Author Topic: Insane Spit XIV Manuever  (Read 1357 times)

Offline Gianlupo

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Insane Spit XIV Manuever
« Reply #15 on: April 13, 2007, 06:49:30 AM »
Quote
Originally posted by OOZ662
Icon distance numbers 0 through 1000 are yards. 1.0 through 6.0 are in kilometers.


Are you sure about this? It makes no sense... it must be kiloyards, not kilometers.
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Offline Kev367th

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Insane Spit XIV Manuever
« Reply #16 on: April 13, 2007, 08:43:32 AM »
Quote
Originally posted by Furball
Something seems off with the Spitfire XIV, the torque seems far too much compared to other late war aircraft, and the flight test reports state that it could turn with a Spitfire IX IRL.

http://www.spitfireperformance.com/spit14afdu.html (This is an early Spitfire XIV running at 18lbs boost)


Ours (AH2) is 18lbs boost also.

They won't give it 21lbs boost.
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Offline OOZ662

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Insane Spit XIV Manuever
« Reply #17 on: April 13, 2007, 09:10:52 AM »
Quote
Originally posted by Gianlupo
Are you sure about this? It makes no sense... it must be kiloyards, not kilometers.


Trust me, people have been scratching their heads at it for a very long time. :D You'll notice how fast it flips from 1000 to 1.0, but not instantly. You can get it to hang there. That's because 1093.61 yards is 1 kilometer.
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Offline dtango

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Insane Spit XIV Manuever
« Reply #18 on: April 13, 2007, 09:28:35 AM »
Quote
Originally posted by OOZ662
Trust me, people have been scratching their heads at it for a very long time. :D You'll notice how fast it flips from 1000 to 1.0, but not instantly. You can get it to hang there. That's because 1093.61 yards is 1 kilometer.


I'm confident the distance for the icon system is all yards.  

The reason you see it hanging between 1000 vs 1.0 is because for enemy cons they changed the icon system to give you only approximate distances  (it used to be not this way).  It's not meant to be exact.

If you want to get more accurate icon distance readings then just notice what the distance counter reads when you're flying with a countryman when you go from hundreds of yards to thousands of yards separation.

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Offline Noir

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Insane Spit XIV Manuever
« Reply #19 on: April 13, 2007, 12:19:14 PM »
yards are over rated

spit14 is under rated

I stopped comparing its stats on gonzoville cause each time it makes me cry
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Offline Angus

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Insane Spit XIV Manuever
« Reply #20 on: April 13, 2007, 01:14:08 PM »
While our Spit 14 is not the ultimate one, neither is the IX or 16 (+25boost)
Anyway, sa Furbie pointed out, the 14 would turn with a 9 and the C.o.G. should have been cured.
Climbing speed also used to be slacky in AH, the RL Mk XIV would hit 20K in 5 mins, before it got boosted up.
BTW, the only WW2 warbird I have ever seen doing quite insane things on an airshow was a Grifon Spit (Duxford year 2000, 60th anniversary of the BoB). What the guy was doing I have not been able to replicate in AH.
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It was very interesting to carry out the flight trials at Rechlin with the Spitfire and the Hurricane. Both types are very simple to fly compared to our aircraft, and childishly easy to take-off and land. (Werner Mölders)

Offline MotorOil1

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Re: Insane Spit XIV Manuever
« Reply #21 on: April 13, 2007, 04:35:31 PM »
Quote
Originally posted by frosty
So the other day I was in a Spit XIV with 4 guys on my six.  I was hauling butt, doing half mach or so at around 12K.  Anyways, I discover one of the pursuers is just 400 feet off my tail, and I quickly pull up, then roll hard right with full right rudder.

My Spit XIV immediately goes into some weird sort of pseudo-stall...I'm maintaining alt, but my speed is bleeding, my stall alarm is going off, and my plane is rolling at a ridiculous rate...something between 2-3 rolls per second.  So much in fact that for a few seconds I thought I had lost a wing.  It ended up being very easy to recover from (and it lost the bogey).

