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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Somethngs wrong with my F8-F

Helldiver

Charter Member 09
Now when the Bearcat takes off, I was aways amazed and thrilled how much it surged ahead when the throttles were opened. It always was a sight to see since you had a lightweight fighter that was all engine. In 400 to 500 feet the tail was up and well within 1000 feet, the wheels had left the ground. There was a stunt on taking off, when they where the F8 would do a loop and land right back on the runway.
This plane is a dog. I only can get it of a 2500 foot runway unless I use flaps. I don't know how you change things here, but the F8-F Bearcat as configured, is a dog.
Woof!
 
I don't have the aircraft, but you can always tweak the power, and fuel consumption figures in the aircraft.cfg file. Would be in your FSX directory under simobjects, airplanes, then some folder with the F-8's name on it. Then just right click, and select open file with, then select notepad. Then you can edit the entries in there. If you go to www.fsdeveloper.com they have a lot of helpful tutorials.
 
I got to fly one, it would only give 30" of manifold pressure at full throttle. They have a fix for this and all the other bugs at there web site IIRC.
 
The FDE is better than it was pre-patch, and I was actually satisfied with it until I tried it in formation. This thing handles like a dog. Time to start tweaking drag I think.
 
Agreed Chris mate, it's much better than the original release but still it's no where near as it should be! This thing was an engine and HUGE Prop with a teeny tiny airframe attached but this just feels like throwing a fat old girl around to me! and thats clean with no load and hardly any fuel or ammunition! Also when you roll it, it seems to go nose down by about 30 degrees, surely that ain't right too!
 
I ain't into tweaking anything. If it ain't right when they build it than we should say so. This plane was red hot. The model we're flying, on FSX, wouldn't keep up with a J-3 Cub. Even the snap rolls are lazy.
 
Sorry Helldiver.. I thought in your original post you were asking how to edit it. So I apologize. If that is the case you will need to go to whoever made the aircraft, which I think is Vertigo Studio's?
 
negative. realism settings to 50%. I think anywhere from 50%-80% feels much more "real".

If you want to do spins I think you need it above 90%, but then other aspects of the flight dynamics feel weird to me, so I set it at 50% and stay away from spins.


I'm sure someone in our community with the F8F can do a better job on the flight dynamics. If you look in the readme information, the flight dynamics creator for the F8F is different than the guy who did the F6F. The F6F is supposed to fly very nicely.
 
I think the FSX realism settings are crap and cause more grief than it is worth and will not use it.

Contra prop aircraft that will take off in a straight line with it off tear off to the left with it on so you no longer have contra props, cat holdback disengaging after a couple of seconds, not worth the hassle.
 
The Wyvern, Gannet and Dh Hornet stay straight down the runway with realism turned off but veer of to the left with it turned on only the Gannet and Hornet should do that and then only if one engine is off or powered back.

This is a Bearcat thread so I will leave it at that
 
Just to say though, even with full realism I get no adverse affects with conta probs, spitfire wyvern gannet, even the Hornet is fin

I have REX2 and FSUIPC 4.30 I think it is fully registered and thats about it other than numerous scenery addons and have never had a problem apart from this old lady which is in my opinion the best looking and worst performing addon from VS to date!
 
The Wyvern, Gannet and Dh Hornet stay straight down the runway with realism turned off but veer of to the left with it turned on only the Gannet and Hornet should do that and then only if one engine is off or powered back.
That's not a problem with the realism sliders in FSX it's a problem with the aircraft.cfg files or .air files. I pointed out the problem with the Hornet to Rob and a later patch fixed it. One of the problems was he was using the FSX P-51 racer FDE as a basis and it was picking up the p-torque settings for the single Merlin instead of having zero p-torque due to the opposite rotating engines.
 
As you well know I did my own FD for Rob's Hornet and his Gannet and use them with no problems with realism turned off and a fair few others use them, the fix for using realism was to stop FSX reading some settings removing a little of the existing realism.

Since I did the Wyvern anyway the same has to be applied to that stop FSX realism reading a line.


FSX Realism cannot handle props !!!
 
I did not want to hijack this thread.

This is the readme that I included with my flight dynamics for Robs Hornets,

p_factor_on_yaw = 1.0 //0.0 for max realism Changing 1.0 to 0.0 effectively tells Fsx realism not to read that from the airfile, even with these instructions people were still complaining the plane was veering left because they were not implementing the change.

I do not use Max realism I think it is a load of horse manure especially
for prop aircraft, FSX was released half baked and cannot handle props
not even contra rotating they have a sharp left tendency same as a single prop it happens on the Wyvern and Gannet too.

If you want to use max realism change the p_factor_on_yaw to 0.0 ,

you may find on cat launches when hooked up the hold back will dissengage at around 5 seconds and off you go on engine power only straight into the sea, another max realism thing

[flight_tuning]
cruise_lift_scalar=1.0
parasite_drag_scalar=1.0
induced_drag_scalar=1.0
elevator_effectiveness=1.0
aileron_effectiveness=1.0
rudder_effectiveness=1.0
pitch_stability=1.0
roll_stability=1.0
yaw_stability=1.0
elevator_trim_effectiveness=1.0
aileron_trim_effectiveness=1.0
rudder_trim_effectiveness=1.0
p_factor_on_yaw = 1.0 //0.0 for max realism
torque_on_roll = 1.0
gyro_precession_on_yaw = 1.0
gyro_precession_on_pitch = 1.0



Use the aircraft.cfg and the airfile together not one or the other mixed with one of Robs.

Credits for these excellent models remain the copy right of Rob Richardson.

These flight dynamics are done for my enjoyment but if you like them or can live with them ok otherwise just delete them.



I have my ideas of what FSX does and am not about to change them
 
We have to remember that any developer is stuck with whatever MS gave him within the sim. Very few developers are capable of making an aircraft behave in an accurate manner and also 'feel' correct within the MSFS framework.

To me, the RealAir Spit 9/!4 feels like a WW2 fighter should and flies the numbers correctly, the SibWings SAAB also (but not the Bird Dog!), flight modelleing it's a real 'Black Art' of which we only have a tiny number of real experts.

I am currently beta testing a 4 engined military heavy (still secret) which has great dynamics and has been tested by current real world pilots on the type, but what makes it so much better than others is anyone's guess.
 
Which realism settings have to be used depends only on the FDE designer.
If the flight dynamics have been built with the sliders all the way to the right, (100% realism) and people start reducing the settings on their own, the outcome might be totally unpredictable.
E.g. our Milviz C-310 becomes more diffcult to fly the more the realism sliders are to the left, due to the way the initial yaw has been implemented.
Normally this is stated in the readme or the manual where the realism setting should be for each model.
I never design at anything less than 100%. Torque, yaw etc.. all these can be set via the air and cfg file without the need to reduce the realism settings.
Reducing the settings to avoid spins etc might screw up 90% of the designed flight dynamics!
 
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