Author Topic: Spit9 take-off(plus, a 100% successful take of method)  (Read 3515 times)

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
Spit9 take-off(plus, a 100% successful take of method)
« on: December 03, 2003, 06:10:29 AM »
I think the combination of the torque modelling and tail wheel modelling, fubared some planes.
 
 I've tried this: I found a way to kill the undercarriage but keep the engine alive. Do a slow speed, smooth rocking until the undercarriages fail and you will get a Spit9 with no gears, lying flat on the ground.

 Now, in that state, apply full throttle and see what happens: the Spit9 starts to spin left like a helicopter. At full WEP, no amount of rudder will stop the spinning. The torque, is simply much larger than the rudder can handle.

 What seems to happen when you try a take off in the P-51D or the Spit9, is the rudder input sort of messes with the plane's torque flow.

 This torque, which pushes the plane into a tendency to yaw and roll left when stick left to idle(which also, in a plane with props rotating clock-wise, causes the plane to lift its right wings and wheels first, with the left wing and wheels lifting up later), with player input of the rudders, works against the torque flow and causes a massive spiking of the roll axis(since rudders themselves, also cause certain amount of movement of the plane in the roll axis).

 This leads to a classic case of super-sensitive over-correction. The oscillation just increases massively, and the tail wheel modelling makes it worse. Because the plane is stable only when both the main gears are touching the ground, input of the rudders in Beta5 will cause one gear to momentarily leave the ground, causing the plane to swerve one way.

 When rudder is released, reduced in input, or left to idle, over-correction kicks in and the plane rolls(rocks) to the other side, which causes the other wheel to leave ground, and the plane swerving in the opposite direction. This is because there's something fishy about how torque effects are modelled with the planes, no doubt about it.

 If somehow players manage to gain enough speed before the main gear fails, and the tail wheel leaves the ground, only then the plane becomes stable. The methods suggested above, such as slow application of throttle or application of flaps, in essence, all rely on chance that the plane will be nursed to gain enough speed to let the tail wheel leave the ground, before the combination of weird torque, over-correction in the roll axis, and wild tail gears throw the plane over.

 To make it short, the player has to hope that when taking off in the Spit9, he gets the correct combination of the micro-management of roll axis(to keep the main gears pressed to the ground until the tail wheel lifts) and yaw axis(so the plane stays at the runway).

 If any of the two factors goes wrong, the plane fails to leave the ground. The problem is that correction of one axis, messes up with the other seriously. Due to the strange torque behavior, rudder input during take off, will cause the roll axis to become fubar, making one main gear come off the ground, and the other main gear+tail wheel causes the plane to swerve. Aileron input, coupled with the torque modelling, will cause over-correction and also make the plane swerve.

 That means, none, of the above suggested methods will be consistent in giving satisfactory results for take off, with only the people with tremendous micro-management skills succeeding in take-offs with the same method over and over again. I've succeeded in taking the Spit9 off the ground with various methods, but never the same way twice - when one way works, if you try it again, it may fail.

 Now, consider this: the torque, is obviously much larger in the Bf109G-10 than the Spit9. After take off, it takes nearly 3~4 seconds to roll right 90 degrees at 250mph, with a full 360 rightside roll coming near 10 seconds with just aileron input. If you drag the G-10 to vertical, when the speed falls under 200 mph right aileron input almost doesn't work at all. The plane refuses to roll right at all, even with full stick deflection.

 Then, why is it easier to take off in the G-10 than the Spit9?

 That's because the torque is so ghastly stronger than on the Spit9, that there isn't any oscillation or over-correction issues at all - the plane just mashes itself to the left, so there's no over-correction at all, no matter how you input the rudder or the stick.

 ....

 That said, I don't think this can be right.

 Some of the torque issues and tail-wheel modelling do add more realistic effects. That is true. Overall, more sensitive and difficult take-off/landing procedures are always welcome, and the chance of accidents being considerably high, makes even landings and take-offs an enjoyable experience for the gamer.

 However, the torque factor and tail wheel factor, working in such a bizzare combination that a plane noted for ease of control such as the Spit9, almost fails to take off at all,  definately means something's not right, or incomplete

 ....

 

 As a bonus, I've found a way to take off in the Spit9, with 100% success rates.

1) After turning engine on, press alt+X and engage auto speed

2) Apply full throttle

3) When the speed nears 100mph, press X to engage level plane

4) No rocking, no yawing. The plane simply rolls forward straight. At 100 mph, the tail wheel is off the ground - at this point, you can take manual control and just pull on the stick and take off.