I've tried to replicate this fast-roll manuever since and failed.  Is it a glitch or something funky with that overpowered super-Spit?


I've had this happen also, but only once.  Went into a spin, I couldn't recover, any input I made changed nothing.  I hit "X" for the autopilot, still nothing.  Turned off the autopilot and the spin slowed down and I could then recover.  I did loose about 8k of alt trying to pull out of it.  

Also haven't been able to duplicate the move.....
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Offline BaldEagl

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Re: Re: Insane Spit XIV Manuever
« Reply #22 on: April 13, 2007, 05:34:34 PM »
Quote
Originally posted by MotorOil1
I've had this happen also, but only once.  Went into a spin, I couldn't recover, any input I made changed nothing.  I hit "X" for the autopilot, still nothing.  Turned off the autopilot and the spin slowed down and I could then recover.  I did loose about 8k of alt trying to pull out of it.  

Also haven't been able to duplicate the move.....


The best way to recover from a spin in most aircraft is to cut throttle, drop the left wing and try to roll into it to get the nose down.  Once that's accomplished you keep the nose down until you gain enough speed to recover controls.

As I mentioned above, with the Spit XIV, Typh and Temp you need to try to drop the right wing instead because the engines rotate the opposite direction of most.

With anything (except P-38's for instance), the reason to cut throttle is to overcome torque effects but they are greatly exagerated in these three planes so cutting throttle is even more critical to recovery.

BTW, I'm not suggesting you didn't know that, just using your post to put this into context.
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Offline Angus

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Insane Spit XIV Manuever
« Reply #23 on: April 13, 2007, 06:51:25 PM »
Spin recovery: chop throttle and as speed builds up, use RUDDER ONLY into the opposite direction of the turn.
It was very interesting to carry out the flight trials at Rechlin with the Spitfire and the Hurricane. Both types are very simple to fly compared to our aircraft, and childishly easy to take-off and land. (Werner Mölders)

Offline CAP1

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Re: Insane Spit XIV Manuever
« Reply #24 on: April 14, 2007, 08:42:09 PM »
Quote
Originally posted by frosty
So the other day I was in a Spit XIV with 4 guys on my six.  I was hauling butt, doing half mach or so at around 12K.  Anyways, I discover one of the pursuers is just 400 feet off my tail, and I quickly pull up, then roll hard right with full right rudder.

My Spit XIV immediately goes into some weird sort of pseudo-stall...I'm maintaining alt, but my speed is bleeding, my stall alarm is going off, and my plane is rolling at a ridiculous rate...something between 2-3 rolls per second.  So much in fact that for a few seconds I thought I had lost a wing.  It ended up being very easy to recover from (and it lost the bogey).

I've tried to replicate this fast-roll manuever since and failed.  Is it a glitch or something funky with that overpowered super-Spit?


 what probably happened was a departure stall. what that is, is when your wing exceeds the critical angle of attack to the oncomming wind. now..understand, if you're pitched 30 degrees nose up, then the oncomming wind to the wing is going downard.  on  GA aircraft, i think it's about 17 degrees. assume the same for your spit. as you're flying, you're actually somewhere in the area of 8-11 degrees to the oncomming wind. now your sudden pull on the elevator, and kicking full rudder, caused the nose to jerk upward suddenly, momentarily exceeding the wing's critical angle....at this point, it can no longer create lift untill it's allowed to come back into its window. combined with the rudder, you did what sounds a lot like a snap roll. you lost the bogy because you suddenly bled speed, much faster than he could correct to follow ya. that's never worked for me in here, but i'm still learning

now bear in mind, i'm not too good in the arenas yet, but from what i read, and, using what i know from flying cessnas(and an hour in a super decathalon too), thats what it sounded like to me.


 now,
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