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Post by VSL-Admin on Jul 31, 2018 13:19:57 GMT
I'm a taildragger noob and have only just purchased the EuroFox - I came here looking for advice on landing this little beast and I think the advice in this topic will help loads, so thanks all, and a big thanks for such a fun plane I saw that the planes now have the 100hp motor - would it be possible to have a choice of 80hp or 100hp in future? If not, no big deal, but the 80 is enough and is probably a common real life choice with the 100 the ideal choice for the STOL version. Thanks again, the plane looks and flies great, even if it is currently beyond my skill level, hehe Thanks As for now...100hp it is... Tail draggers needs practice. I've recently wrote this to other user who had some ground handling issues. You may find it useful: vskylabs.freeforums.net/thread/136/all-add-aircaraft-cicles-groundThanks again!
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Post by chrisbrowne on Jul 31, 2018 20:06:01 GMT
Thanks, I still can't get the plane to turn right on dirt until I've done a couple of slides around to the left to get the speed up so the rudder works but I'll work on it. I did, thanks to the advice in this post, manage to land (on grass) reasonably well 4 times out of 5 - the other one was a bit of a bouncer, but I managed to get on the ground without hitting the wing. I never quite got all 3 wheels down at the same time though - I needs loads more practice, hehe. What a great plane, I really enjoyed tonight's flying The slats seem to have lowered the controllable speed a little, while practicing at about 1500' I was able to be reasonably stable with 10 degrees nose up at around 45mph, descending slowly, which I couldn't get right in 5.0.
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Post by triprodriguez on Aug 2, 2018 6:19:12 GMT
Hello. I'm interested in purchasing this aircraft specifically for practicing spins, slips, stalls, over the top stalls, etc. Will your EuroFox flight model simulate these type of maneuvers correctly? Dad has experience doing these things in J3, J2, Stearman trainer, and maybe one or two others. I'm looking for an XP11 aircraft that will perform up to his expectations after the REP 172 and REP Super Cub let me down in this regard.
Thank you, Trip
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elg
New Member
Posts: 4
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Post by elg on Sept 13, 2018 21:20:08 GMT
Hi, thanks for this model, it's great. I have been using it for a little while and have collected a bit of feedback — I see some of it was already talked to in this thread but I'll give it all anyhow. 1. I'm sure there are tradeoffs involved here but the cockpit feels really "cramped" - yes it's a small plane but one of the great things about flying an Aerotrek is the amazing visibility, but this doesn't translate so much in X-Plane where you need something like 85° FOV to see half your instruments and out the window too. Why is it that some planes (like the DA40) seem fine but others like the default Cessna and this one the panel takes up so much real estate and shows so little in the field of view? Having to scroll around really takes my focus off of flying, and having the FOV set so large causes issues with distortion and judgement (e.g. in the flare) 2. It sounds like this was brought up before, and somewhat addressed, but I definitely do not have enough elevator authority to land in the A220 with realistic load. I probably need to bring the CG back a bit. I figured out that applying a lot of trim gives me the full authority, but even so it stalls at a much higher speed than I expect (not possible to do a three-point landing at all) - but that will probably be fixed by the CG. My bigger question is about the trim having such a wide range - watching the elevator numbers I can see that we max out pulling back on the stick with trim only halfway through its range, and the same to a lesser degree with forward stick. This is again a thing where there must be compromises in the imperfect modeling of a joystick and a trim mechanism which offsets rather than relieving pressure, but it's quite surprising and frustrating to run out of elevator when pulling the stick back when you know that would never happen in the real thing. I may have a simplistic understanding of real trim tabs, but I think it would be surprising indeed if I could get 25% more elevator authority by having more trim before pulling back on the stick. Usually it's the other way around - the trim might not have the range to balance the extreme elevator deflections (e.g. the Remos GX trim doesn't tend to have quite enough authority on final with me (a big guy) and an instructor - IRL) The A240 seems to behave more normally at the same load settings (well, I didn't check the CG numbers, but I set the same payload and fuel). The tri gear will stall around where I expect (45-50) but the A220 stalls quite early (60mph) even with full flaps. (Just now I wonder if maybe the A220 ASI is actually in knots…) Why is the initial weight and balance such a low payload? Are hobbits supposed to be flying it? 3. I find the default X-Plane settings make it almost unflyable - way too sensitive for imperfect joystick inputs. The real thing has a light touch, yes, but you also can actually use a light touch with a couple fingers. WIth a standard spring-loaded joystick it's hard to be so precise. I found if I crank things to their most linear and most stabilized in the joystick sensitivity window, it becomes manageable. One thing I noticed on an earlier version (and haven't had a chance to check lately) is that the view out the windows in the taildragger is off, the wings are at an angle like you're leaning forward in the cockpit (probably the horizon is level with what you'd see on the ground with the tail down). Not a problem in the A240. It was especially noticeable in VR. I'm about to start flying an A220 much more regularly and may have more feedback, but these are my initial feedback.
