When ridge flying at least when approaching the ridge for the first time, it is good practice to stay maybe 30 to 40 km/h above stall speed (ca 120 to 140 km/h). But it also depends how windy it is and if you expect it turbulence. Once you made a few passes always turning away from the ridge against the wind you can slow down so you climb better.
So there is no one speed for ridge flying. One always varies it depending on the situation.
Thanks, I most certainly will read it. And thatâs good advice about ridge flying, itâs all too easy to get caught in a downdraft so some extra speed is essential.
No matter how realistically modelled will official gliders be if the element in which they move behaves fundamentally incorrectly, so please support fixing thermals.
Did you watch the last dev Q&A? - Sebastian explicitly asked for bug reports in relation to current thermal model. There is also a generic âimprove thermals realismâ wishlist item, but in this bug report I concentrate on factual, specific bugs in thermal model in relation to clouds. We can upvote wishlist all day, but sadly that wonât make specific bugs fixed.
I wonder what a Slip indicator would show when flying these default gliders. We have odd yaw string physics/modelling, I miss not having a slip indicator. If one was present, it might not be useful with the current simulator physics and may highlight the current flight modelling problems. I may be a little cynical, there may be reason a slip indicator was left out!
Hopefully a correctly working little slip indicator will be incorporated soon with decent yaw string modelling which ultimately will give me confidence in the aerodynamic modelling of the two Asobo gliders.
Otherwise, I have enjoyed my little bit of soaring that I have âtriedâ in the simulator with this glider, even though itâs arcadey at the moment for real glider pilots.
Yeah the whole giding concept seems a little rushed and unfinished but I suppose deadlines were tight for much of the anniversary content. ⊠I really donât think we will have to wait until SU12 for many improvements so keep checking content manager and remember that a lot of the weather data gets streamed and so should be adaptable server side.
I filed a bug report about not enough adverse yaw - Both official gliders should have stronger adverse yaw requiring use of rudder for turning please support it, as bad reflexes of not using rudder for turinig in gliders trained in the sim may cause RL deaths with unexpected sping during final turn when in stressful situation people return to the first reflexes.
I just uploaded a little mod for this glider on flightsim.to (https://flightsim.to/file/44490/dg-1001e-mod).
Real life glider pilots, please comment on the adjustments I made! If you want to fiddle by yourself with the numbers, you could have a look into th flight_model.cfg - search for âwasâ - so you will easily find where I adjusted values.
When activating dev mode in MSFS you can visualize a lot of sim variables, airflow and forces acting on the wings. There I found that the spoilers seem to be not really modelled as surfaces for the CFD aerodynamic computations. Instead of disturbing the airflow just over their own length there are changes in the aerodynamic forces over the whole wing span which shouldnât be.
For adverse yaw, there are 2 parameters in the flight_model.cfg which I donât really understand. So my changes were just guesswork.
As for aerobatics (yesterday I tried some loops, rolls, stall turn - didnât succeed), the rudder and aileron authority seems low, but it may be just so in reality.
Just a heads up - in the first version, the SimObjects folder was missing in the zip file, sorry for that. Now itâs complete, just download again, please.
It seems that dynamic stall properties are not properly modeled.
No matter what I try I cannot generate accelerated stall.
One very clear indication of improper model is the impossiblity to do âHalf positive flick roll from normal to inverted flightâ maneuver as described in DG-1001 flight manual:
120 â 140 km/h (65 â 76 kts.).
Prior to inducing the flick roll, place the nose a little below the horizon.
Induce the half roll with full stick backwards and full rudder only.
After the rotation starts ease the stick to neutral to avoid too large an angle of attack and unnecessary loss of speed.
The wing in the direction of rudder should experience dynamic stall this generate huge rolling force that is necessary for this maneuver - note that no ailerons are used i nthis maneuver to roll the glider upside down!
This is currently impossible with modeled glider as no necessary for the maneuver stall condition is generated on the wing!
Correctly modeling accelerated stall is crucial in proper stall training, as many RL deaths were caused when people when recovering glider from unexpected spinn pulled the controll stick too much causing accelerated stall and thus entering another spin (typically in opposite direction to the previous) - this way loosing too much height and fatally crasing. This must be modelled to train proper recovery procedures!
While I agree with you in the sense that I want MSFS to have maximum realism and realistic flight dynamics, is it really meant to be or planned to be a flight training tool for real world pilots to this degree?
I could understand your reaction if this was $1 million glider simulator tool, but a $60 game?