Author Topic: Feathering  (Read 1134 times)

Offline SFRT - Frenchy

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Feathering
« Reply #15 on: October 31, 2000, 09:36:00 AM »
WOW!!!! What was that!!! Sorry LOL!
Dat jugs bro.

Terror flieger since 1941.
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funked

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Feathering
« Reply #16 on: October 31, 2000, 07:16:00 PM »
Toad thanks for the info!

Fw 190 is an electric prop plane, and I know that engine out landings were done with gear up, even on an airfield.  Maybe lack of juice was the reason.

Offline Minotaur

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Feathering
« Reply #17 on: November 03, 2000, 12:47:00 AM »
I almost always get to full flaps very early in my approach.  

If still have an engine, than I use engine power to adjust my glide angle.  Too low apply power, to high chop the throttle.  Try to keep speed 130-150 mph.

For the P-38 I set up to land at approximately 120-130 mph just off the end of the runway.  I try to touchdown at about 100 mph, by cutting the throttle and applying an easy back pressure on the stick.

For dead stick landings you don't have this luxury.  In those case I come in hotter, bleeding speed as described by TS above.  I use high G S turns until I am below 200mph.  Then I drop flaps and start crabbing to adjust my speed for landing.  

As TS describes, your primary drag element for landing is flaps and gear.  Drag becomes quite significant for the 3-4th stage of their deployment and really effective at 5th stage deployment.

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Mino
The Wrecking Crew

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Hangtime

Offline PapaFox

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Feathering
« Reply #18 on: November 05, 2000, 09:47:00 AM »
BUG_EAF322

You have a ligitimate point that overshoots are too easy when the prop RPMs are all the way back. In the short term, you may wish to increase your prop RPM when you are sure that you have the runway made (yes, prop RPM can be increased with a dead engine, use the + and - keys on the numeric keypad). This will give you better deceleration in flare and on the runway. Although a single-engine plane can't feather its propeller, it can control the pitch enough to have an enormous effect upon glide and deceleration characteristics.

In the long term, I think there should be some tweaking to the flight modeling. Have you noticed how powerful ground effect is in 1.04? If you approach the runway with a little extra speed, you can hardly force the plane to touch down. I have flown close to 50 different real planes, and none of them, even the gliders, has this pronounced ground effect. Couple this feature with unusually poor deceleration of a AH fighter with prop in the low RPM setting, and you have a difficult and somewhat unrealistic task of getting the plane stopped on the available runway.

Hitechcreations could approach this problem through either toning down the ground effect somewhat, or taking a closer look at the slow-speed drag characteristics of their fighters when the prop is in the low RPM setting.


Offline 54Ed

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Feathering
« Reply #19 on: November 05, 2000, 10:31:00 AM »
Bug:

Don't feel bad.  An engine-out landing is a tough problem in real life too, except in a very light trainer.  You only get one try.

In general, keep your plane clean until you KNOW you have made the field.  Then set up approach airspeed and drop gear.  Use flaps and slips as required to control your speed and descent rate.  Use full rudder on forward slips, and get as much aileron in as you can.  Don't increase flaps until you know you won't have to retract them.  Remember, better to be long than short, so aim for 1/3 down the runway.

If you are consistently overshooting the runway, your approach speed is probably too high.  Pick a number and hold it.  Stall speed plus 1/3 is a good rule of thumb.

Learn the difference between a wheel landing and a 3-point landing.  If you are too fast, do a wheel landing, lock the tail down, and stand on the brakes.  

Offline Rickenbacker

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Feathering
« Reply #20 on: November 05, 2000, 05:40:00 PM »
Hmm, "the glide path is too steep"? Why not fly a less steep final then?