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rooitou

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Everything posted by rooitou

  1. Wonderful gift, great for sightseeing flights, thanks a million! That slow landing speed is insane. Flew around Bowerman airfield last night and approaching runway with 14kt headwind felt like I was hovering at times. Love it!
  2. Hi Elmer, you have no doubt by now found a way or another aircraft to nail those taildragger landings. I have flown a Tiger Moth in real life, so that is my only frame of reference, but we mostly did "wheelers" - touching down on front wheels, pushing the stick forward to keep the tail up for as long as possible and allowing speed to bleed off so that the tail would settle down on its own. It sounds completely counter-intuitive to push the stick forward on landing, but it worked very well on the Tiger Moth as speed bled off fast once the wheels are on the ground and that tail came down quickly. As long as the tail is in the air, you have control over it with the rudder. As soon as the tail is on the ground, especially with too much speed, there is the risk of a ground loop. I never came close to a ground loop with the wheeler method. A three-pointer is very hard to do and we tried to minimise it in real life as it has a higher risk of damaging the aircraft if not done properly, through bouncing, wings tipping or a ground loop. I tried it once or twice and pulled it off, but came very close to ground looping, so stuck to wheelers. Now, having said all that, I have not found a plane in FS9, FSX, or X-Plane that can emulate what I experienced in real life, as they either careen too much on the runway when I try a wheeler, or the nose tips forward when the joystick is pushed forward and they don't bleed speed as fast as in real life with the tail in the air. The only flight-sim plane that I can do a realistic wheeler in is the freeware Tiger Moth by Ant's. I found that in FSX and especially X-Plane the best method to land a taildragger is a kind of "hybrid-three pointer" - float the aircraft (throttle all the way back and gently pull the nose up without gaining altitude) until it is near stall and as soon as it touches the ground, pull back hard on the joystick, in other words plant that tail into the ground, using "airflow" over the elevators to keep it straight. I can't recall what works best on the Milton Shupe Spartan Executive though.
  3. This aircraft has no virtual cockpit, disappointing!
  4. I have an ASUS PG348Q. It is an ultra-wide 34" screen with 21:9 aspect ratio and 3440x1440 resolution. It has a 100Hz refresh rate and NVIDIA GSYNC, so everything runs super smooth (GTX 1080Ti graphics card). I had a triple monitor setup long ago, but it was very clumsy and finicky with certain games. With the ultrawide monitor, I get almost the same wide aspect benefit but with a tenth of the hassle and desk clutter. Those ultrawide monitors are expensive though, but for me it was more than worth it.
  5. Because this is all you get when trying to go there now. It is gone.
  6. This looks brilliant, my favourite class of aircraft
  7. LOL, good reply TightGit. In South Africa we call traffic lights "robots" By the way CRJ_simpilot, I have been using CH Product joystick, pedals and throttle for 15+ years and despite trying many different products over the years (including the much hyped Thrustmaster), I always return to CH Products. I also have brand new ones tucked away somewhere, so that I have an immediate replacement when one eventually wears out. Perhaps my kids will put them on a yard sale one day, and some lucky guy will also get the deal of a lifetime :-)
  8. That was also one of the first things I thought about. Those skills are gone and unless Microsoft found a team with years of flight modelling experience, my feeling is that this will be all glitzy, but little substance. We'll probably get something like an Ace Combat for civilian aircraft. As I also said on other threads already, it will apparently be built on the Unreal Game Engine, which does not natively support TrackIr or multi-monitor.
  9. From what I've heard it will run on the Unreal game engine, which explains the gorgeous graphics. While it will work very well for people on the XBox using a TV, the Unreal engine poses several problems for hard-core simmers, namely: TrackIR not supported - I'm currently playing a game called Assetto Corsa Competizione (ACC) and it doesn't support TrackIR. From developers' response to numerous requests it sounds like the game engine doesn't support TrackIR natively. Doesn't support multi-screen. Again, same complaint and response on ACC forums. So, you guys with triple screens are out of luck and I suspect even my ultrawide 21:9 monitor may pose a problem as it is designed for 16:9 I strongly suspect that we are going to be disappointed by this one. It is probably aimed at younger arcade players on Xbox with glitzy graphics being a priority and not at us serious old farts who worry more about the flight model and piston temperatures.
  10. I love this kind of scenery and the story! Well done Ted, for recreating and sharing it with us.
  11. How do I use it? Is it part of the road traffic, or can I get in and drive it?
  12. Looks very nice, but I can't use the airfield - crashing into runway or aprons when I come near them. The only place where I can take-off or land (with a helicopter) is right next to the main building/tower.
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