1% Bombers Overheat immediately!

General discussion for CFS2 - WW 2 Pacific Theater

Re: 1% Bombers Overheat immediately!

Postby Hagar » Tue Oct 07, 2003 6:11 am

Thanks Kev. From reading that thread it seems the experts are as confused as I was. This confirms my suspicion that unless the person tweaking the FD is familiar with all the technical aspects (sim & real life) they could easily get it all wrong. I think my shot proves that in CFS2 at least - 100% is Full Fine pitch.

Most WWII aircraft had constant-speed airscrews. I'm sure the pitch settings for various stages of flight would be marked on a plate on the panel or on the quadrant itself. All aircraft would use full power/fine pitch for take-off (presumably 100% in CFS2). This would then be reduced as soon as possible for climb to prevent overheating. It would be reduced further for optimum cruise & fuel economy. I'm not sure of the ideal setting for air to air combat.

The power is indicated on the tachometer (rev counter) & the boost gauge. Boost (on RAF aircraft) is measured in + or - pounds per square inch (often referred to as inches), for example: optimum climb for the Spitfire Mk I is 2,850 rpm at +12 lb/sq. in. boost. On the Spitfire Mk IX with the Merlin 66 + 2-stage supercharger, maximum boost is quoted at 3,000 rpm & +25 lb/sq. in. for combat climb and all-out level conditions.

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I notice the CFS2 default panels use a manifold pressure gauge which works on a slightly different principle. It indicates the atmospheric pressure (actually suction) inside the intake manifold measured in inches of mercury (In/Hg).
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Another thing I'm not sure about is if the M$ flight model takes supercharging into account.

As I've often said before, this is a highly complex subject & here's me pontificating on things I know far too little about. I will need a long lie down in a darkened room to recover from all this. LOL
All you really need to know is what I mentioned several replies ago. Use Fine pitch for full power (take-off & landing). Coarse pitch for nomal flight. ;)

If you really want to know more, read this. http://www.avweb.com/news/columns/182081-1.html
I'm going back to my jets. ;D
Last edited by Hagar on Tue Oct 07, 2003 6:30 am, edited 1 time in total.
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Re: 1% Bombers Overheat immediately!

Postby AuMaV » Tue Oct 07, 2003 6:58 am

[quote]I was re-reding this discussion and I agree with Hagar the game is a game and I am all for realism as long as it does not spoil the fun.

The 1% aircraft fly really well but they seem to lack one thing Power!

Just try and jump in your Wildcat and take off from the stock starting point on a carrier with a full drop tank. Crashing every time I take off is not too much fun.

What do you all think?

;)
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Re: 1% Bombers Overheat immediately!

Postby B24Guy » Tue Oct 07, 2003 9:30 am

Hi, You All

Thanks for the info did not realize that M$ cut costs on shipbuilding.  I will give the link a try

And I agree with you, Hagar.  I can't say enough good things about the guys a AVhistory if it were not for them and many others CFS2 would not be that good of a sim.

I really am thankful for their vurtual MDL's and their DP's are good also.

I guess what I am looking for is the most realism within the framework of the sim.

Keep um flying

B24Guy :D
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Re: 1% Bombers Overheat immediately!

Postby Professor Brensec » Sat Oct 11, 2003 11:35 pm

Thanks people, for all the interest, and input.

I really think I've got it now. The main problem was, as Hagar has said, the incorrect assumption that 100% was full coarse pitch.
Probably at the same time Hagar did it, I tried what I said I was going to, and the first thing I noticed was when I put the cursor on the Pitch Control, it said "100% fine". Then the penny dropped. They must mean 100% power rather than 100% "thrust" or air movement. That's what the problem was.

I now know what the story is. Even though the pitch control lever says 100%, you are in what equates to "low gear" i.e maximum revs in the engine and less drag on the prop.
If you want to get more "air movement" for your revolutions you change to High gear, i.e coarse pitch.

P.S. With regard to getting a plane up off a carrier. the only ones I have trouble getting in the air are the Carrier bombers, Devastator and Dauntless. Even if I taxi the plane to the extreme rear of the Carrier, they will not get to over 65 mph with a 28 - 30 mph headwind (carrier speed etc). With a full tank and 500 lb bomb, it's not enough.
The Avenger can do it, JUST, but the other two, I can't get them up in the air at all.
They are the default CFS2 planes with the standard AI conversion to 'flyable'.
Does anyone else have this prob?

Kev,
Just send me an IM (brensec) and we'll arrange a time for a hop. I've been busy getting an Internet business up and running recently, so I've been offline alot, but I'm usually here at least every 3rd or 4th day.

Steve  ;D ;)
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Re: 1% Bombers Overheat immediately!

Postby Thunderboy » Mon Oct 13, 2003 10:18 pm

...for combat, they would "throw everything forward" in general...unless they were trying to get behind someone at lower speed, etc. If you fly at a good high altitudes, you come across this more, (the need to slow down, etc.)

To takeoff form a carrier, (they did have catapolts back then, for corsair and wildcat (FM-2)..

..Apply the >>Breaks<<, up elevator,rev FULL power for 5 sec, and let go. That should do it.
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