22.04.2009, 01:03
Well it does bring up another good point luther
*note for flight testers
Please use the FMB for flight testing (some of you already do this) and fly with full immersion/full realism in the manner that the IRL test pilots did. This is due to the modelling inherent to complex flight sims.
When using the QMB for speed tests, spawning at say 6000m and diving to 5000m and then performing a speed test you will gain completely unrealistic results which are not reflective of the detailed flight modelling.
Think of it in these terms, what you are doing by using the QMB to spawn for a flight test, in simulator terms is being dropped by a B-29 at altitude and then going hell for leather. If the Focke Wulf test pilots could do that, they'd get much higher data returns too.
What needs to be done is a FMB mission with a runway start, using emergency power up to 300m, cutting back to one magneto and embarking a standard climb regime to altitude. Once at the altitude for the speed test (2000, 3000, 6000m or whatever), reduce to cruise for a 5min cooldown (econocruise is often best) and then trim for high speed and do your speed test with as neutral controls as possible. Radiator flaps should be set to "auto" as should prop pitch or any other automatic controls. Flaps should be fully retracted unless making specific flap related performance tests (ie. turn time at altitude increments, minimum speed test, etc.).
Make sure your elevator trim is very neutral so you maintain a level altitude at all times during the speed test. If you vary by a 100m or more you should note it and do another test as this can vary maximum level speed figures by 10-20km/h or more.
This will provide realistic, mission capable speed and other test data, relying 100% on the flight modelling itself.
Cheers and thanks for all the help.
*note for flight testers
Please use the FMB for flight testing (some of you already do this) and fly with full immersion/full realism in the manner that the IRL test pilots did. This is due to the modelling inherent to complex flight sims.
When using the QMB for speed tests, spawning at say 6000m and diving to 5000m and then performing a speed test you will gain completely unrealistic results which are not reflective of the detailed flight modelling.
Think of it in these terms, what you are doing by using the QMB to spawn for a flight test, in simulator terms is being dropped by a B-29 at altitude and then going hell for leather. If the Focke Wulf test pilots could do that, they'd get much higher data returns too.
What needs to be done is a FMB mission with a runway start, using emergency power up to 300m, cutting back to one magneto and embarking a standard climb regime to altitude. Once at the altitude for the speed test (2000, 3000, 6000m or whatever), reduce to cruise for a 5min cooldown (econocruise is often best) and then trim for high speed and do your speed test with as neutral controls as possible. Radiator flaps should be set to "auto" as should prop pitch or any other automatic controls. Flaps should be fully retracted unless making specific flap related performance tests (ie. turn time at altitude increments, minimum speed test, etc.).
Make sure your elevator trim is very neutral so you maintain a level altitude at all times during the speed test. If you vary by a 100m or more you should note it and do another test as this can vary maximum level speed figures by 10-20km/h or more.
This will provide realistic, mission capable speed and other test data, relying 100% on the flight modelling itself.
Cheers and thanks for all the help.