 Watch carefully how the auto-trimming uses the trim. The rudder trim sways left and right continuously, which means the auto control is applying the precise amount of right rudder, to keep the plane going straight down the runway against the torque, and the two main gears staying solid against the ground at the same time. Unless you are really skilled, or have a very precise rudder system, you can't duplicate how the auto controls the rudder amount. It's literally a teensey amount of continuous rudder input that changes little by little, while the overall right rudder input is held at the same time.

Offline Pongo

  • Platinum Member
  • ******
  • Posts: 6701
Spit9 take-off(plus, a 100% successful take of method)
« Reply #1 on: December 03, 2003, 10:34:53 AM »
Never honestly had any trouble with it. gentle increase in power to get nurse it up to speeds where the rudder works better(50 mph) and then it flies great.  On my third take off with it I was pretty much going almost imedialty to 75 % power.
I dont know if it is realistic or not. But its not hard to get the hang of.

Offline Ecliptik

  • Nickel Member
  • ***
  • Posts: 515
Spit9 take-off(plus, a 100% successful take of method)
« Reply #2 on: December 03, 2003, 10:48:19 AM »
The new wheel modelling does seem like a bit of overkill, since the smallest rudder input results in a ridiculously massive swerve one direction or the other.  

I think this is because individual wheel brakes are tied to rudder input, more than anything.

Anyway, I've found that, oddly, it's easier to take off if you firewall the throttle immediately and apply a very, very, very gentle right-rudder input.  The key is keeping consistent input, adjusting it only the tiniest amount if you start to fall out of line.

Going to full power immediately is also important, because it keeps the torque force constant throughout your takeoff.  I've tried slowly ramping up power as you would realistically, but that requires that you continually adjust your rudder input to keep yourself straight, and since the adjustment is so small that it's practically below the threshold of human precision, it's better just to get the throttle all the way open.

When you are ready to lift off (shortly after the tailwheel comes off the ground), gently pull the stick back and to the right.  Both wheels must leave the ground at nearly the same time or else you'll be doing cartwheels.


This way, I've been able to take off the Spit V, and the torque-crazy G10 consistently and reliably.  The Spit is harder, because as Kweassa said, less torque means more a more precise input is required.

Landing is a little tougher.  :)


Anyway, while it's still not impossible to take off and land consistently, it's bloody hard.   Much harder even than Il-2, which I thought was pretty tough (especially with that skinny little undercarriage on the 109).  

So in conclusion I think crazy traction effects should be dialed back somewhat.
« Last Edit: December 03, 2003, 10:59:16 AM by Ecliptik »

Offline detch01

  • Silver Member
  • ****
  • Posts: 1788
Spit9 take-off(plus, a 100% successful take of method)
« Reply #3 on: December 03, 2003, 02:38:01 PM »
One thing I think that's needed here is lockable tail wheels on all the aircraft in the current set. That doesn't mean the crazy torque effects don't need to be fixed. Using coordinated aileron and rudder inputs, with gentle application of power and the stick pulled hard back produces at best unpredictable results when taking off in the Spit IX. Adding in the use of the existing wheel brakes would probably help here but I was born with only two hands and I don't have toe brakes on my rudder pedals...
If I can get this take off thing mastered I'll see ya's online :D
asw
Latrine Attendant, 1st class
semper in excretio, solum profundum variat

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
Spit9 take-off(plus, a 100% successful take of method)
« Reply #4 on: December 03, 2003, 03:44:56 PM »
I find it intersting that it's easiest for me to takeoff in the -51 with FORWARD stick pressure, a sure recipe for disaster in a crosswind takeoff. Don't think it's supposed to work that way.

Then I jump in a Spit IX and the thing is nearly uncontrollable. So I watch the autopilot takeoff. The trim indicators show that "George" is countering nose swing with rapid aileron trim inputs. HUH?

Try the G-10, a torque monstah. It swings but hit WEP and it's no problemo.

Methinks they must not be finished with the FM yet.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Citabria

  • Platinum Member
  • ******
  • Posts: 5149
Spit9 take-off(plus, a 100% successful take of method)
« Reply #5 on: December 03, 2003, 04:04:57 PM »
the ah2 fm in its current state is a step backwards compared to ah1. it cant be the finished thing i hope
Fester was my in game name until September 2013

Offline Kaz

  • Silver Member
  • ****
  • Posts: 1063
Spit9 take-off(plus, a 100% successful take of method)
« Reply #6 on: December 03, 2003, 04:12:01 PM »
Thanks Ecliptik your method helped me to devise my own way to takeoff and it works everytime after some practice :aok

Go to full throttle as you mentioned and for the very reasons you mentioned, makes perfect sense.

