A few more HUD inaccuracies.
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Bump! I’ve updated the post to make it more readable and more organised and also added one more point. Congratulations everyone and BMS team on the deal with Tommo! :).
I’m a bit sad my notes on the HUD were not implemented in the update though I hope you guys do consider these on your to do list. -
3. Edit: Oh and I almost forgot this one: when lowering the gears you’re also lowering the flaps, which apparently has more overall lift (at least initially) than the gears have drag (a lot more in fact, so far that in the dutch video the pilot had to pitch down about 5°’s to offset it) as evidenced by these videos:
Last one’s got loads of low approaches you can just watch him lower the gears over and over until landing.
(Clarification: In the sim, when you lower the gear your FPM goes down meaning you are losing lift (airspeed), while in real life the FPM goes up. I guess it was modeled with the assumption that the gears has more lift-spoiling drag/deceleration than the flaperons have lift, but according to HUD tapes the opposite is true. This one may be more related to flight model not the HUD.)That first video (dutch) features a pitch down of 2°, not 5°. The nose lowers, the FPM lowers, the AoA decreases. Lowering the gear also cost 20 knots (235 to 215).
Second video, nose lowers, FPM goes down.
Third video, nose lowers, FPM comes up. Could be relative winds, could be local air density, could be lots of things. Id suggest that any work in this area would do well to set up a virtual wind tunnel and see what kind of forces they get. -
Heya Blu3wolf, still in the argumentative spirit eh :P. Well lets just say I am as well, we’re just not seeing this the same way, hehe.
In the dutch vid the plane was slightly above 5° (about 6°’s), when pitching down he got down to about 1° or slightly above. 2nd vid it kinda doesn’t move, but the pilot pitches down a couple of degrees. 3rd it can’t be a coincidence in the 3-4+ times he lowers the gears each time the fpm goes up. I have loads of other HUD tapes that show this behaviour, those 3 were just an example. -
It was at 6°, the nose drops to 1°, the FPM starts to follow it, he pulls the nose back up to 4°, where it stays steady-state.
While I wont say its coincidence, I will say that AC range with gear and flaps down is worse than it is with gear and flaps up.
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Yes he does pull it up to 4, but that’s after the gears are down and locked & the airspeed drops quite a bit resulting in flight path decline which I’m not denying… I’m only stating the 2ish seconds period when the FPM rises, which isn’t modelled in game.
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I’m pretty sure the fifth thing you mention (FPM snapping to gun cross) is not tied to NWS engage/disengage but to a certain (ground?) speed being sensed by the INS/EGI. Not sure what the exact value is though, might be different for different blocks/tapes
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I’m pretty sure the fifth thing you mention (FPM snapping to gun cross) is not tied to NWS engage/disengage but to a certain (ground?) speed being sensed by the INS/EGI. Not sure what the exact value is though, might be different for different blocks/tapes
Interesting note, seems pretty much like how it’s modelled in DCS’s A-10C. You’re probably right about that.
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I’m pretty sure the fifth thing you mention (FPM snapping to gun cross) is not tied to NWS engage/disengage but to a certain (ground?) speed being sensed by the INS/EGI. Not sure what the exact value is though, might be different for different blocks/tapes
Im gonna have to look that up, I was sure it was on the nose wheel WOW.
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Anyway, back on topic. Please devs consider these changes in your next update, after all realism is the main purpose of a simulator, especially when it’s relatively easy to implement . You can ignore the debated bits, like fpm change when gears down (which I’m still pretty sure about), until more research is done into them.
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Im gonna have to look that up, I was sure it was on the nose wheel WOW.
Could be that too. But NOT toggling NWS on/off.
There’s a couple of things that vary between being linked to WOW or a certain EGI groundspeed and it’s hard to keep track of which is tied to what.