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Post by VSL-Admin on Sept 15, 2018 10:42:34 GMT
Hi Thanks for your feedback and inputs! All been noted. I will reply as soon as possible. Tight schedule at the moment...but soon I will. Thanks!
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elg
New Member
Posts: 4
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Post by elg on Sept 19, 2018 21:06:00 GMT
Just a follow-up on W&B. It looks like fuel tanks are at 5.3 ft. In the POH fuel tanks are at 17.3 inches, so I'll assume 5.3ft in xplane is 17.3 inches in real life. The permitted CG range in the POH is 10.2 to 16.4 inches, or 4.71 to 5.37 ft in xplane. The min limit, default, and max limit are set to -3.65, 5.5, 7.26. But then the default CG is already aft of permissible, and the 11 foot range, most of which is way outside the limits of flight, seems not entirely helpful.
I tried setting the default to 5 ft, roughly halfway between the limits. It still doesn't fly well at MTOW.
It's certainly possible I misunderstand something about xplane W&B configuration and settings… I'm a noob at planemaker.
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Post by VSL-Admin on Sept 19, 2018 21:58:51 GMT
Just a follow-up on W&B. It looks like fuel tanks are at 5.3 ft. In the POH fuel tanks are at 17.3 inches, so I'll assume 5.3ft in xplane is 17.3 inches in real life. The permitted CG range in the POH is 10.2 to 16.4 inches, or 4.71 to 5.37 ft in xplane. The min limit, default, and max limit are set to -3.65, 5.5, 7.26. But then the default CG is already aft of permissible, and the 11 foot range, most of which is way outside the limits of flight, seems not entirely helpful. I tried setting the default to 5 ft, roughly halfway between the limits. It still doesn't fly well at MTOW. It's certainly possible I misunderstand something about xplane W&B configuration and settings… I'm a noob at planemaker. Hi Yes this is a known issue. It is important to understand that X-Plane is not the real world, and sometimes there may be some differences in the internal specifications of an aircraft. Most of the real-world aircraft which are being replicated 1:1 (specs wise) using Plane Maker will not demonstrate authentic behavior and performance, in several flight envelop regimes. This fact (which is a solid fact btw) is causing some gaps, which are handled with special tuning of the model, to get as many as unwanted/mis-accurate issues fixed, or covered. The result may be different control throws and other aerodynamic engineering setup, as well as weight and balance when comparing to the actual aircraft specifications. Priority wise - it is better to have the aircraft flown correctly, than having a backstage specification value authentic, but not delivering the needed result. Your observation was right. The long-term development of this project (and any other VSKYLABS project) is addressing these differences as well. It is having the flight dynamics model getting gradually matured, and tightens up around the real EuroFOX performance. The upcoming update is already including some refinements which will affect, directly and indirectly the weight and balance authentic values. However, it may never reach the exact values (target values are 'plausible values'). As a reminder - In X-Plane, (unlike FSX, P3D), you cannot determine values to follow...you design a self-sustained system which is giving you outputs. Anyways, this item is listed and is being addressed, as we speak. The process may take a while, though... Thank you for reaching out with this! JMH - VSKYLABS EDIT: I will soon reply to your previous post (time slots...my apologies).