In my case I found that it's better to use just enough right rudder to start it moving(not too fast) to the right side of the runway and then gradually releasing rudder until it starts to go left then as it starts going left, reapply a small amount of right rudder to keep it straight.

Here's where I do something different: Instead of waiting for the tail to come up I'm using full down elevator from the beginning and around 50mph the tail rises, keep using minor corrections to rudder input to keep it straight along with right aileron if necessary.

Release a bit of the forward elevator so you don't face plant it, wait for airspeed to build to rotation speed and then pull up.

Works everytime and after some practice,  I'm now able to keep it straight down the runway or at least partly on the runway :p

Oh one more thing, it may help trying this in offline mode first, using outside view (F3) to see exactly what's happening.

EDIT: forgot to mention this is for the spit9

Also noticed what the combat trim was doing when using autotakeoff. It was using aileron instead of rudder which obviously is wrong.
So I turned off autotakeoff and tried auto level and sure enough it kept ailerons more or less centered and was using rudder to keep it straight.
« Last Edit: December 03, 2003, 04:21:26 PM by Kaz »

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Spit9 take-off(plus, a 100% successful take of method)
« Reply #7 on: December 03, 2003, 07:06:12 PM »
My grandfather laughed when I showed him ah1.  Tossing a p47 to full throttle and just putzing down the tarmac.  

When he was teaching pilots in ww2, he assures me he never told a student to "mash the throttle, and just steer with the rudder".  You need airflow over the flight surfaces to have any reasonable control.  You every tried to ride a bike backwards?  Tail wheels are not easy to control.


I think you guys just need to get used to it.  Most people cant land or take off when they start ah1,  this is a major change, and I am sure you will all get used to it.

erg

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
Spit9 take-off(plus, a 100% successful take of method)
« Reply #8 on: December 03, 2003, 07:40:21 PM »
I don't think this is something about 'getting used to' erg.

 There is no 'reasonable control' of any kind concerning the increasing oscillation of nose.

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Spit9 take-off(plus, a 100% successful take of method)
« Reply #9 on: December 03, 2003, 08:45:49 PM »
I can successfully take off. It is not easy, but I have no idea how difficult it would be in real life either.  I am beginning to suspect the problem is in the tension of the shock absorbers on the wheel struts.  If they were a little stiffer, I bet it would be easier for most to keep control.

Offline ergRTC

  • Silver Member
  • ****
  • Posts: 1632
      • http://bio2.elmira.edu/DMS/index.pl?table=content&faculty=1&page=1
Spit9 take-off(plus, a 100% successful take of method)
« Reply #10 on: December 03, 2003, 08:57:28 PM »
oh yeah, and runways have to be optional for the spit 9 flyer.

Offline Karnak

  • Radioactive Member
  • *******
  • Posts: 23048
Spit9 take-off(plus, a 100% successful take of method)
« Reply #11 on: December 03, 2003, 08:59:37 PM »
Quote
Originally posted by ergRTC
I can successfully take off. It is not easy, but I have no idea how difficult it would be in real life either.  I am beginning to suspect the problem is in the tension of the shock absorbers on the wheel struts.  If they were a little stiffer, I bet it would be easier for most to keep control.

Spitfires, even the Mk XIV, were not particularly dificult to take off in.  At least that's what the pilots of the things said.

Remember, we're not talking about Superman here.  We're talking about 19 year old kids with 3 to 6 months of training max before being put into one of these fighters.

As currently modeled (and I do not think it is final) slowly accelerating in the Spitfire Mk IX does not work.  It starts to occilate and you almost certainly loose control.
Petals floating by,
      Drift through my woman's hand,
             As she remembers me-

Offline Cobra412

  • Silver Member
  • ****
  • Posts: 1393
Spit9 take-off(plus, a 100% successful take of method)
« Reply #12 on: December 03, 2003, 09:02:04 PM »
Well I was having alot of issues taking off in all planes with the new tail wheel modeling so I went searching.  Fortunately I found a great article from a man who owns Spitfires.  In it Jeff Ethell gives details on what it took to take off and land.  After reading it and going back to AHII I was off the ground perfectly on the first try.

Here's a tid bit on how he explained the tendancies of taking off in the Spitfire IX with either a Merling or Gryffin power plant.  Since the Merlin powerplant is modeled in the game I'll explain the takeoff procedures for it.

