Realism I can do without

That's it! If Winder flies with auto mixture on that's good enough for me too.

In my opinion it must be done that way, if you're on patrol at 14,000, and you have your mixture properly leaned out for maximum RPM. Suddenly you get jumped 2 to 1, the guy you're playing tag with, dives to escape, you dive with him. Next thing you know, you're at 4,000 with an engine set to run at 14,000, you're now much too lean too run. If you stall you Die. Auto Mixture's a lifesaver :kilroy:

PS . . . you could give the Full Rich Command( Ctrl+Shft+F7 )

Are you quick enough ? . . . Probably Not
 
Auto mixture is off for me, I do try with it on from time to time but usually go back to manual. They had to worry about it in combat too so feels right to use it. The whole point is keeping control of your craft when under pressure in the middle of a dogfight? Bind those keys to something else?
 
Adjusting mixture adds to the whole immersion thing for me. I still use the default 2-finger ctrl -/ctrl+ keystrokes because I'm used to it. Never bothered binding elsewhere to one button/key. Old habits die hard.

When diving from a great height it only takes a second to enrich it a few notches.

In P3, the infamous 17 hour goal will be rated by realism for all to see. If it ain't at 100% (and it won't be with auto-mixture) where's the challenge eh chaps ?
 
And if you're going to manually control the mixture you don't have to 'know' how rich or lean to run at what altitude. My father (flew B-17's and B-24's in WWII) told me they'd just lean it out until the engines dropped, then back off a few notches and that'd hold 'em a few more thousand feet. Descending works the same way. When you hear the rpm's drop off, just add to the mixture until it comes back to life, then give it a few more bumps until the rpm's drop slightly (they'll come back up a few hundred feet lower). I've done it that way, both during routine flight and in combat. Works great.
 
I like somethings like the mixture control and did just as von Baur describes. What seems funny to me is that the full realism guys here have seemed to be content with how CFS3 and OFF have dealt with stall and spin. The default is poor, 1% history is very good at this. When a plane if flow in a flat turn you loose left (banking the turn), and the tighter the turn and slower you go the more so. At some point your nose should drop, stall and go into a spin. I don't think OFF2 does this well. Does not feel right. I trust OFF3 will do better.
 
Auto mixture is off for me, I do try with it on from time to time but usually go back to manual. They had to worry about it in combat too so feels right to use it.

Exactly!
 
. When a plane if flow in a flat turn you loose left (banking the turn), and the tighter the turn and slower you go the more so. At some point your nose should drop, stall and go into a spin. I don't think OFF2 does this well. Does not feel right. I trust OFF3 will do better.

Well, I could understand this comment if it came from a "realism" guy, and then it would be a minor point in the scheme of things for OFF.
But from you Uriah, considering your initial post, it seems somewhat strange :)
 
Fair enough Fortiesboy. My focus is moving the plane around. In the old EAW part of the fun online is who can out turn who. In such cases we are often less than 100 feet off the ground. Getting into that kind of stall/spin is fatal. Maybe you are being chased but can manage the turn better so the other guy ends up crashing into the ground and you get away. Recovering from 3,000 feet is trouble too because the other guy just might get you by the time you recover. Is not controlling your turn and pushing the edge of a turn fight a huge part of realism?
 
Yes, it is and I have found a bit of an anomaly in OFF2 actually, on this turning business.
But it is no big deal-
However, I have found that in a dogfight, usually some way into it, if I get low then I seem to get "sucked" into the ground. No matter what opposite rudder I may put in or seemingly having plenty of throttle, nevertheless, I have been caught by the "Force" and i inexorably slide into the ground.

As I say, no big deal, but I would prefer it otherwise.
 
What seems funny to me is that the full realism guys here have seemed to be content with how CFS3 and OFF have dealt with stall and spin. The default is poor, 1% history is very good at this. When a plane if flow in a flat turn you loose left (banking the turn), and the tighter the turn and slower you go the more so. At some point your nose should drop, stall and go into a spin. I don't think OFF2 does this well. Does not feel right. I trust OFF3 will do better.

Are you requesting 1917 aircraft, to fly identical to 1943 aircraft, or they just don't FEEL right to you. ?

Please to remember, 5 years previous to the war, the aircraft was merely a novelty, viewed at state fairs

As long as we're keeping things REAL, Those engines are much too loud :faint:
 
However, I have found that in a dogfight, usually some way into it, if I get low then I seem to get "sucked" into the ground. No matter what opposite rudder I may put in or seemingly having plenty of throttle, nevertheless, I have been caught by the "Force" and i inexorably slide into the ground.
.

