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»  COMBATSIM.COM ARCHIVE FORUM   » Game Discussions (Title-specific)   » Jane's WWII Fighters   » FM: Gliding Forever

   
Author Topic: FM: Gliding Forever
Caveman
Member
Member # 677

posted 08-31-2000 09:23 PM     Profile for Caveman   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I've never heard anyone complain about the flight models of all the airplanes (especially the P-51) which don't seem to model drag very effectively.

Certainly others have noticed this too. For instance, your lined up on the runway and it's difficult to "sink" and/or bleed speed even with the bird in a very dirty configuration. It seems like it would be a simple fix to alter the drag coefficients to "force" the plane to be inefficient and fall out of the sky more "brick-like". I'd guess a real warbird such as a P-51 to behave more like this. Anyone else agree?


Posts: 118 | From: Huntsville, AL, USA | Registered: Oct 1999  |  IP: Logged
Erwache
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Member # 2094

posted 08-31-2000 11:52 PM     Profile for Erwache   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I agree that drag is modeled at maybe 10%!
It seems like your in space. I have even flown my trusty 109 up to 10,000 feet and turned all power off and timed my decent time and all that I can say is that gliders have nothing on the Luftwaffe! We floated for about 15 minutes! Yes more drag is the most important fix so that we can land these things in the same day we took off.

Posts: 31 | From: phx. Az. USA | Registered: Jan 2000  |  IP: Logged
WOLF257
Member
Member # 410

posted 09-01-2000 12:51 AM     Profile for WOLF257   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I noticed that one the first time i tried to land,you notice I said tried hehehehehe.I was probably 2 miles out at about 2000 feet and...there the runway comes and there it goes,went over the base at about 500 feet and just kept right on gliding.I was thinking about that time...hhhmmmm 8,000 pound plane,gear and flaps out...this thing should have all the aeronautical properties of a brick.Actually what I was thinking was "What the Hell!!!!"I completely agree with both of you on this one,the drag just isn't high enough,might be able to increase the overall drag a bit and the drag due to the flaps about 3 times what it is now and get something more believable.I haven't downloaded the modified flight models so I'm not sure if this problem was addressed or not.
WOLF

------------------
You are what you do when it counts.


Posts: 281 | From: Alabama,USA | Registered: Sep 1999  |  IP: Logged
Caveman
Member
Member # 677

posted 09-01-2000 07:47 AM     Profile for Caveman   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
No doubt, increasing the drag in the dirty configurations would be the single most contributing fix to create a more realistic flight model. Everyone always complains about the departure modeling but this is such a small portion of the flight envelope. So much more time is spent in the takeoff and landing phase of flight and I hope those responsible for flight model fixes are keeping the glider type drag anomalies as a priority.

This is the part of the sim that "really" needs fixed...


Posts: 118 | From: Huntsville, AL, USA | Registered: Oct 1999  |  IP: Logged
ZG77_Lignite
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Member # 5008

posted 09-01-2000 11:55 AM     Profile for ZG77_Lignite   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
In my limited tests I noticed the P-38 now "drops like a brick" as you say in Targets and Bolillo's knew FM's. (please correct me if FM author is someone else, memory not so good)
Posts: 35 | From: Montana, USA | Registered: Jun 2000  |  IP: Logged
Murph
unregistered

posted 09-02-2000 04:50 PM       Edit/Delete Post   Reply With Quote
Yes,the drag properties are somewhat corrected in Target's FM mods.Actually,I've run into a problem with the AI P47's just falling out of the sky on final,because we're not yet able to modify the AI flight programming.Target says he is going to try and address this when he gets the chance.If you DL the mods from the dogfighter/WW2f site,you will find that each contains a readme with an explanation written by Target of what he set out to accomplish with each of the FM mods.He is also always interested in hearing your comments concerning their "accuracy".
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Casey's job
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Member # 2132

posted 09-04-2000 05:37 PM     Profile for Casey's job   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
I was laughing when I read some of these posts.

I have to say "Me too!" After flying a lot of EAW, CFS or civi flight sims, I try to land in Jane's and I zoom over the runway at 20 feet, doing 130 MPH!

Go around, go around!

That Mustang is too damn slippery in Jane's.

But boy does it sound nice (as do all the planes in that sim).


Posts: 27 | From: | Registered: Jan 2000  |  IP: Logged
Target_FM
unregistered

posted 09-04-2000 10:58 PM       Edit/Delete Post   Reply With Quote
(Looks like there's already a "Target" on these message boards...)

A new release of the flight model pack is now available at:

http://ww2f.dogfighter.com/

Among other things, drag coefficients have been increased for all flyable aircraft. (The flaps are a trickier issue; changing them often produces problems like those Murph discovered, with the AI being unable to land.)

Please give it a try--feedback is always welcome.


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