Forget the auto take off function as it seems not to work to well.  Launch your aircraft and wait for your engine to come up to a stable idle condition.  Slowly walk the throttles up to approximately 5 to 10% max power.  You'll notice a few things when this is done.  First off the left wing will dip and your nose will initially wanna come to your right.  First off we need to counter the yawing condition.  The nose will come right then start back left on you.  Apply light right rudder until the nose comes back inline with the runway.  Now that the initial yawing is corrected you need to correct for the deep drop in the left wing.  

Depending on what your load out is will depend on how much input is needed to correct for the wing dip and yawing condition.  In this instance we are light at 25% fuel and no ordanance.  

Now that the yawing is corrected you need to input 3/4's to full right aileron input to lift the left wing back up to roll wings level.  While inputting full right aileron input and possibly minute forward input increase your throttles up.  Now this takes some feel to get use to how much throttle you can apply and how quickly you can apply it.  Within about 5 or 6 takeoffs you should have it down pat.  You'll have to play with the rudder input slightly during takeoff roll to keep it straight but don't over exagerate the inputs or you'll be in the dirt.  Once the tailwheel has lifted off the ground you can start backing off the rudder and aileron input some.  

Now depending on the aircraft and the torque it produces it will affect how much input is needed.  When the torque is extreme you will still have to have some aileron input even after the aircraft breaks ground.  Put the gear up and happy hunting.

Hope this helps some of the newer pilots in the game and a great thanks to Jeff Ethell for his webpage and information.

Offline JB73

  • Plutonium Member
  • *******
  • Posts: 8780
Spit9 take-off(plus, a 100% successful take of method)
« Reply #13 on: December 04, 2003, 12:28:18 AM »
i prolly can count on my hands and toes how many times i have flown a spitIX in AH... but i got 1 up first try online tonight in AHII.

read on ch1 how to do it.

as soon as spawn turn off red "auto takeoff" and turn on yellow "auto level". roll untill about 80 and tail is up... manually take her off the ground.

if I can do it anyone can.
I don't know what to put here yet.

Offline detch01

  • Silver Member
  • ****
  • Posts: 1788
Spit9 take-off(plus, a 100% successful take of method)
« Reply #14 on: December 04, 2003, 12:30:32 AM »
Quote
Originally posted by Cobra412
Here's a tid bit on how he explained the tendancies of taking off in the Spitfire IX with either a Merling or Gryffin power plant.  Since the Merlin powerplant is modeled in the game I'll explain the takeoff procedures for it.

Forget the auto take off function as it seems not to work to well.  Launch your aircraft and wait for your engine to come up to a stable idle condition.  Slowly walk the throttles up to approximately 5 to 10% max power.  You'll notice a few things when this is done.  First off the left wing will dip and your nose will initially wanna come to your right.  First off we need to counter the yawing condition.  The nose will come right then start back left on you.  Apply light right rudder until the nose comes back inline with the runway.  Now that the initial yawing is corrected you need to correct for the deep drop in the left wing.  

Depending on what your load out is will depend on how much input is needed to correct for the wing dip and yawing condition.  In this instance we are light at 25% fuel and no ordanance.  

Now that the yawing is corrected you need to input 3/4's to full right aileron input to lift the left wing back up to roll wings level.  While inputting full right aileron input and possibly minute forward input increase your throttles up.  Now this takes some feel to get use to how much throttle you can apply and how quickly you can apply it.  Within about 5 or 6 takeoffs you should have it down pat.  You'll have to play with the rudder input slightly during takeoff roll to keep it straight but don't over exagerate the inputs or you'll be in the dirt.  Once the tailwheel has lifted off the ground you can start backing off the rudder and aileron input some.  

Now depending on the aircraft and the torque it produces it will affect how much input is needed.  When the torque is extreme you will still have to have some aileron input even after the aircraft breaks ground.  Put the gear up and happy hunting.
 


Actually, this is great advice and it will work provided you have absolutely clean input from your rudder controller (pedal or twist stick). Any spikes in the signal - even very tiny ones that you use control damping to eliminate will throw everything off. The modeling on the SpitIX is great - probably bang on - but I think it needs just a bit of detuning for playability. IIRC the Spitfires did have free-castoring tailwheels, but the US aircraft just about all came with lockable tail wheels.
At the time the MkIX flew the RAF fields were also more properly aerodromes - grass strips. A tail dragger's behaviour is much more benine on grass than it is on a paved runway. I've got about 600hrs in a Citabria and even an airplane as easy to drive as that one shows a marked difference control requirements when taking off from a paved runway than from a grass strip. Just thank the gods that we don't have gusty cross-winds to contend with :D
asw
Latrine Attendant, 1st class
semper in excretio, solum profundum variat