F-15 (C/D/E/I) Official Community Mod v.1.16 update
Change list:
- Take-off/Landing speeds revision.
- Further review of sustained level turns, and further explanation of what it is
- Auto-retractable flaps (as per the manual at 250kts)
- G Limit warning on all HUDs
- Further HUD modeling directed by manual for each model
As always and with the invaluable help of our testers, we have made the following changes since 1.15i:
Reviewed take off min speeds, landing approach speeds, and nosewheel speeds for all models matching the real charts:
Models C/D:
Models E/I:
So, in order to achieve this, we adjusted the overall lift and lift vs flaps scalars to match the real data by using the following configuration:
C/D: Landing speeds per 35000lbs: No flap landing speed = 155kts - Full flap landing speed = 142kts per recommended AOA 8 degrees.
E/I: Landing speeds per 40000lbs: No flap landing speed = 168kts - Full flap landing speed = 154kts per recommended AOA 8 degrees.
This means: by following the tables attached above, based on the amount of weight loaded on the plane, you can calculate the required landing speed based on the recommended AOA of 8 degrees.
We also reviewed the pitch stability, in order to reduce nervous at input values near center and make the controls smoother than before.
In addition, with the adjustments made with the overall lift and the lift vs flaps, we also made some adjustments in the elasticity tables against dynamic pressures, and also some adjustments in the aerodynamics section in order to match the sustained turns in game with the real airplane:
Models E/I:
Models C/D:
So, you should be able to maintain sustained turns, keeping angular velocity at the supported speed and load factor as the actual graph.
Note: We have noticed on the forums that there is some confusion about what sustained turns mean relative to maximum G’s that an aircraft could produce during maneuvers, as well as maximum G limits before structural damage: sustained turns mean that an aircraft can maintain an angular velocity in degrees / sec for a certain speed and produce an amount of G without losing speed in the process. It does not refer to the maximum G’s that the aircraft could produce when pushing the entire flight stick back or forward (which is more than the max G allowed by the manufacturer). Both, we and our testers did several tests on the curves shown in the real charts, at different speeds, applying certain G’s controlling the pressure applied to the flight stick, managing to maintain the angular speed and linear speed, and they match with the real charts. Whether someone wants to overcome structural limits is up to the pilot.
What the real f15 has is a CAS system that can regulate or harden the flight stick path from 0.9 Mach (can be activated or not), but I don’t know if that can be implemented in MSFS (but we will look at it in the future). What may be improved is the smoothness of the stick and this is what has been done in this case, to have more authority in the joystick when making those turns without exceeding the maximum G to limit structural damage.
Once the calibrations have been carried out, the limit for aircraft structural damage has been set at 15.6G so as not to ruin your game. However, you should have no problem applying the correct input and force to your flight stick to get the correct numbers and values below 12 G in tight turns or aerobatic maneuvers (let’s say 9g is just a manufacturer’s warranty to guarantee airplane health).
Implemented retractable Flaps at and above 250kts according the real model.
Little adjustments made in all MFD’s and HUD’s and also, implemented G-warning in the HUD’s when surpassing 9G’s:
Instructions: just unzip the folder included in the zip into your community folder. Remove any previous mod you could have before. Official product and mod version must coexist into community folder this way:
Our best regards to everyone and we hope you enjoy with the new version.