[RELEASED] IniBuilds Messerschmitt Bf 108 Taifun

I’ve passed both your feedback items onto the team :slight_smile:

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Thanks for the writeup, I’ve passed these items along

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Hi guys from the iniBuild team,
when I ordert the BF 108 today I had a typo in my e-mail. Now the Taifun won*t show up in the iniBuild App. I created a Ticket (23418). Maybe I ask to much, but could you fix that so I can fly the Taifun today :slightly_smiling_face:

thank you ver much
Joshua Reins

I concur with most points.
In addition to the rudder on the ground-point, after crashing 4 times, I was able to take off the 5th time only because I pushed the stick full forward.
During flight, the plane constantly wants to roll to the left, despite reducing the prop rpm.
When during taxiing the throttle is pulled all the way back (for slowing down before a turn), the engine stalls (stops).

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fun fact: They loaded a Bf 108 onto the Hindenburg to travel to South America and do some advertising for the aircraft :

https://www.luftarchiv.de/index.htm?/flugzeuge/messerschmitt/me108.htm

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I can confirm it too, small roll to the left is present always. I noticed the same. On the ground it could be (with high rpm) present, roll from the prop for rudder compensation, but it shoudnt be present during fligh and engine parameters in terms of descending from RPM (probably this causes the problem that the model slowly loses speed during landing approach even with full flaps). In windy conditions, just above the ground, it throws a lot, which was also mentioned.

So for me FM could be tweaked a little and it will be perfect! TY! :fu:

Btw. @EllsGaming if you need me for tests, just write me PM. Discord its a good place for this.

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Hi,
Yes, I am aware of the roll left caused by high rpm during take off. So, I take off slowly and advance the throttle till the plane takes off. Unfortunately, already before take off speed was reached, the plane started rolling left. I have tried taking off 5 times. I even tried taking off with tailwind. To no avail, because the plane started twisting to the left and to the right and in the end again rolling to the left. At the 5th try, I pushed the stick full forward, when I aproached take off speed and when the tailwheel got off the ground, the plane took off.
I hope, that the devs accept your offer, for it might help making the plane better. :grin: :+1:

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Yes, what I noticed is that it is worth giving the trim to the range between 0 and -1 and pushing the stick forward slightly during the take off run, so that the tailwheel breaks off as soon as possible, sticking to the ground to min. 100 km/h and then take off.

MSFS still has a problem with taildraggers, once they promised to fix it, but there is still a problem with wind of more than 5 kts on the side, even a light one. This is still a big problem for planes with rear weel in MSFS, from my old tests, the wind hits the flight model around 35-45kts, then the rudder suddenly kicks with full force and the model starts to turn and its near impossible to do take off run from the center of the airstrip. After all, it doesn’t work like that in real life, you can immediately touch the rudder and compensate for the wind during take-off increasing tension and tilting, not just at a certain speed. However accordind MS/Asobo its fixed already (also my topic) [BUG LOGGED] Flight model - issue during take off and acceleration, physics on the ground so maybe its possible to do something in the model now to improve this stability and rudder efficiency? Very good handling during take off run has FSX/P3D or DCS/IL-2, I dont know why we have this bug in MSFS still, important part of each flight.

I think good idea to test it’s: Peenemunde airfield (Germany) EDCP + real weather.

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Thanks everyone for you feedback.
As you can see the community team are taking notes and logging issues on our tracker, so please do keep the feedback coming, we very much welcome it.

When you’re saying about roll and takeoff issues please also tell us what wind you are experiencing in-sim.

We do all flight testing with zero wind set in-sim as this is a neutral testing ground. Even 1knt from any direction will have an affect.

Also please state your speeds when deploying flaps and landing, that would really help us look into things more.

I’ve personally done extensive testing even with the Xbox controller and had no issues on take-offs and landing by the numbers in the QRC and in-sim checklists so please do just ensure you are following those numbers.