The "Force" as you put it, I believe stems from the lack of engine power, for instant acceleration.
Manuvers you can sucessfully pull off from 1000 feet in a WWII Hurricane.
Will surely get you killed in a Sopwith

Unfortunately there are No altitude markers in the Sky

Merely as an experiment in OFF
Retain the F5 Altimeter, tuck it neatly in a corner, throw the Rest overboard
Take her up to 4000
Pick a manuver that you 'Normally' perform in BOB
Do it in OFF . . If I'm correct, you'll be able to do it, but it'll take more altitude to perform it.

Altitude you may not have, when flying low :kilroy:
 
...nevertheless, I have been caught by the "Force" and i inexorably slide into the ground.

The Albatros is notorious for that to happen; I lost two pilots that way. I read somewere, that close to the ground, that would really happen. Don't know, if it's from the different air temperature or whatever, but it's not unrealistic to happen.

Olham
 
Winder said:
I have to admit I fly with automixture on too - well its a small concession I think.

What??? Winder has time to actually play the game? :costumes:
 
The "Force" as you put it, I believe stems from the lack of engine power, for instant acceleration.
Manuvers you can sucessfully pull off from 1000 feet in a WWII Hurricane.
Will surely get you killed in a Sopwith

I'm not making any comparisons with WW2 planes. And I am aware that there are differences .
What I'm saying is that if i am turning in a WW1 plane in OFF at 1000 ft, keeping the nose on the horizon which is a pretty good indicator that i am retaining height in the turn- and which I do at 1000 ft in the sim - at just over tree top height the same flying gets me sliding/ slipping into the deck.
As if pulled by a magnet.

Bottom line - If i can turn a plane - any plane - at 3000 ft into a circle without losing height, then I ought to be able to do it at 100ft-
unless there is an aerodynamic/ physics consideration that causes this because of the height at which it is performed.
 
Bottom line - If i can turn a plane - any plane - at 3000 ft into a circle without losing height, then I ought to be able to do it at 100ft-
unless there is an aerodynamic/ physics consideration that causes this because of the height at which it is performed.

Interesting question: But Impossible to duplicate with a more modern aircraft, as it would be impossible to maintain flight, at such a low speed

I'm not equipped at the moment, as I only have OFF on this machine.

I'd try a Stearman, in FS2004 at 1300RPM at 100 feet, and hold it, or try to :kilroy:
 
You will find P3 craft less forgiving - one or two surprises for you :)

Maybe Catch22 or Nio could comment on their experience of the P3 craft.
 
Indeed ! The DH2 spins like a top in tight turns. A maneuver that has certain advantages at height when in a spot of bother but rather uncomfortable below 1000 feet usually with fatal consequences. And even if you are lucky and manage to correct the spin then you have the issue of pulling out of the dive .... something it is reluctant to do above certain speeds.

Keeps you on your toes.:bananapowerslide:
 
Just got the a cool stick from Saitek.

http://www.saitekusa.com/prod/av8rps3.htm

It has a duel throttle that can be linked or separated with the push of a button, so I now have a throttle and mixture slider! Once I get moved I'll pick up a throttle quadrant so I can have a dedicated throttle mixture and pitch controler. I don't need the extra slider for pitch with OFF, and BoBII has yet to impliment mixture control, but the planes do have accurate pitch controls, so again extra sliders, which I think can be set for trimming controls.

So far it has a nice feel. Even has a safety catch atop button 2, which I map the guns to so it has the same effect for combat, where you have to take the safety off before firring. Been caught a couple times now with my pants down n that one as I forgot to remove the safety and lost perfect setups for kills. :faint:
 
if i am turning in a WW1 plane in OFF at 1000 ft, keeping the nose on the horizon which is a pretty good indicator that i am retaining height in the turn- and which I do at 1000 ft in the sim - at just over tree top height the same flying gets me sliding/ slipping into the deck.

I would hazard a guess that force this is an illusion. Here goes: Turning at 1000 feet you won't notice that you have dropped a hundred feet in the process because your nose is still on the distant horizon, the ground is still almost as far below you (900 feet not much different than 1000 feet), and all seems the same. But turning at 100 feet you do notice that you have dropped 100 feet because you just hit the ground (zero feet is much different than 100 feet).

Just my :costum: theory.
 
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