April 16, 20215 yr 17 hours ago, blueshark747 said: but I'm still not quite in the addon buying mood for this new sim yet. ...priceless & says it all just so succinctly <not sure if i should insert a smiley or a frown here> Dave Kalin Excel Classes Computer Lessons
April 16, 20215 yr 2 hours ago, jfri said: The two first steam gauges and no GPS is a go for me. But the third does it mean we can't use radio communication with ATC and VOR beacons for navigation ? To be honest I bought it entirely for VFR and have not looked into it yet though I will eventually. If I get lost I cheat and bring up the VFR map or fire up mobile companion that has a street map. They did a recent patch that fixed a lot of minor issues which encouraged me to go ahead and buy it but I do not recall anything about the comms issues being fixed. I believe it also has only the one NAV radio and do not recall seeing a DME ? Not sure if that is an issue. Some people seem to do NAVs with it though, so there must be a workaround. Hopefully someone that does old school navs with it can chip in as to how they get it working. EDIT: I really like this aircraft and totally recommend it for VFR and basic navs - BUT in terms of something still steam gauge but more IFR/NAV friendly you would be better off with one of: Carenado Mooney with freeware gn530 mod (the value for money budget choice) Just Flight Piper Arrow (more detailed/refined then the Mooney with a choice of navigation equipment, but also twice the price) Edited April 16, 20215 yr by Glenn Fitzpatrick
April 16, 20215 yr 11 hours ago, snglecoil said: I’m not claiming to be any expert...but I do spend 4-5 hours a day an several light GA airplanes...mostly C172s. From a pure flight model/dynamics perspective, I’d put the default C172 up against any payware 172. It’s not perfect by any stretch, but I’m encouraged after the last Dev Q&A that the team continues to refine the modeling data by comparing them in actual flights. Specifically they are addressing rudder inputs needed in a climb and in response to adverse yaw induced from aileron input. I still have trouble maintaining a relatively straight path on the runway at over about 80 knots on almost any plane on landing or take off. This is with a joystick though. Additionally, the planes, including the WT-CJ4 seem to have too thin of a margin of "slope error" for landing. Is it really that easy to bounce a CJ-4 and maintain a wheelie that long if your slope isn't perfect, I have my doubts. As far as the physics in the air, not nearly as bad. Edited April 16, 20215 yr by Alpine Scenery AMD 5800x | Nvidia 3080 (12gb) | 64gb ram
April 16, 20215 yr On 4/13/2021 at 3:55 PM, RALF9636 said: The Cessna 172 classic with steam gauges is one of my favorites. Ditto 152. Great airplane.
April 16, 20215 yr On 4/14/2021 at 12:53 AM, Bert Pieke said: I bought the Standard version and added the Arrow, M20 Mooney, and Piaggio P149. No need for the De Luxe version IMHO.. For me the C172 steam version is worth the extra few dollars to go from standard to deluxe.
April 16, 20215 yr 7 hours ago, Alpine Scenery said: I still have trouble maintaining a relatively straight path on the runway at over about 80 knots on almost any plane on landing or take off. This is with a joystick though. Additionally, the planes, including the WT-CJ4 seem to have too thin of a margin of "slope error" for landing. Is it really that easy to bounce a CJ-4 and maintain a wheelie that long if your slope isn't perfect, I have my doubts. As far as the physics in the air, not nearly as bad. Are you using live weather ? I only have ground roll issues with a crosswind. It does seem on the takeoff ground roll and again in flare you have too much aileron authority and not enough rudder authority. As far as bounce goes the sim does seem to suffer from excess float which combined with too much elevator authority near stall making approach speed critical. (I personally think the biggest issue when you do come in too fast and push the nose down to stop floating is it firstly should break the nose wheel and secondly the bounces should be more severe each time you bounce again not less. It is usually the second bounce that is the real bone jarring killer in a real plane as you have just gained quite a bit of height at the same time as losing all your airspeed. ) Nosewheel up after touchdown for too long is a sign of either the sim having too much float in flare and ground roll (it does seem to btw) or landing speed too high. The biggest control issue I have actually had is that even at linear sensitivity the game seems to have hard coded a reduction in sensitivity in the centre requiring me to set my profile to increase sensitivity near the centre point to get back to what should be a default linear profile (or on my FFB stick to wind force up really high). The game seems to assume everyone is using a short throw twitchy combat joystick with only a few inches of movement. Edited April 16, 20215 yr by Glenn Fitzpatrick
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