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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

T-38A Is OUT!

On my search for helpful documents regarding the T-38, I stumbled upon this site
T38driver dot com. Seems a lot of the info is for the C model, but seems most can be applied to the A model we have. Some great info if anyone's interested!

Ty
 
Paul your issue is not losing speed in the final seconds, it is NOT losing speed. Look at picture #3. You are still at 170Kts, ten feet off the ground and stalling her to get down.

Here is how I was taught to land. Padre Bill quoted you from the more recent version of the bible. Here is the OLD testament version that was taught when I flew. It is also how we landed the F-4.

You calculate landing and approach speeds as a cross check. However, if you set the proper AOA with pitch (control stick) and get the donut, you will be on the correct speed.

Aim just short of the runway's edge and use the throttles to get there. Speed (AOA ) is done with the pitch and the glide slope is set with the throttles. If you see yourself getting low (too many red) add power. If you are high (too many white) reduce power. This way, you have only one control to worry about, the throttles.

Your goal is to land in the first 1000 feet of runway. So as you reach the overrun, raise you aim point about 200-300 feet down the runway and slowly pull power, hold your attitude or verrrryyyy slight pull back on the stick a smidgen .

The jet's nose will naturally pitch up and flatten out the approach, lose speed and settle on the runway. If you get the red chevron let the stick go forward to green. Don't worry about landing long. Once you get the picture you will start landing within the 1000 feet.

If you haven't already done so, watch the video I made on landing. Look at the gauges to see when I start reducing power and what AOA I am holding. You will see the jet's approach flatten out at the end.

If it makes you feel any better, I had hell landing this thing at first. I kept dropping too fast in the final turn and had to add power and go around.
This I don't quite understand. As I'm coming in on a long straight in approach, with AOA, glide slope, and air speed nailed, as I cross the runway threshold, I have to do something different, unless I want to land like a NAVY plane, which, I must admit, seems to be hard-wired into my brain... :icon_lol: When I reduce power, over the numbers, the ship slows, which results in an increase in (-)vertical velocity, which means I have to pull the nose up to hope to avoid slamming into the runway. But that also increases my AOA, and we don't have much margin there with this ship, so I immedieately get the "shaky & rumbly" business, telling me I'm about to stall the little wingless beastie... So how do you land? If you're not ON SPEED, you're about to stall, so how do you transition from approach to flare and touchdown?

BTW, where is this landing video? I canna find it...
 
The point is not whether Milviz T-38 is a good model or not, it surely is, the point is that it is not complete without the multiplayer and that it was not declared before to be released to public, someone may have been induced to buy the model to fly it in multiplayer and had a nasty surprise.
/Mario
I just spent most of yesterday and today working on the T-38A's performance in MultiPlayer. The only thing I still have to work on is getting the Afterburner system to behave itself.

Here is a log of my eighteen minute session on FS-MP's Server. Note the first line boxed in orange. I tested every switch and knob to make certain everything was still working, and that nothing "flooded the server..."

I'm very, very pleased with the result. Note that the performance is actually just a little bit better than the default 737-800... :icon_lol:
 
Paul:

The amount of flare needed is small, For me not reducing the power till the wheels are almost on the runway seems to help, the combination of power reduction and increased AOA tends to make for a firm impact at best and an airplane shaped hole at worst. An early flair also seems to exacerbate the energy loss.

Good Luck! T
 
It is possible to not flare and retard power immediately on touchdown. This is not stellar technique but it helps one learn where the ground is. Once comfortable with that you can begin to work on that slight flare and simultaneous power reduction.
 
I'm not sure my problem is learning exactly when to begin the flare, although it may in fact be. It just seems to me that there is no way, in this plane, to touch the runway at 160 knots or less without doing so at an excessivively high AOA.
 
Paul:

The amount of flare needed is small, For me not reducing the power till the wheels are almost on the runway seems to help, the combination of power reduction and increased AOA tends to make for a firm impact at best and an airplane shaped hole at worst. An early flair also seems to exacerbate the energy loss.

Good Luck! T

Yep, this about sums up my experience, more or less, up to now... :icon_lol: Still, if you want to kiss the runway at anything close to the correct AOA, you can't do it at anything less than the correct approach speed, in most cases, around 170 knots. I can land fine at 150 knots (sort of) but I touch the runway with the mains and the nose way up in the air...
 
