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LAdamson

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About LAdamson

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  1. Think what you want. Just don't spread it around, as though it's fact. Far too many ideas, of what flight is, float around here, in simmers heads. Even if they are incorrect. Do please enlighten me, with correctness. P.S. --- Haven't tried the stock XP11 Cessna 172. Perhaps it's wonderful, I wouldn't know.
  2. I see in this thread, or at least another thread associated with this one, using the term "buoyancy". A real life, small airplane doesn't give me a feel of buoyancy. I'm quite good at detecting lift under the wings, and the associated feel, which is more solid. Almost like concrete, which is the reason I had no fear of height, when flying thousands of feet above the ground, versus peering over the edge of a high rise. I could always easily detect an out of trim airplane, because you can feel the pressure of the air molecules over the flight surfaces. Do a short field takeoff, and feel the air pressure/lift against the wing, as you push against the yoke, to maintain level flight. It's a very solid and powerful push. Not a sensation of floating. When some of the older & less perfect X-Plane models were fluttering side to side and for & aft, like out of control dutch roll, some users were thinking this was authentic. To me, it was just plain wrong. As I've long time mentioned, sometimes, we just seem to be sitting, while actually doing over 200 mph, while the ground just seems to move below. Never the less, it's a feeling of being on something solid. The only time I actually felt less than solid, and potentially out of control.............is when I actually wrecked the real life airplane. A case of actual PIO.
  3. I'm not particularly fond of helicopters, so I don't get too upset with the fact, that MSFS doesn't model them as well as XP. As to in flight icing, I don't care about that one, because it's only a sim, and not really dealing with actual effects. I'm very aware of real life icing. It was one of the strong points in IFR classes because it happens all the time around here, in the winter months. BTW-- carb heat/icing issues are way over done in XP.
  4. Those two brands come to my mind also. I see no XP's, that actually beat them, flight model wise. That's contrary to some other beliefs I see around here. Not saying some of these newer XP flight models are poor, since I actually like them. Just not better.
  5. I know you didn't want to hear it again, but if I had thousands invested in P3D, then I'd simply run both sims. Personally, I think total switches is silly! I often see complaints of " I miss this & that, but I'm willing to do without, hoping that whatever, comes soon". Just run both. Less heartache.
  6. I visited the UK 30+ years ago. Mostly around London. Really enjoyed it. But, it would just quickly get boring, scenery wise, compared to the KSLC area! :smile: Nearly every real life flight of mine, was out of KSLC or two nearby airports. Awesome mountains around here!
  7. The "feel" of constant right rudder pedal, can be accomplished with in the sim. Or at least should be. All sensations are from what we see on the screen, in addition to any resistance on the controls. If the plane wanders, with constant pressure, as some do...............then the model can use some more programming. I do use Saitek pedals which have the resistance adjustment. I keep them fairly light. Yes, but as been noted before, numerous times.................if we've actually piloted these aircraft, the brain will fill in a lot of gaps.
  8. I don't jam the throttle, but I don't take too long either. It's that one Mississippi count, or a bit more. That's a second or so. A few years back, a friend made a comment, that I was taking a bit longer on getting to full throttle with his Van's RV9A. My RV was the 6 model, with 20 more HP, a shorter low aspect ratio wing, and a shorter vertical stab/rudder tail assembly. Van's actually increased the vertical tail height of the 6, but we think it lost a bit of speed as well as looks. The original was like the earlier model P51D's. My 6, wanted to head left with a lot more force, than his 9. Quite noticeable. My airplane also exhibited more torque roll on the ground, if I quickly added power for a touch & go. Both airplanes did not require right aileron as soon as the wheels left the ground, even though my left wheel pushed down hard, until normal airspeed for rotation was obtained. If, I needed to quickly increase power, because of a runway bounce on landing, the immediate thought had to be hard right rudder. If not, the plane will pull hard to the left, and want to roll from a combination of yaw coupling & torque. Just think rudder, and not aileron. The P51's would just simply roll over on their back, in these aborted landing situations, if applying power too quickly. There were specific rules, as to the amount of power being applied in go-arounds.
