Tailwheel lock broken 2.5.2 OB - ED Forums
 


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Old 05-27-2018, 07:51 PM   #1
muehlema
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Default Tailwheel lock broken 2.5.2 OB

Hi


Looks like the tailwheel lock is broken since the latest beta. At least the behavior of the plane on ground is identical if locked or not.
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Old 05-28-2018, 01:04 AM   #2
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Hello,
I saw your post and took the 109 for a spin. something does feel a little bit different at taxi speed, but it definitly works at hi speed, (in my opinion)

Here is the track, it has a funny ending... when I saw the wind sock and jeep flash by, I thought oh no, then got vertigo and cringed and slammed on the left brake....
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File Type: trk first 1-9 fligt in a while.trk (1.37 MB, 11 views)
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Old 05-28-2018, 07:03 AM   #3
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Quote:
Originally Posted by Andy1966 View Post
Hello,
I saw your post and took the 109 for a spin. something does feel a little bit different at taxi speed, but it definitly works at hi speed, (in my opinion)

Here is the track, it has a funny ending... when I saw the wind sock and jeep flash by, I thought oh no, then got vertigo and cringed and slammed on the left brake....

Well, I am talking about taxiing. Something has changed. It appears to be known for the Spitfire
Quote:
Spitfire tail wheel contact model with ground is broken.
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Old 08-10-2018, 05:38 AM   #4
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Ground handling for the 109 has changed, are you still seeing any issues, seems fine to me.
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Old 10-10-2018, 06:45 AM   #5
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Reason to this behaviour is this:
FMOptions.lua

tailWheelStaticFricK = 0.6
tailWheelSideFricK = 0.2 (WAS 0.5, main wheel has now 0.55)
tailWheelRollFricK = 0.025
tailWheelGlideFricK = 0.54
tailWheelMOI = 0.5

I wonder why somebody changed good value into terrible!?


Edited: I did changed values of tail back to 0.5 and main G to 0.65 - Works like a charm!!
TRY IT!

Last edited by GumidekCZ; 10-10-2018 at 06:52 AM.
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Old 10-11-2018, 03:50 PM   #6
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Quote:
Originally Posted by NineLine View Post
Ground handling for the 109 has changed, are you still seeing any issues, seems fine to me.

Locking / unlocking the tailwheel in the 109 doesn´t seem to make any difference now.
Seems you can turn just as fine with locked tailwheel as with unlocked while taxiing.
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Old 10-12-2018, 06:50 AM   #7
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Quote:
Originally Posted by GumidekCZ View Post
Reason to this behaviour is this:
FMOptions.lua

tailWheelStaticFricK = 0.6
tailWheelSideFricK = 0.2 (WAS 0.5, main wheel has now 0.55)
tailWheelRollFricK = 0.025
tailWheelGlideFricK = 0.54
tailWheelMOI = 0.5

I wonder why somebody changed good value into terrible!?


Edited: I did changed values of tail back to 0.5 and main G to 0.65 - Works like a charm!!
TRY IT!

nice find
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Old 10-12-2018, 01:56 PM   #8
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5 values have changed from what they were in 1.5:
tailWheelSideFricK = 0.2 was 0.5
mainWheelSideFricK = 0.55 was 0.73
tailGearAxleFricM0f = 1.0 was 16.0
tailGearAxleFricVs = 0.1 was 0.2
tailGearAxleFricVf = 1.8 was 3.0

I was happy with the way it was in 1.5 and I continue to use these values.
I wish ED would fix what's broken, and not what's working.
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Old 10-16-2018, 04:01 PM   #9
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Someone probably saw my obscure reference to the broken tail wheel in an add on Spitfire to MS CFS3 years ago, where I cut my teeth on aircraft contact point and damage model editing. I started the hobby as a painter and gradually learned more of the flight model and damage model side of that engine. The XML code was easy and some of the other editors were freeware or Silverlight. Anyhow, that was supposed to be an example of how crappy FM kills immersion in a sim, especially before or after a furball of a dogfight, NOT a request to break another FM in a wonderful second or third generation sim since then! Just kidding
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