B
Bullethead
Guest
Pointers on Flying the FE2, Part I
NOTE: These tips reflect my experience on 90% Reality (I use auto-mixture). Your mileage may vary if you use other settings.
The "Fee" can be used as either a fighter or a bomber. As a fighter, it's superior to the E.III and can hold its own with the Albatross D.II in inexperienced hands. If you know what you're doing, you could probably fight slightly more advanced fighters on even terms (provided you pick the terms), but this aircraft is definitely best for the earlier part of the war.
1. Advantages
Stable and easy to fly with no particularly nasty habits. Can be trimmed out to fly hands-off with little effort and recovers from spins easily. Can make hard turns at very low speed without stalling. Can turn very quickly using rudder, with little loss of speed or altitude. Accelerates quickly. Forward swivel gun allows firing without pilot having to actually aim. Pilot's view of front hemisphere is excellent. Second gun covers upper rear area and serves as "rear view mirror".
2. Disadvantages
Too stable: has zero roll rate and ailerons alone can't establish much of a bank. Slow except in dives. Pathetic climb rate and very low ceiling even without bombs. Bleeds energy in the vertical like a stuck hog. Pilot has no view of the rear hemisphere. Engine and fuel tank are easy for enemy to hit from behind.
3. Cool Features
If you look down into the cockpit, your eyes will be immediately drawn to a photo of an attractive music hall girl in a harem bikini, which is wedged under the edge of one of the instruments. This is very useful for providing that extra inspiration needed in desperate situations.
You'll also see there's a small shelf running across the front of the cockpit just below the instruments. You can have your mechanic bore a hole in the right corner of this to server as a drink holder.
But coolest of all, this aircraft comes with a full pack of smokes as standard equipment. These cigarettes are on the above-mentioned shelf, and slide back and forth as you maneuver. As such, they make an excellent slip indicator, easier to see than the ball in the standard turn-and-bank indicator that probably hasn't even been invented yet anyway.
4. Takeoff
The FE2 needs ALL the runway to clear even the small trees commonly found right at the end of the strip. It has to be worked into the air; it won't get there itself. This is, ironically, because of its excellent low-speed flying characteristics, combined with its fairly level stance on the ground. The Fee will fly very well at 45-50 knots, but assumes a rather nose-up attitude. Thus, when it reaches this speed on takeoff, the angle of attack forces the tailskid into the dirt, which greatly reduces acceleration. Because the plane at rest sits nearly level, even a little positive angle of attack acts like trying to drive with the parking brake on. Thus, it requires about 2/3 of the runway to reach 55-60 knots, at which point rather strong and maintained forward pressure on the stick will get the tail off the ground. This has to be done carefully, however, so as not to trip over the nosewheel.
You then have to hold the 2-wheel stance, gradually reducing forward pressure, until you reach about 70 knots, at which point the tail will stay up by itself. This allows you to apply a VERY little back pressure to get the Fee into the air without sticking the tail in the dirt again. By now, about 3/4 of the runway is behind you and trees are looming ahead. You'll probably have to pick a gap between them because you will NOT gain altitude very quickly. Or you can just turn around, provided you don't drag a wingtip or get run over by somebody coming along behind you; the Fee is safe for hard turns at low speeds and altitudes.
5. Climb
NOTE: I fly with automixture--never bothered with mixture before and don't intend to start now . Thus, your results here may vary if you do it manually. Anyway....
The 2nd thing you'll notice after getting airborne (after the proximity of the trees) is that the Fee wants badly to roll left. It requires about 50% stick deflection at 100% aileron sensitivity to keep it level. I can't believe the thing was that crank in rea life (it was notoriously stable, I hear), so I have no compunction about using aileron trim to fix this problem.
Once you get that sorted out, you'll discover that the FE2 has practically no sustained climb ability. At low altitudes, the best sustained climb rate is about 350fpm at about 65-70 knots. Attempts to climb more steeply result 200fpm at 55 knots, so don't bother. This miniscule ROC rapidly dispears with alitutude, vanishing altogether at about 5700'. It takes about 25-30 minutes to reach this altitude. The manual says the Fee's ceiling is 11,000' but I don't believe it at all. It's possible to work your way up to about 6000' with a series of short zooms from your top level speed of 90 knots, but the game really isn't worth the candle.
You therefore must be aware of 2 things. First, the enemy is almost always going to have the altitude advantage. Second, once lost, altitude is pretty much gone for good.
Interestingly, at 5700', the Fee doesn't act like it's at the end of its leash. Its top IAS remains the same from the ground up to here, and its handling also seems the same. It's only the sustained climb that goes away.
