Discussion: January 21st, 2021 Development Update

Come to think of it, yeah most other publishers would turn it into DLC, or even 2 separate DLCs. To be honest I expected this to be the case with MSFS too. I’m glad it isn’t. :open_mouth:

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read the topic I created here on the forum comparing fly by wire with defult a320
Apparently, many of these fixes have already been made (related to the a320), however, the fly by wire mod is not yet following the mesams

read the topic I created here on the forum comparing fly by wire with defult a320
Apparently, many of these fixes have already been made (related to the a320), however, the fly by wire mod is not yet following the mesams.

That’s my point. I think you are nitpicking based on semantics. It’s not inherently wrong to say that one wing is stalled in a spin. It simplifies a complex maneuver for a quick video and is something people can disagree upon based on how you define a stalled wing.

I believe pretty much every source is very clear in this regard. Also there is only one (correct) definition of a stalled wing, that is an angle of attack passed the stalling angle, critical angle of attack or Cl max. all three define the exact same point on the curve (the point where flow separation occurs).

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I don’t think its as clear cut as a binary stalled or not stalled wing.

18 Stalls and Spins (av8n.com)

“Therefore it makes perfect sense to say that the sections near the roots are stalled while the sections near the tips are not stalled. If only a small region near the root is stalled, the wing as a whole will still have an increasing coefficient of lift — and will therefore not be stalled.”

Exactly! That is what I’m saying. A wing AOA passed the stalling angle / alpha critical / CL max. is considered being stalled, the part of the wing actually experiencing airflow separation is irrelevant. Most wings are designed to stall at the root first by applying wing wash-out or different camber profiles. Ok very theoretically speaking, the critical alpha / stalling angle is a slight fraction before the Cl max. point, you can have that one, for all practical purposes they are the same. The point remains that there is no question about both wings being stalled in a spin.

But we keep arguing about this one comment out of multiple comments I had regarding the aerodynamics video.

I’m actually more interested in why they chose to include an option for the user to adjust control surface authority, in real life you can’t adjust the flight control stops so why would you in the sim? The wear option is nice because the only way we can objectively assess flight model accuracy is by comparing performance with the published AFM.

They might have solved the wrong flight dynamics causing an up-force on the horizonal stabilizer in flight, we have to wait and see, it seems like the down-force is transitioning into a stabilizer up-force during flap retraction but the video doesn’t run for long enough to see this happening. So maybe, maybe not.

Although I’m not sure if this is accurate, maybe when extending flaps at Vmo :sweat_smile:. Within the normal speed envelop I doubt half of the wing has a negative angle of attack and therefore a negative lift coefficient…

So I’m hopeful multiple inaccuracies have been fixed next update. I hope the broken stall characteristics have been solved as well. After some update it became possible to stall the aircraft with power off, keep the yoke full back and steer using ailerons, even rocking the wings using full aileron input without dropping a wing, it doesn’t seem possible to stall a wing using aileron input by exceeding the local angle of attack in the current version. I’m not sure but I believe it wasn’t like this in the release, it happend after some update.

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We continue to make progress with the teams at Working Title, Fly By Wire and others and are hopeful to present news about this soon – it is, after all, your #1 Top Wish.

This has been teased for the last several Dev blogs, but it always stays very diffuse. Could you maybe be a bit more specific about where this collaboration could lead to? I guess there is no final decision about that but maybe just tell us the different ways to go that you are thinking about (incorporating mod content into the base game, get the mod into the official store, …).

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