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a possible solution for overheating & low speed spitfire/hurricane in last Beta patch
for those of you who are having problems, and for those who have looked in detail at what the real airspeed figures are for this aircraft, there is an interesting comment made by one of the desastersoft folks on what can be done with these aircraft to get better/more-realistic performance
quoted from HeinKill's recent post at simhq Quote:
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if this is correct, it illustrates one of our biggest problems with CoD and the various patches, we dont have a decent manual. it is also rather asymetrical that the 109 can be flown like a semi automatic noob friendly modern aircraft that can fly around on fire for ages and have no performance hits, and a 6 yo can land it with ease (compared to the historical 30% of all 109's being lost in takeoff and landing accidents because it was so twitchy and skittish, and with the allied planes we have to fiddle with lots of twiddly bits to squeeze some halfway decent performance out of it i digress, worth trying mr desastersofts suggestions for those having problems :) |
BS....
There is a lot problems with Spitifres and Hurricanes: - all of them are too slow expecially at the deck - no engine settings change these. 87 Octan fuel versions ( +6 1/4 boost) are slow about 20-30 mph and 100 Octan fuel versions at emergency boost +12 lbs only reach historical speeds of + 6 1/4 boost version which mean that they are too slow also about 20-30mph. So its mean that all british fighters in CLOD are too slow about 20-30 mph. 109 is also too slow but much less - ab. 20-30 kph. - no British plane in CLOD could maintain historical engine power settings from manuals without overheat and engine damage Here are historical engine power settings from manuals: Merlin III with CSP at 87 Octan fuel: Max take off - +6 1/4 at 3000 RPM Climbing (1/2 hour limit) - +6 1/4 at 2600 RPM Continous cruising- +4 1/2 at 2600 RPM All-out level flight (5 minutes limit) - +6 1/4 at 3000 RPM Merlin III at 100 Octan : Max take off - +6 1/4 at 3000 RPM Climbing (1/2 hour)- +6 1/4 at 2850 RPM ( below 20 000 ft) - 3000 RPM (above 20 000 ft) All-out level flight (5 minutes) - +6 1/4 at 3000 RPM ( 5 minutes) Emergency power (5 minutes) - +12 lbs at 3000 RPM ( 5 minutes) Merlin XII at 100 Octan Max take off - +12 at 3000 RPM (emergency 3 or 5-minutes also) Climbing (1/2 hour limit) - +9 at 2850 RPM Continous cruising- +7 at 2650 RPM All-out level flight (5 minutes limit)- +9 at 3000 RPM Try the same in CLOD i mean expecially emergency power and nominal power ( climbing power) and you will see how long your engine will runing without damage. |
See here Zap. :)
The RAF FMs are totally porked, but yes there are ways round it until the dev's put it right. The comment re: 100% rad is total BS, so in that I agree with Kwiatek. http://forum.1cpublishing.eu/showthread.php?t=34124 |
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Interesting. The head developer at Desastersoft knows less about RAF flight models and aircraft and how to fly them, than you guys.
Hmmmmmm. |
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sorry but I'm also calling total bs on this one too, the problems couldnt be more obvious
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there are no FM problems. You are wrong
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The allied pilots are the real pilots in this game currently, they don't have cannons, have to manage their engines, and on-top deal with weird reverse mixture settings in some planes.
They have one bomber that falls apart easier than anything the blues have! And yet the pros have taken what they have, learned about it, and I've seen some amazing flying going on pushing the FM's to their very limit. I tip my hat to you all. |
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