  9. Many years ago, somewhere before MSFS's FSX, either version 8 or 9 of MSFS, Rob Young of RealAir simulations perfected the desktop simulator side slip. It was the first time ever, that a sim pilot could fly a perfect slip right down to the landing, without the airplane wandering all over the place. Of course, rudder pedals were a requirement. Two of Rob's objectives were realism with slips & spins. He was a pioneer in the desktop sim world. These days, I consider a number of X-Planes & FSX planes to be much the same, flight dynamics wise. I enjoy sim flying both. The benefit of higher frame rates also makes a difference for both sims, considering many simmers considered the fluid part, as a part of "feel". I never considered X-Plane as having superior flight dynamics over some of the 3rd party entries for MSFS/FSX. Still don't know if P3D is different, flight dynamics wise. May never know.
  10. As an authority here, bearing in mind, I'm not a commercial aircraft pilot like Janov,........ I do have the time in lot's of small single engine aircraft, ranging from the Cessna's, Pipers, to the Pitts, Marchetti SF260, Super Stearmans, many high powered experimental class, and backseat in a P-51D mustang. In reality, thanks to third party intervention over the years, FSX (and I'll assume P3D, as I don't own it), became very capable of producing the effects of left drift, & side slip. Every time I tried a new model for MSFS, even before FSX, these forces are the first thing I tried. I'm the same way with X-Plane. For many years, I complained about X-Plane over doing some of these forces. It's well known, about my feelings on this subject. Problem here, is that many non-pilots do not know, what their trying to reference. They have no real idea about the forces and reactions of real aircraft. And, FSX will add auto-rudder, if the box isn't unchecked, if you don't have rudder pedals, or a twist grip. IMO, twist grips never provide the right sensation of feel, anyway. Point is, numerous FSX models do provide the correct feel ( or close to it), and response. I say close to it, because I still see FSX & X-Plane models that tend to wander too much during the roll down the runway. The force is actually there, and we push the pedal against it. The force doesn't get all wishy-washy & cause wandering that needs constant right/left pedal to correct. It's more like riding the side of a gutter, or wake while water skiing. Just push against it. P.S. ---- Lot's of X-Planes (especially some of the 3rd party addons) do fine, these days with left drift. IMO, it had better be there! But there has to be pedals or something to offset it. Otherwise, you'll end up in the weeds. Some models may do too much, or not enough. Same with products for MSFS, I once sat in the back seat of a Piper Archer, for my daughters first flight lesson. On the way to the airport, I told her about left drift. Told her she'd end up running over the left side runway lights, if she didn't push right pedal. Of course, in reality, an instructor would be hitting right pedal, if she didn't. Planes certainly do vary. Much to do with engine size versus aircraft weight, size of the vertical stab/rudder, whether the engine & possibly the vertical stab is canted or not, etc. Expect it on the first part of the roll, especially if powered up quickly, and to stay there throughout the roll & initial takeoff. You'll still need rudder to maintain runway centerline. As airspeed picks up, the push needed on the rudder will diminish. Shouldn't be needing right aileron (see note). If so, the model or real thing, needs some re-rigging.................unless the pilot is just terrible with fuel, passenger, and cargo management. note: a little bit of subconscious aileron may be needed for imbalance, in aircraft which don't have a form of aileron trim. Unfortunately, a desktop joystick/yoke centering spring is usually more than the real life force. Being an inflight perfectionist with my kitbuilt Van's RV, I did add aileron trim. Very nice!
  11. Oh geeze, I just don't have XP11 installed yet!
  12. What it should do, if we're still talking single engine here..... Right rudder on takeoff roll, continued right rudder on initial climbout. There shouldn't be the need or "feel" to correct with right aileron. Any sensation of torque "roll" to the left, should have diminished at takeoff. As airspeed increases, the need for right rudder decreases. If........... right rudder is not used on as the plane leaves the ground, then yaw coupling will start to roll the plane. But in real life, if enough right rudder isn't used, the plane will certainly be wanting to chop down runway lights, on the left side. I don't have XP-11. edit: PS --- in the past, I posted numerous photos of my real life airplane during initial climbout & full power climb. Ailerons are neutral, as can be seen in photo's. This particular aircraft on the ground roll, needed lots of right rudder (Vans RV6A). I called it a torque monster on touch & goes, or go-arounds, where left roll torque was really felt. Right aileron was fine while on the ground, when applying full power on a touch & go (as the left wheel pushed into the pavement) , but it needs to be some good right rudder force going airborne (not aileron).
  13. I'd say you're correct. I see the same. Over at the org. it's well known that Leen de Jager has been doing quality repaints for a long time. He certainly isn't, just a "half decent painter". I too, think it's just another rendition of the actual aircraft. Although I haven't seen the real one. But still, the differences in paint lines & artwork on the tail are without doubt, different.
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