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elg
New Member
Posts: 4
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Post by elg on Sept 20, 2018 18:10:38 GMT
Thanks for the explanation. I do get that xplane is an imperfect flight dynamics model so things will necessarily be slightly different, especially regarding controls like joysticks. Glad the things I've mentioned are on your radar. I'm looking primarily for a way to get realistic-ish practice in my typical W&B config (heavier than what most people would fly), and I'm not at all above lying to xplane about w&b to get it, I'm just curious if you know of a way to get to those settings more directly. In my case, it's basically MTOW i.e. it should stall at the POH values. Are the default W&B settings going to give me the closest simulation?
Up in the real thing yesterday at MTOW (CG = 14.14") I was easily able to get a stall with no altitude loss until the stall at about 45mph (as the POH says it should), where in the sim one at MTOW I can't get below about 60mph without losing altitude and can't get it to stall unless I zoom. I'll play around with other weight settings when I have a chance.
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nero
New Member
Posts: 2
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Post by nero on Nov 1, 2018 6:41:46 GMT
Got this Eurofox yesterday and putting it through it's paces today and the only thing that stood out for me is that there was no drag with flaps down, I thought these type of planes could do a steep dive with full flaps and hardly pickup speed. Hard to get a spot landing when it just floats and won't slow down. Does anyone else notice this? I only fly the tail dragger with the big tires. Maybe that's just how they fly idk but looking forward to fly it in VR.
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Post by VSL-Admin on Nov 1, 2018 8:35:00 GMT
Got this Eurofox yesterday and putting it through it's paces today and the only thing that stood out for me is that there was no drag with flaps down, I thought these type of planes could do a steep dive with full flaps and hardly pickup speed. Hard to get a spot landing when it just floats and won't slow down. Does anyone else notice this? I only fly the tail dragger with the big tires. Maybe that's just how they fly idk but looking forward to fly it in VR. Hi Thanks for the feedback and inputs Indeed the unique type of flaps in the EuroFOX (Junkers flaps) are not inducing as much drag as the conventional flaps, while gaining the extra lift, making it more difficult to execute the super-STOL steep approaches. The Tundra tires variant is more fit with STOL operations, however it is still not a super-STOL aircraft by definition. This variant will have some more STOL related modifications which will make it easier to execute steeper approaches.
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nero
New Member
Posts: 2
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Post by nero on Nov 1, 2018 20:48:18 GMT
Has anyone tried flying the EuroFOX in 11.30? As soon as i move the throttle the sim crashes. Problem could be on my end but not sure. I'm back on 11.26 and if flies good.
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Post by VSL-Admin on Nov 1, 2018 21:08:56 GMT
Has anyone tried flying the EuroFOX in 11.30? As soon as i move the throttle the sim crashes. Problem could be on my end but not sure. I'm back on 11.26 and if flies good. Hi! This issue was solved for X-Plane 11.30 beta versions. The projects will be updated within the next 24-48 hours with the needed fix.
Thanks! JMH - VSKYLABS
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Post by randomlandings on Nov 12, 2018 15:42:08 GMT
I didn't get an email from sellfy about an update and its been a few days so... ?
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Post by VSL-Admin on Nov 12, 2018 17:31:03 GMT
I didn't get an email from sellfy about an update and its been a few days so... ? Hi You can simply log into your account and download the updated version in your "My Purchases' section.
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Post by randomlandings on Nov 12, 2018 23:18:46 GMT
I HATE it when I'm *that guy*.... I didn't do anything other than pay with paypal... was doing a demo of x-plane and how getting good payware aircraft is painless... LOL. Is my situation repairable or this is what I get for being *that guy*
---then i get an email... THANKS!!!
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