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Hurricane flight model 4.**...

popsaka

re-member,remem-ma-member
I'm in the Hurricane... and its a 'turn and burn' dogfight with an 'Emil' (BF109E)... I'm getting near to my stall speed but I'm not concerned 'cause my Hurricane is as forgiving and predictable a dog-fighter if there ever was one... right?
So then why do I keep letting her snap into these bl**dy flat spins from which there is no escape!?!?!?:banghead:
Am I a closet MASOCHIST? :a1089:

Okay, so how does one recover from a flat spin?
Maintain power,
Stick forward,
Rudder in the opposite direction of the spin... Right?

You guessed it, ...wrong! The only way I've been able to regain control was to turn WITH the spin, ...and even then, a moment later she'll start to spin faster, as you would've expected!!:isadizzy:...and then :pop4:

Anybody have any thoughts on me pre-dicklement?
Gregory P., are you out there? Help, Mister Wizard...!
 
Personnally, I perfer Hurricane FM 2.xx, I have trouble with the V4.xx. I always fly with realism set at hard.
 
Me as well...

Personnally, I perfer Hurricane FM 2.xx, I have trouble with the V4.xx. I always fly with realism set at hard.

Yes, I've taken the models I like, given them FM 2.** and put in Clive's cockpit model and textures as they seem more comfy to me. (not that the other one isn't gorgeous!) Plus, I like to see a lever move when I adjust the mixture.... (I know, I know, the Hurricane had auto mixture!)
Plus, with all the work that's been put into our flight models, seems it'd be queer to fly w/ anything but full realism! Cripes, its one of the reasons I love ta fly CFS3! :salute:
 
pop..........good question....I always thought the Hurri was the answer to flying a DR1 in WW2 but no....same spin thing for me, especially in MAW. Guess there is no easy ride...hate it when I have to pay attention but there it is...hate it when a good ride ends in a spin to the ground....but I'm looking forward to trying your "go wit da flo" thing. Can you snatch it out of the spin when you do that and fly on..... or always just auger in? I ALWAYS auger in...EEEEK.
 
Flat spin

Rudder against the spin, gear and flaps down, no power. This usually works for me. Oh, pray .. alot
 
'Is this any way to run a squadron?'

pop..........good question....I always thought the Hurri was the answer to flying a DR1 in WW2 but no....same spin thing for me, especially in MAW. Guess there is no easy ride...hate it when I have to pay attention but there it is...hate it when a good ride ends in a spin to the ground....but I'm looking forward to trying your "go wit da flo" thing. Can you snatch it out of the spin when you do that and fly on..... or always just auger in? I ALWAYS auger in...EEEEK.

Its dicey, at best... You need enough altitude (duh) but the main thing is you have to be ready to 'fly' it out of the spin at that crucial moment when the control surfaces suddenly start to respond... You'll see, you only get control for a fraction of a second! I usually only get one chance on the way down--very rarely two, although the 2nd is so close to the ground I'll get tense and blow it!
 
Normal spin recovery is always power off, full opposite rudder, stick forward and level the ailerons. In most aircraft spins are recoverable given enough altitude. However like some quirks in CFS3 I have noticed that certain aircraft will not respond to recovery procedures. Unless that was an unfortunate characteristic of an aircraft then I always amended the flaw by growing the rudder a bit. If you open up the Aircraft.cfg file you would find the text in red under the [airplane_geometry] tag. Expanding the size like the adjustment in the blue text will give you more spin control when you don't have any. Some of the purist won't like that because it may increase the airplanes turning ability but probably very little.


rudder_area = 11
rudder_area = 15
 
cool.....gotta go try this s**t....I've never recovered a spin yet....but maybe there's hope!!!!! Thanks fellas....I'll dial back in with results tomorrow.....
 
turn the flight realism down!!!!:icon30:


Hi Guys,

with all of the AvH Flight Models you must run them on flight settings Hard.

If you lower the setting you will get oddaties happening. the most notable a reversal in rudder induced roll.

ie, if in level flight (in most low wing planes) you feed in right rudder, the plane will eventually start to roll to the right as well (its supposed to do this, combination of higher speed of air traveling over the outer wing compared to the inner wing, and shadowing by the fuselage reducing airflow over the inner wing, ie greater lift to the outer wing compared to the inner wing, plane starts to roll.)

If you fly with settings on anything other than hard you will instead see your plane start to roll to the left when you feed on right rudder.

this reversal of direction makes it impossible to hold tight high bank turns. as you need rudder to maintain the nose on the horizon. its a pain when you feed in some top or bottom rudder and the plane begins to roll out of the turn.

anyway thats one of the reasons to keep settings on High.

regards Rob.
 
Hard settings

All of the planes I make are designed for hard settings. If you don't they behave rather badly like failing to keep level flight while manning gun stations, diving to the deck when you cycle out of auto flight and revert back to the pilot station.
 
Some of the AvH models just don't work unless you have them on 'Hard'. The Go229a for example just won't lift off the runway and fly.

The readmes tell you to fly them on Hard, so I do! And I seem to remember spin behaviour was one of the hardest things to model accurately - perhaps the last 1%?
 
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