TO BE CONTINUED
NOTE: These tips reflect my experience on 90% Reality (I use auto-mixture). Your mileage may vary if you use other settings.
The "Fee" can be used as either a fighter or a bomber. As a fighter, it's superior to the E.III and can hold its own with the Albatross D.II in inexperienced hands. If you know what you're doing, you could probably fight slightly more advanced fighters on even terms (provided you pick the terms), but this aircraft is definitely best for the earlier part of the war.
1. Advantages
Stable and easy to fly with no particularly nasty habits. Can be trimmed out to fly hands-off with little effort and recovers from spins easily. Can make hard turns at very low speed without stalling. Can turn very quickly using rudder, with little loss of speed or altitude. Accelerates quickly. Forward swivel gun allows firing without pilot having to actually aim. Pilot's view of front hemisphere is excellent. Second gun covers upper rear area and serves as "rear view mirror".
2. Disadvantages
Too stable: has zero roll rate and ailerons alone can't establish much of a bank. Slow except in dives. Pathetic climb rate and very low ceiling even without bombs. Bleeds energy in the vertical like a stuck hog. Pilot has no view of the rear hemisphere. Engine and fuel tank are easy for enemy to hit from behind.
3. Cool Features
If you look down into the cockpit, your eyes will be immediately drawn to a photo of an attractive music hall girl in a harem bikini, which is wedged under the edge of one of the instruments. This is very useful for providing that extra inspiration needed in desperate situations.
You'll also see there's a small shelf running across the front of the cockpit just below the instruments. You can have your mechanic bore a hole in the right corner of this to server as a drink holder.
But coolest of all, this aircraft comes with a full pack of smokes as standard equipment. These cigarettes are on the above-mentioned shelf, and slide back and forth as you maneuver. As such, they make an excellent slip indicator, easier to see than the ball in the standard turn-and-bank indicator that probably hasn't even been invented yet anyway.
4. Takeoff
The FE2 needs ALL the runway to clear even the small trees commonly found right at the end of the strip. It has to be worked into the air; it won't get there itself. This is, ironically, because of its excellent low-speed flying characteristics, combined with its fairly level stance on the ground. The Fee will fly very well at 45-50 knots, but assumes a rather nose-up attitude. Thus, when it reaches this speed on takeoff, the angle of attack forces the tailskid into the dirt, which greatly reduces acceleration. Because the plane at rest sits nearly level, even a little positive angle of attack acts like trying to drive with the parking brake on. Thus, it requires about 2/3 of the runway to reach 55-60 knots, at which point rather strong and maintained forward pressure on the stick will get the tail off the ground. This has to be done carefully, however, so as not to trip over the nosewheel.
You then have to hold the 2-wheel stance, gradually reducing forward pressure, until you reach about 70 knots, at which point the tail will stay up by itself. This allows you to apply a VERY little back pressure to get the Fee into the air without sticking the tail in the dirt again. By now, about 3/4 of the runway is behind you and trees are looming ahead. You'll probably have to pick a gap between them because you will NOT gain altitude very quickly. Or you can just turn around, provided you don't drag a wingtip or get run over by somebody coming along behind you; the Fee is safe for hard turns at low speeds and altitudes.
5. Climb
NOTE: I fly with automixture--never bothered with mixture before and don't intend to start now . Thus, your results here may vary if you do it manually. Anyway....
The 2nd thing you'll notice after getting airborne (after the proximity of the trees) is that the Fee wants badly to roll left. It requires about 50% stick deflection at 100% aileron sensitivity to keep it level. I can't believe the thing was that crank in rea life (it was notoriously stable, I hear), so I have no compunction about using aileron trim to fix this problem.
Once you get that sorted out, you'll discover that the FE2 has practically no sustained climb ability. At low altitudes, the best sustained climb rate is about 350fpm at about 65-70 knots. Attempts to climb more steeply result 200fpm at 55 knots, so don't bother. This miniscule ROC rapidly dispears with alitutude, vanishing altogether at about 5700'. It takes about 25-30 minutes to reach this altitude. The manual says the Fee's ceiling is 11,000' but I don't believe it at all. It's possible to work your way up to about 6000' with a series of short zooms from your top level speed of 90 knots, but the game really isn't worth the candle.
You therefore must be aware of 2 things. First, the enemy is almost always going to have the altitude advantage. Second, once lost, altitude is pretty much gone for good.
Interestingly, at 5700', the Fee doesn't act like it's at the end of its leash. Its top IAS remains the same from the ground up to here, and its handling also seems the same. It's only the sustained climb that goes away.
TO BE CONTINUED