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FM/DM threads Everything about FM/DM in CoD

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  #1  
Old 08-09-2012, 12:52 AM
IvanK IvanK is offline
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The CLOD Merlin is overly critical in the climb with Oil and Rad Temps especially in the Spit MKII IMO.

This works for me:

Before start Prop pitch 3 blips back from full fine ... will give you 2850 in the climb.

1. After start Smooth idle Rad Closed till 60C Coolant. (no increase in throttle at all till 60C RAD ... thanks Klem))
2. At 60C Rad Full open.
3. Get airborne ASAP get to Climb IAS (160 ASAP)
4. Climb +9/2850 (Spit II) +6/2850 Spit MKI at 160MPH
5. Eyes on Oil Temp and Rad
6. Dont exceed 95C Oil, 120 Rad
7. If Oil temp at 95C Set RPM 2400 (or less) till Oil temp under control (94C is ok)
8. If Rad temp 120 set Boost +6(Spit MKII) +4 Spit MKI immediately (Aim for max 110C in the climb)

If >120C Rad you WILL get engine damage almost instantly.
if > 95C Oil Temp you most likely will get engine damage.
Oil temp main variable is RPM
Rad Temp main variable is Boost.
Dont exceed 2850RPM at any time.

Using these techniques in a spit MKII you can climb all the way to 17,000ft without issue. With perhaps a single
adjustment to RPM and Boost.
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  #2  
Old 08-09-2012, 06:54 AM
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klem klem is offline
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Quote:
Originally Posted by IvanK View Post
The CLOD Merlin is overly critical in the climb with Oil and Rad Temps especially in the Spit MKII IMO.

This works for me:

Before start Prop pitch 3 blips back from full fine ... will give you 2850 in the climb.

1. After start Smooth idle Rad Closed till 60C Coolant. (no increase in throttle at all till 60C RAD ... thanks Klem))
2. At 60C Rad Full open.
3. Get airborne ASAP get to Climb IAS (160 ASAP)
4. Climb +9/2850 (Spit II) +6/2850 Spit MKI at 160MPH
5. Eyes on Oil Temp and Rad
6. Dont exceed 95C Oil, 120 Rad
7. If Oil temp at 95C Set RPM 2400 (or less) till Oil temp under control (94C is ok)
8. If Rad temp 120 set Boost +6(Spit MKII) +4 Spit MKI immediately (Aim for max 110C in the climb)

If >120C Rad you WILL get engine damage almost instantly.
if > 95C Oil Temp you most likely will get engine damage.
Oil temp main variable is RPM
Rad Temp main variable is Boost.
Dont exceed 2850RPM at any time.

Using these techniques in a spit MKII you can climb all the way to 17,000ft without issue. With perhaps a single
adjustment to RPM and Boost.
+1

Also interesting as we're talking Merlin III which is in the Hurricane MkI 100octane, my Level Speed tests showed that full throttle and full rpm, with and without BCO, will cause engine failure within the following:

30-60 seconds
OIL Temp 89-95
RAD temp 118-131

in various combinations

Combinations with temps below IvanK's limits were ~58 seconds 92 OIL and 118 RAD and another was ~60 seconds 89 OIL and 121 RAD so although I agree with IvanK's temperature limits there may be other issues modelled at fully fine pitch/max rpm (mechanical failure over time? ~60 Seconds if temp limits not reached?) so I suggest you don't use max rpm and max throttle for more than around 30 seconds. Sometimes you may want to just to stay with the 109s long enough to get the shot.

Another confusion is that I flew the Spitfire MkIa 100 octane for the first time (this patch) last night at around 15,000 feet with high throttle (boost 4 - 6) and 2550rpm in a long attack on a bomber group and the Oil temp was nailed to 100C without failure. (?!).

I have found 2550 rpm to be a 'safe' rpm under almost all conditions in the Hurricane. Last night was the first time in a SpitIa-oct so I can't be so confident on that but 100C Oil? Wow!
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  #3  
Old 08-11-2012, 02:02 AM
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zapatista zapatista is offline
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thanks for the feedback guy's

good to see a few things i can correct and improve !
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  #4  
Old 08-11-2012, 10:53 PM
trademe900 trademe900 is offline
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Another thing worth adding is that Hurricane rotol is actually better than the 100 octane for general fighting. 100 octane just blows the engine too easily with overheating whereas you can keep it nailed all the time in the rotol with rpm at 2800.
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  #5  
Old 08-12-2012, 07:18 AM
ramstein ramstein is offline
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i don't want to be booted, but the engines are garbage above 16,000 feet.. it's like the the developers purposely thought of screwing the Brit planes at high altitude (I can't believe it actually slipped by, and they said ooops !,, too lame, for us to believe..)... as soon as they stop screwing up the Brit planes, they really should post the patch as official... on Steam... stop screwing the pooch, stop the excuses,,, finish the last few remaining show stoppers,, then move on to BOM. I would never consider any type of expansion, with a flight sim that has a core model set that is totally fraked up...

IMHO

You guys that are making COD could accomplish so much if you tried..... but it seems you are sabotaging your own work...
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  #6  
Old 08-12-2012, 07:38 AM
FS~Phat FS~Phat is offline
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Quote:
Originally Posted by ramstein View Post
i don't want to be booted, but the engines are garbage above 16,000 feet.. it's like the the developers purposely thought of screwing the Brit planes at high altitude (I can't believe it actually slipped by, and they said ooops !,, too lame, for us to believe..)... as soon as they stop screwing up the Brit planes, they really should post the patch as official... on Steam... stop screwing the pooch, stop the excuses,,, finish the last few remaining show stoppers,, then move on to BOM. I would never consider any type of expansion, with a flight sim that has a core model set that is totally fraked up...

IMHO

You guys that are making COD could accomplish so much if you tried..... but it seems you are sabotaging your own work...
The devs have acknowledged that MOST aircraft do not have correct performance above about 21k feet. This is a limitation of the current atmospheric model. I have noticed too that above about 17k feet they feel a bit sluggish.

I'll see if I can find the post for you.

Here you go.. this was from the last Alpha DX10 patch notes. As you can see its a known limitation of the current atmospheric model that requires a major rewrite, which may appear with the sequel at some point.
Quote:
Originally Posted by BlackSix View Post

We've performed a tremendous amount of work testing and improving flight models in the game, as well as improving various aircraft engines. We used actual pilot's notes and flight testing data during the process (thank you Sean!). Unfortunately some deeply-set limitations in the engine code do not allow us to minimize the margin of error at altitudes about 7 km (21,000 ft) where most aircraft begin to perform worse than their real-life counterparts. Fixing this requires more extensive code rework and will therefore only appear with the upcoming sequel. However at lower altitudes most flyables will perform much closer to real life. We also have to note that some aircraft, most notably Spitfire Mk.II, had better performance than the real thing. Others, especially their engines, had reduced performance. We've addressed these serious issues and made our planes fly much closer to the real thing.

Last edited by FS~Phat; 08-12-2012 at 07:52 AM.
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  #7  
Old 08-12-2012, 09:11 AM
AKA_Tenn AKA_Tenn is offline
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it kinda makes sense... if you go back and play the original IL2, compare it to IL2FB, then compare AEP to 1946 and you'll see they changed the FMs many times, and usually after expansions... this time is no different...
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