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Thx1164
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User Since
Aug 22 2013, 4:47 AM (592 w, 11 h)

Recent Activity

May 10 2016

Thx1164 edited Steps To Reproduce on T72449: Ammo truck severely limit capacity for rearming A-143.
May 10 2016, 6:13 AM · Arma 3
Thx1164 added a comment to T72444: Flap angles do not correlate with real physics.

"Also it shouldnt be possible to lower flaps at more than, say 300kph." At some speed it should probably rip the flaps/wing off but none of that damage modelling or weight changes (weapons firing) is modeled in ARMA it seems which to me is not surprising. Infantry game...

I decided to look into it more so I talked less in generalities.

Stall speeds from the Albatross data sheet though there may be variants...
Clean: 195 kmh
1 Stage: 176 kmh
2 Stage: 165 kmh

These should be at max takeoff weight.

Doing a test flight I get these numbers:
Clean: 155 kmh
1 Stage: 155 kmh
2 Stage: 162 kmh

I'm using a mouse so it was a bit hard to get completely accurate numbers but I pretty confident that there is something amiss.

I did like how squirly it was near stall. A lot like my plane. I would like a good snap roll on stall but not even flight sims manage that well :-(

As for should it able to take off on full flaps. Depends on whether the engine can overcome the high induced drag AND ground friction long enough to get airborne. I can't find anything that says anything about it.

As to automatic flap reduction. Some modern jets have them but this isn't a modern jet. It is a cheap ancient thing used by underfunded factions!

As to "higher angles should reduce ground/air speeds not increase them". Absolutely true in flight. Bit of a warning sign that one :-)

May 10 2016, 6:13 AM · Arma 3
Thx1164 added a comment to T72444: Flap angles do not correlate with real physics.

From my testing.

Try just accelerating down the runway and note speed at end of runway.

Flaps Speed Behaviour


Zero 190 kmh On the ground still.
One 207 kmh Feeling a little light but still on the ground
Two 235 kmh Flying.

That actually looks ok to me.
With zero flaps it should stay on the ground due to the symmetric airfoil
With one flap it it light due to a mslla amount of lift. Being in ground effect and the wheels not dragging as much we could expect a bit more airspeed.
With two flaps. Assuming the jet has the thrust to counter the induced drag it would take off.

So. Could it not be that at full flap the aircraft getting "light" due to lift then into ground effect helps it accelerate to where it takes off? The flaps don't seem particularly large to induce massive drag.

I will say I expect that kind of behavior from one stage of flaps and stage two would probably be too draggy for takeoff and used for approach only but that is based on my own plane. I don't own one of these jets!

I can't say I see any effect on stall speed in flight though.

May 10 2016, 6:13 AM · Arma 3
Thx1164 added a comment to T72341: A-143 will steer for no reason at all.

Not happened to me with or without a (digital) joystick. The only thing I would check is that there is only one analog source for movement. IE: No mouse + one or more joysticks.

May 10 2016, 6:10 AM · Arma 3
Thx1164 added a comment to T72339: A-143 Takeoff Distance.

Apparently at least one person can do it so it must be possible.

May 10 2016, 6:10 AM · Arma 3
Thx1164 added a comment to T72339: A-143 Takeoff Distance.

hahaha :-) Where there is a will there is a way. Congratulations. :-) I do think it should me be a fraction easier though :-)

May 10 2016, 6:10 AM · Arma 3
Thx1164 added a comment to T72339: A-143 Takeoff Distance.

You sir are a scholar and a gentleman. I can see that indeed you can take off from 210-73 but interestingly I can only get to about 130 kmh and belly just hits the fence every bleeding time. You got to just over 170 kmh which is the difference.

EDIT: Actually. the 130 kmh was the other airfield not the one in the video. I tried it in in 3rd person view as per your video and took off ok by noting your wheels up speed. First person seems harder (for me at least. I only ever do first-person) but I got it up. You really have to lift the nose at just the right time. I reckon there is probably a 5 kmh tolerance in it.

Not sure what to do with this issue now. It probably depends on if any "official" aircraft will come out that can use all the strips!

May 10 2016, 6:10 AM · Arma 3
Thx1164 added a comment to T72339: A-143 Takeoff Distance.

Thanks for all the trouble. It is appreciated. However, I am doing exactly that and the runway you chose is not a problem. Just the two I specified at 210-073 or 091-214.

May 10 2016, 6:10 AM · Arma 3
Thx1164 added a comment to T72339: A-143 Takeoff Distance.

G'day. No. That "turbo" key is a menace. And yeah. I have to hold thrust a lot until after heavy cornering is done or it's doing over 250 kmh as the machines bleeds speed and does accelerated stalls at the drop of a hat.

Are you saying you can take off from those two fields?

May 10 2016, 6:10 AM · Arma 3
Thx1164 edited Steps To Reproduce on T72339: A-143 Takeoff Distance.
May 10 2016, 6:10 AM · Arma 3
Thx1164 edited Steps To Reproduce on T71510: Underwater visibility is similar to a that in a capitol cities waters.
May 10 2016, 5:47 AM · Arma 3
Thx1164 added a comment to T68657: Countermeasures - warning systems..

The way the first part reads to me... I can't agree that the pilot gets a warning if the bird doesn't have the detection equipment.

May 10 2016, 4:03 AM · Arma 3
Thx1164 added a comment to T67405: Low fps with a lot of ia's.

Um. What is a "lot"? 10, 100, 1000, 1000000? What is the framerate impact? 1 fps, 10fps? It stands to reason the more AIs the slower it gets because the computer has to "think" for them so it isn't just graphics.

May 10 2016, 3:18 AM · Arma 3

May 9 2016

Thx1164 added a comment to T61306: Client performance bottlenecked by Server performance (simple solution).

Ohh yeah. Damn fine idea!

May 9 2016, 10:58 PM · Arma 3
Thx1164 added a comment to T60506: Overhaul of Squad communications.

Even with solo play I find the constant radio barrage extremely annoying. Do they really have to yell "cover me" and other spam every few seconds. No way could anyone sneak up or get a word in edge ways when there are more than a few members in the squad.

Balancing between immersion and distraction for a large player base is probably difficult but I would seriously prefer they said nothing at all except contact reports at this rate.

May 9 2016, 9:47 PM · Arma 3