Again many thanks to all for your feedback :slight_smile:

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You’ve never tried it in any wind? I understand why you’d not do it to get some parts empirically correct, but not even seeing if it behaves ok is a bit of an oversight. I had to turn off live weather just to take off yesterday, so I haven’t even managed to try what it’s like in turbulence ( a large problem for quite a lot of aircraft right now ).

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Testing with a wind 0 level only is not a good idea I suppose, better to use real weather in MSFS because it will give many more cases. Of course, zero can be a starting point for the rest of the tests and tweaks on the flight model for the other conditions :slight_smile:, at 0 level the behavior is actually correct, but these are practically very rare conditions, maybe sometimes in the summer on a cloudless, sunny day.

Of course, this is the first build for the wider community, so there are also more opinions. It’s nice that you are open to changes and corrections, thank you! :muscle:

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There’s something weird above the trees, near the ground, I think they did some kind of turbulence near the ground in MSFS, but it’s wildly unnatural. :rofl:

Yeah, I’ve reported that a couple of times on it’s own, that’s not related to specific aircraft other than that there’s ( hacky ) FM entries to damp down some of the sharp turbulence effects.

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I really like the 108. The sound is fantastic, it really sounds like an Argus V8. And as always, the visual model and the textures are stunning. As was already said, it is a bit sensitive to wind & turbulence.

Apart from that there are some small things that would be great to see in the future (don’t know how realistic some of these suggestions are)

I would love to see the landing lights be optional (both, only one or none). Since most 108s had only one fitted, or in case of some restorations, like D-EBEI, have them removed.

Another thing that would be great, is if the side windows could be opened via mouse (just open them a crack for example)

An animated landing gear handle would also be nice, meaning it would crank back and forth while the gear is in transition.

And the last thing I’ve noticed, is that on some paint schemes some details are missing, like the prop decals or in case of D-EBFW the aircraft information on the aft fuselage and other stencils/decals.


Overall, I really like it as it is, and so far, I had a blast flying it. It’s great to have D-EBFW and D-EBEI back in the sim, I grew up seeing both of them at airshows quite regularly.

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Sounds like the Carenado WACO has competition for worst ground handling in the game.

I will give this one a miss until I hear improvements have been made. It’s a shame as this was one of the aircraft I had posted about in the “top of your wish list” thread.

It’s no secret the sim’s taildragger physics have a lot of room for improvement but not even testing it except in 0 wind is… Well, it’s remarkable.

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@MiddcoreGaming
I meant we tune in zero wind. Of course we have tested in every weather condition and wind variations.
Our team of testers also typically use live weather as do I whenever I fly, especially when I was test flying on VATSIM this past week.

In terms of the roll procession, this is realistic as recounted by many pilots.
Use some right rudder on take-off roll to counter-act it.

@Stearman948713 Ah I watched your video earlier as it came up on my YT.
Thanks for the suggestions.

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I think I found a reason of small tendency to turn left during the flight (like small deflection of ailerons, small roll to the left). In the model ailerons trim works (I have the aileron trim set on the joystick) but Taifun hasnt it (only elevator trim). Maybe it isnt on the zero position from the beginning. Moving the aileron trim slightly to the right resets the trim of Bf-108 and then starts flying straight. I think the authors should look into that. Maybe the issue of this is here.

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A plane like this will need a little bit of right rudder to counteract the procession roll as I mentioned above, nothing to do with the trim.

You can of course you the in-sim aileron trim if you wanted to :slight_smile:

Sorry but no according me. Rudder has nothing to this turn, its a roll from aileron, not from rudder. The behavior of the rudder causes a different affect, turning with a slight fall, and here we are talking about roll effect, kind of rotation. Such behavior may occur on the ground (engine effect but not in Taifun which has a weak engine, we’ll make an appointment) but not during the flight, if it were so in reality, it is obvious that the Germans would do trim for ailerons, and not make the pilot kick the rudder for several hours during flight. The same is in Bf-109, no aileron trim. :grinning:

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