I just spent most of yesterday and today working on the T-38A's performance in MultiPlayer. The only thing I still have to work on is getting the Afterburner system to behave itself.

Here is a log of my eighteen minute session on FS-MP's Server. Note the first line boxed in orange. I tested every switch and knob to make certain everything was still working, and that nothing "flooded the server..."

I'm very, very pleased with the result. Note that the performance is actually just a little bit better than the default 737-800... :icon_lol:

I had a feeling that no one cared about MP....

I am, of course, kidding....
 
well, for me a few hours of circuit bashing and reading the advice from jmig and others, I have this baby nailed - well, sort of. By that I mean I'm not quite technically correct but I get why. Practicing at my "base" NZWP Whenuapai, I found firstly that REX weather screws the FDE up, so ditched that and used default RWX. Initially I was consistently too slow, attempting to get the numbers had me stalled at the runway every time. So sped up - approach speed of 180 resulted in a shallow AOA but got a smooth touchdown, allowing time to adjust the AOA to the donut and cutting throttle just a little to get a smooth touchdown. I found one key point was dont try to land it like a GA - fly it at 170 right to 1foot off the ground, a very little flare while power's still on and touchdown...Trying to improve this and follow the correct technique - approach at 170, on the donut invariably saw a smooth touchdown followed by overrunning the end of the runway by about 20-50 feet (landing too long). Then I read a bit more and discovered NZWP is 400 Metres short of the Talon's minimum runway length! Flew to Ohakea, then christchurch (which have NZ's longest runways along with NZAA) and nailed both as per jmigs destructions... As it is I can still get her into NZWP consistently but you really do have to hit the piano keys and get the nose up to allow the airframe to act as a brake, promptly - then as the nose lowers get on the brakes at about 110kias.
Stunning model - really. Multiplayer? Who cares! (well, ok some do - but not moi :))

LPXO
 
I just spent most of yesterday and today working on the T-38A's performance in MultiPlayer. The only thing I still have to work on is getting the Afterburner system to behave itself.
Good job n4gix, we have met several time on fsdeveloper and your suggestions to me have been constantly outstanding.
[OFF TOPIC] sorry for not interested readers...
So my 1 cent (may be you know it already...):
the sim var (A:IS USER SIM, bool) is of great help since you can know if the event interests the user player or another player.
ie:
/* tags avoided due to php parser here */
Animation
Parameter
Code
(A:IS USER SIM, bool) if{
/* you can use local variables here */
}
els{
/* local variables not seen here */
/* use sim var */
}
Code
Parameter
Animation

cheers
 
"It shall be fixed and all further Milviz planes will allow for MP (not necessarily shared cockpit though).".... someone must care...
 
In my very honest opinion, MP is a relevant part of FSX fun.
It allows to simulate combined ops with other pilots, and in this way you can discover many other dynamics of the aircraft then otherwise you never had the opportunity to know (e.g. acceleration of the thrust for mantaining the formation).
I cannot think about future FS without MP opportunities.
Thanks for reading.
:)

P.s.: i'm still not a T-38 user.
 
Yep, this about sums up my experience, more or less, up to now... :icon_lol: Still, if you want to kiss the runway at anything close to the correct AOA, you can't do it at anything less than the correct approach speed, in most cases, around 170 knots. I can land fine at 150 knots (sort of) but I touch the runway with the mains and the nose way up in the air...

Oh, it's indeed possible, watch the airspeed, the AoA, the indexer, and the VSI. It's critical to keep in mind that you can obtain a 0.6 AoA and have a "green doughnut" at any speed:

VC View:
http://www.youtube.com/watch?v=GqugRhymRHA

Exterior View:
http://www.youtube.com/watch?v=_DYVqlytinU
 
I can indeed see where this one would be a lot of fun in a MP environment. Formation takeoffs, landings, practice intercepts etc.

It is a good trainer, you will learn some new things about flying!

T
 
Nothing is so satisfying in this sim as taking off in a 4 ship with your buddies in multiplayer, flying a cross country talking to ATC, maintaining the integrity of the formation, and breaking over a field you have never been to before, everyone landing right on the line, and taxing in as a 4 ship.

I can't wait to do it with this T-38 -- an aircraft for FSX that really makes you feel like you are there.

Thanks again to the coders -- those wizards of XML, DX10, and Sim-Connect.

:salute:
 
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