RE8's Benign Stall Characteristics

B

Bullethead

Guest
I've always heard that the RE8's low-speed and stall characteristics were pure evil. This is what gave the plane its bad reputation, because at regular speeds it was as nice and stable as any Royal Aircraft Factory product. Sure, its regular speed wasn't any improvement on the BE2, but it wasn't any worse, either.

Specifically, I've heard the following (taken from 34 Sqd's "notes for the guidance of pilots" when they 1st equipped with "Harry Tate"):
The chief thing to remember is that the machine gives very little indications of losing its speed until it suddenly shows an uncontrollable tendency to dive which cannot be corrected in time if you are near the ground.

You will find the rudder control in every case of spinning or swinging tail will become very stiff, and you may not be able to get it very central but you should aim (without putting on sufficient pressure to break anything) to do this.

With the engine off the thing to avoid is gliding too slowly. At 65 m.p.h. or below, when gliding, the machine suddenly loses speed. This is particularly the case when making a turn to enter the aerodrome as the extra resistance caused by the rudder is sufficient to bring down the pace...

One more point as regards losing speed. Observers must be cautioned that when an aeroplane is gliding down from work over the lines they must not stand up in order to look over the pilot's shoulder for the fun of the thing, as the extra head resistance caused may lead to the aeroplane falling below its critical gliding speed, and so bring about an accident.
From more technical stuff, I gather the following:
  • The reason for the sudden drop in speed at 65mph was the big air scoop over the engine catching more air as the angle of attack increased.
  • There was only an RCH of difference between the max glide speed that still allowed a descent without gaining airspeed, and the speed at which the air scoop would slam on the brakes and stall you. Hence the cautions about even a little extra drag while descending.
  • There was no warning of impending stall (mushy controls, shuddering, etc.) because above 65mph the plane was flying OK, and then it slowed to stall speed so fast that there wasn't time for any of the usual warning signs.
  • Once stalled, the plane almost always went into a spin due to insufficient vertical tail area. And as noted above, the rudder was practically useless in a spin.
I learned to fly in real life on the Piper "Traumahawk", perhaps the most perverse plane ever used as a trainer. So when I saw I could fly the RE8 in OFF, I thought, "bring it on!' I figured I could handle the Harry Tate's bad properties :).

So, I did some low speed and stall flights in OFF just now. Every realism setting was maxed out except automixture, which wasn't a factor because the RE8's engine quits instead of idling if you throttle it all the way back. In the game, I found that the RE8 exhibits none of the above bad habits. In fact, it's got stall characteristics as gentle as a modern glider's.

There is no sudden drop in airspeed at 65mph. The plane is in fact difficult to stall, requiring full up elevator at about 45mph. When it does finally stall, the nose just gently drops to about -20^, by which point the plane's regained airspeed to about 50mph so is fully under control again. It's thus perfectly safe to descend in a gentle undulation with the motor off by just holding the stick full back. The plane remains perfectly level throughout.

Not only does the airplane not spin while doing this, but it is impossible to force it to spin, even with liberal use of rudder and aileron. Once the nose drops after its little "excuse me" stall, it has sufficient airspeed that it's flying immediately, so just goes into a normal turn. The rudder retains full authority the whole time.

As regards turns, the plane can be made to maintain altitude and airspeed indefinitely in a 90^ bank turn. The large rudder and elevator deflections necessary in such a turn don't seem to slow it down at all.

So I'm kinda jealous of the E.III guys. I wanted to fly a nasty airplane, too, but the RE8 doesn't live up to its bad reputation. :monkies:
 
Interesting stuff!

I imagine it is next to impossible to flight-model the changing drag effects of the scoop etc. at different speeds and angles of attack in CSF3. I am finding the new FM's to my liking so far but haven't tried the RE8 yet. I can see there are limitations to duplicating reality in something as complex as a FM for such a machine (and I am sure Polovski has banged up against most of those limitations, and probably has the scars to prove it, bless'im :amen:)
 
Modelling that kind of stall-performance would take a physics model that not even Oleg could provide in IL2 (and probably not in BoB: SoW either).

Broad approximations of overall performance are good enough, in my opinion. I was happy enough with them in RB2 (stock and the later improvements), so the surely better ones in OFF3 will satisfy me at least. :)
 
Yeah, I don't want to come across as bashing the game. I really like it and the FM on the whole is wonderful. I've never flown a WW1 plane, but for the most part, the various planes fly like what I've been led to expect from all the reading I've done.

I really wasn't expecting the RE8 to have an automatic airbrake effect at low speed. I am surprised, however, that I can't even make it spin intentionally. In real life, the RE8 was lackluster at the top end and flat-out dangerous at the low end. In the game, the top end is suitably uninspiring, but the bottom end is about as pilot-friendly as it's possible to be. Were it not for the air scoop blocking most of the forward view, I'd recommend the RE8 as the ideal plane for barnstorming :).
 
I tend to encompass inaccuracies, to a point, by imagining it's WW1 in an alternate universe. Everything is almost exactly the same but there are small differences. So the Eindecker flys worse than the real one and the RE8 flys better.

Apparently the OFF universe also has planes firing explosive bullets, which accounts for the puffs of smoke that stream from a target while it's being hit. :icon_lol:
 
is it possible to send any plane into a spin in OFF? ib able to throw the planes about with no regard to entering a spin, in fact ive yet to enter one.

do spins ever happen?
 
is it possible to send any plane into a spin in OFF? ib able to throw the planes about with no regard to entering a spin, in fact ive yet to enter one.

do spins ever happen?

