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#4437939 - 09/09/18 12:10 PM Rudder Control and Stalls?  
Joined: Jul 2008
Posts: 251
trek Offline
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trek  Offline
Member

Joined: Jul 2008
Posts: 251
Just wondering, am I the only one here that thinks the rudder controls seem whacked and that the stalls in WOTR are a little overdone in the flight model? Seems too sensitive compared to WOFF and all the other flight sims I own.

#4437946 - 09/09/18 01:58 PM Re: Rudder Control and Stalls? [Re: trek]  
Joined: Oct 2015
Posts: 214
Dark_Canuck Offline
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Dark_Canuck  Offline
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Joined: Oct 2015
Posts: 214
Canada
I am finding stalls in the Hurricane come on very often and last a long time compared to other flight sims Ive owned. Clearly I need more practice.

#4437954 - 09/09/18 03:19 PM Re: Rudder Control and Stalls? [Re: trek]  
Joined: Mar 2003
Posts: 8,148
Polovski Offline
Polovski  Offline

Hotshot

Joined: Mar 2003
Posts: 8,148
Keep speed up, don't yank the stick back, gently increase.
Stall then drop nose asap to recover don't pull up too quick.


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4437967 - 09/09/18 04:16 PM Re: Rudder Control and Stalls? [Re: trek]  
Joined: Oct 2015
Posts: 214
Dark_Canuck Offline
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Dark_Canuck  Offline
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Joined: Oct 2015
Posts: 214
Canada
Thanks Pol. I need my Sqn Ldr to take me up on a quick tutorial. Spring Chicken to #%&*$# Hawk in one easy lesson...

#4438104 - 09/10/18 01:14 PM Re: Rudder Control and Stalls? [Re: trek]  
Joined: Sep 2014
Posts: 116
Space_Ghost Offline
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Space_Ghost  Offline
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Joined: Sep 2014
Posts: 116
Nothing about the rudder modeling or the flight model feels right... I've got well over a thousand hours in 109s ranging from the E-1 to the K-4 and I'm simply not enjoying this FM nor does any aspect of it feel remotely correct compared to the many other representations I've flown - IL-2 1946's FM was more engaging and allowed for a greater suspension of disbelief.

My intention is not at all to be pessimistic about everything but I really hope the current FM isn't considered final... the energy bleed is nuts, while slats aren't animated/graphically modeled they feel nonexistant altogether, the torque effect on the engine is highly characterized, etc.

#4438118 - 09/10/18 03:24 PM Re: Rudder Control and Stalls? [Re: Space_Ghost]  
Joined: Mar 2018
Posts: 8
Nickerbocker Offline
Junior Member
Nickerbocker  Offline
Junior Member

Joined: Mar 2018
Posts: 8
The rudder FM is definitely off - see my video I posted in the "First Thoughts" thread I made.

As a real pilot, there are some things that are spot on, and others that make me scratch my head.

1. Stalling when coordinated should cause both wings to drop at the same time. In the sim, no matter how coordinated I am, one wing always drops as if wanting to spin.

2. The turn-bank indicator is WAY off. Adverse yaw is modeled correctly (it's PERFECT actually!), but when I am turning coordinated (confirming visually out the window), the indicator still shows me as slipping into the turn. I apply inside rudder to make the turn-bank indicator display coordinated, but outside I can tell I am REALLY slipping across the landscape.

3. Is ground-effect modeled? Not sure about the limitations of CFS3. I tried a soft-field takeoff and it seemed to workout OK, but it made me curious about ground-effect modeling.

Now some things that WOTR gets right!

SPINS!!! Stalling and spin-entry are SPOT on. Great job honestly.....I can sit in a spin all-day long, and the airspeed won't increase (correct) and I can apply opposite rudder and shove the yoke down and the spin breaks just fine.

We all want WOTR to succeed, and I hope the devs don't take this as criticism! I am a satisfied customer and have already gotten my money's worth of enjoyment out of WOTR, and I am looking forward to seeing what OBD can do with it! I only offer these insights so that the sim can continue to grow and develop to its true potential.


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