicely. According to real world pilot reports flying the 'Gustav', the airspeed as you pass over the threshold and begin flaring is 175 kph, which of course is the last airspeed you would look for, since after that it is just about the visual picture and feel. Watching real world cockpit videos, the touchdown airspeed always looks to be about 145 kph, although the pilot of course is never paying attention to that at the time.

On the real aircraft, because of the toe-in geometry of the main gear, if you're carrying any drift at all when the wheels touch the ground, it will swing you in the direction
that you're drifting. Therefore, in the real aircraft, it's always important just before touching down to remember to check that the slip ball is centered (it will mean the difference between tracking straight or a potential ground loop). '109 pilots always mention that most of the time you can never feel when the aircraft is slipping/drifting, so it can be a surprise to look down and notice that the ball is not centered. I don't think that the toe-in can be factored into the sim flight dynamics/ground handling, but the narrow-track gear of course can pose a challenge too if you're not squared-up enough when touching down.

I really like the fact that, with the FlyingIron Bf 109, if you're focused and really on it, it really is a joy to operate and provides such a great sense of satisfaction when you've done a good job. However, if you're too cavalier and not flying it as it's supposed to be, it will let you know in quick fashion. This all stacks up spot-on to pilot reports flying the real thing. It's also fulfilling to watch real world videos of Bf 109s flying today, and notice that what we experience in the sim with the FlyingIron Bf 109 matches so well with reality. You can look at more than two dozen videos online of real world Bf 109 landings in modern years, and while there are some perfectly-executed landings, there are just as many bumpy landings, and a few when wing tips nearly scraped the runway, etc.


Indeed the FI aircraft and especially the BF109 are so much more realistic and fun to fly than any other warbirds in MSFS. In contrast the AH Spitfire Mk1A and P51D lack a lot in flightmodelling. I think that everybody who buys FI aircraft will be reminded that just the average flying skills where you can get away with in most aircraft in MSFS is just not enough. It is not the aircraft that is at fault, but you, the pilot.

So much fun!
 
I'm sorry, but that last remark about AH is a bit unfair. I for one happen to love their models.

Their modelling is exquisite. AH/JF have been providing quality models to the flightsim community for ages.

Sorry, just had to come to their defense.

Cheers,

Priller
 
I'm sorry, but that last remark about AH is a bit unfair. I for one happen to love their models.

Their modelling is exquisite. AH/JF have been providing quality models to the flightsim community for ages.

Sorry, just had to come to their defense.

Cheers,

Priller

Indeed they look perfect inside and outside, so much eye for details. I think the Spit cockpit looks more alive and real then that of the FI Mk IX. However with bespoke flight behaviour like the FI aircraft they would be even better, a further step forward. More realistic tail dragger behaviour during taxiing, take-off and landing. Wing drop on take off. But AH never claimed to bring models with true flight behaviour and realistic systems.
 
Yes, jumping champion here. Trying to bend a propeller but they are not coded for that. Will keep trying. Love this plane.

Exercise the landing configuration and low speed <200 kmh first at altitude. When you are comfortable with the nose high attitude and slow speed behaviour then attempt a landing. And DO NOT fly the aircraft to the ground. Keep off at inches above ground and wait. The aircraft will sink (stall) down softly.
 
Thanks for tips on landing, Bomber but like Browncoat mentioned, it can't be him or I because we're both excellent pilots, LOL.
 
Exercise the landing configuration and low speed <200 kmh first at altitude. When you are comfortable with the nose high attitude and slow speed behaviour then attempt a landing. And DO NOT fly the aircraft to the ground. Keep off at inches above ground and wait. The aircraft will sink (stall) down softly.

That's pretty much what I do now. Get floating couple of feet above the runway, cut the throttle and hope she decides to land before the runway is out. Would be interesting to see how an Emil 3 or 4 would compare with a lot less weight.

Looking forward to test your livery later, John. Thank you very much for all the detailed work!
 
I've updated my repaint of WkNr.410077 (N42109) on Flightsim.to, so that, like the rest of the aircraft, the product stenciling on the drop tank has been removed and has been redone to match the accurate stenciling on the restored drop tank fitted to the restored -077 (correct sizes, placement and type face). I have to thank Mike Vadeboncoeur and Dave Young of Midwest Aero Restorations for their assistance.

https://flightsim.to/file/57719/messerschmitt-bf-109g-6-wknr-410077-n42109
 
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