Yes make sure you have FM settings on realistic

WM
 
Hey BulletHead, on the Piper "Traumahawk" (LOL !), how did you like when the wings would blanket out the effectiveness of the elevator.

Was great when one was flaring at landing. The RE8 is a piece of cake in comparison.

Cheers,
WF2
 
Modelling that kind of stall-performance would take a physics model that not even Oleg could provide in IL2 (and probably not in BoB: SoW either).

Broad approximations of overall performance are good enough, in my opinion. I was happy enough with them in RB2 (stock and the later improvements), so the surely better ones in OFF3 will satisfy me at least. :)

Modelling this FM, is what I have meant "effordable" in a previous post. You can model everything to a software, if you have time, funds, knowledge and patience.
 
Hey, I learned to fly in the Tomahawk (first 5 or 6 hours anyway)...it wasn't THAT bad.
 
yeah i have realistic flight enabled but im still abale to throw the aircraft all over the sky with no fear of entering a spin. were ww1 aircraft so difficult to lose control off?
 
Am I the only one who's encountered spins? I can usually get out of them barely before they've started with one good kick of the rudder, but I've had a few (in the Camel) that have gone around a good few times before I could recover.
 
Am I the only one who's encountered spins? I can usually get out of them barely before they've started with one good kick of the rudder, but I've had a few (in the Camel) that have gone around a good few times before I could recover.

It is easy to spin the Dr.I in a sharp turn or in the beginning of it if you apply too much rudder and try to overcome that by aileron in the other direction. You can recover pretty quickly from a spin if you kick the rudder in the other direction and level out.
 
nose down, counter rudder to the spin direction, build up some speed, gently pull out,.........pray, that your opponent was as surprised as you by your stall and spin, and there is enough air between you and your worst enemy..... the ground!

that does not count for the EIII:kilroy:.
 
is it possible to send any plane into a spin in OFF? ib able to throw the planes about with no regard to entering a spin, in fact ive yet to enter one.

do spins ever happen?

Oh yes, they do, - and then try to get out of one ----in time
 
ok good to know that spins do happen on OFF, not that i wanna get into one u understand.
 
Make sure you are on realistic FM of course in Workshop. Also try different craft.
 
Hey BulletHead, on the Piper "Traumahawk" (LOL !), how did you like when the wings would blanket out the effectiveness of the elevator.

Yeah, that was positively scary at times, especially when doing short-field takeoffs and landings.

The main thing I remember from the "Traumahawk", however, was how it had those stall strips out at the wingtips DELIBERATELY to flip you over on your back at the 1st hint of a stall. I guess Piper figured that if you could survive the Traumahawk, you could face anything else with confidence in your later career :).

Anyway, you had to force the thing out of a spin, and it would only do 3 turns without breaking. The 1st turn was mostly a cartwheel and slow enough to watch the show, but the turns after that were too fast to follow, so you had to be FAST getting it stopped or you'd break the plane.

So I did that several times and then my crazy, very green instructor (who had learned to fly in unbreakable 152s) wanted to show me "how it was really done". He started with snaprolls from high speed without slowing to stall first, and let that curve around into a spin, which he held at least 8 or 10 turns. Then he asked for help.

It took both of us with both feet on the right pedals to gradually slow and stop the spin, and we had to keep our feet there full strength to keep the plane flying straight. We looked back through the bubble at that damn T-tail and the thing was twisted over to the side somewhat. We had to fly about 10 miles back to land and were pretty much exhausted by then from the constant leg work.

Fortunately for flying students today, most Traumahawks have gone on to a better life as beercans. Unfortunately for beer-drinkers, I'm sure there's some "organic material" stuck in some of that aluminum....:faint:
 
Am I the only one who's encountered spins? I can usually get out of them barely before they've started with one good kick of the rudder, but I've had a few (in the Camel) that have gone around a good few times before I could recover.

It depends on the plane. Various planes in OFF run the full spectrum of spins.

Some planes (RE8, for example), cannot be made to spin at all, whether intentionally or accidentally.

Other planes (FE2, for example) don't spin accidentally unless you're in a tight turn to begin with, or have asymmetrical wing damage, or both, but can be made to spin from level flight by holding the control over. In either case, they are easy to get out of spins, either by just releasing the controls or giving just a little opposite control.

Some planes (Camel, for example) will spin accidentally with little warning, and take some effort, time, and altitude to recover.

And finally, some planes (DH2, for example), are pure EVIL in spins. The DH2 is aptly named the "spinning incinerator". It will spin accidentally in a moderate turn even at high speed, and this spin is INCREDIBLY fast. I have NEVER been able to recover from a DH2 spin, even with 5000 feet to play with. No matter what I do with the controls, it has no visible effect on the rate of the spin, which remains even faster than the Traumahawk's. McCudden said he used to spin and recover the DH2 several times a day when he was a flight instructor, just to give the lads confidence, but I wish he'd written down his technique :).

Anyway, to get back on topic, planes do spin in OFF, and they exhibit a realistic variety in how they do it. Most planes seem to spin about like their reputations lead you to expect. The main exception to this is the RE8, which not only is very hard to stall at all, but absolutely refuses to spin. In real life, it was apparently at least as bad as the Camel when it came to spins, and stalled at the high speed of 65 knots due to its airscoop. Combined, these properties made it a real killer.
 
That's weird, I've found the DH2 quite nice to recover. Snaps in fast but comes out gently and dives nicely with a bootful of rudder.
 
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