[RELEASED] IniBuilds Messerschmitt Bf 108 Taifun

Sorry that’s a premise I can’t really support.
It’s no matter of what “kind of plane” it is. Normally you can get every aerodynamically stable airplane to fly straight if you do it right. And if you don’t have articulated rudder or aileron trim tabs, then you do it with an additional static trim tab. There’s no need subjecting the pilot to having to hold down the rudder pedal for the whole flight.

That is why we left rudder and aileron trim enabled in the sim so players can use it if they should wish to.

Yeah, it’s good that you did, but that’s not the point. In reality the aircraft wouldn’t display this kind of behaviour, because every test pilot worth his salt would have complained to the engineers and they would have fixed it before the plane was delivered.

Guys, I’m not going to enter into a debate about primary and secondary effects of controls, the team know them very well as do I :smiley:

I thank you for your opinions, which I’ll discuss with the team on Monday.

After some more take offs and landings, I can conform that the plane during take off will need some forward pressure on the stick to lift off without much “taildragger moves”. It will remain quite stable when the tailwheel is off the ground, even when having some light crosswind. I flew without live weather, but with the standard scattered clouds.

During landing, I started way out the airport and reduced speed to around 70 knots. Flaps almost full (one notch above “full flaps”). Throttle back to idle when over threshold and letting the plane slowly sink towards the runway. The plane did behave quite well, just a little zig - zag when tailwheel was about hitting the ground. But, bringing the plane’s speed down by braking (and the almost full flaps) will stabelise the plane.

The roll left tendency during flight, or rather “torque” is not too bad. But during long flight will tire the pilot. So, that is why trimflaps and autopilots were invented. I remember reading about certain (war)planes needing a constant hand on the stick during flight. When reducing prop rpm and throttle, the “torque” of the Bf 108 is in my view acceptable.

After some flights, I am getting to know this plane better and am starting to enjoy it more than before. Perhaps my info and that of others and a good pilot manual (is there one?) will help new pilots to fly the BF108.

full disclosure: i have never flown (or even seen) a taifun in real life.

here are some of my notes for consideration:

  1. i have attempted to take off in some crosswind conditions. anything above 6 or so knots of crosswind and no amount of rudder / aileron correction will keep me on the runway. i don’t know what the published crosswind limits are on this plane but that doesn’t seem realistic to me.
  2. the flaps seem to create a great deal of lift, to the point of the nose pitching up unexpectedly with each notch of flaps introduced but they don’t feel like they are creating a commensurate amount of drag. at flaps 30 or 40 you should really be feeling the drag effects of those flaps.
  3. it was noted earlier but the leading edge slats don’t appear to go completely flush to the wing. again, i don’t know if this realistic or not but it’s there.
  4. the prop “lever” seems too finicky. in any other plane i fly with a prop control, the input versus the result feels a little more linear and smooth. here, if i barely rotate the handle i am bleeding off a lot of rpm. again, might be my controls but i don’t seem to have this issue in any other plane i fly.
  5. should this plane tip forward if you’re all in on your brakes? right now, i can lay on the brakes as soon as i touch down and the plane never even threatens to tip forward. this seems a little counter to what i would think should be happening.

you guys did a really nice job on the 3d model, textures, sounds and all the little extras. i am looking forward to spending more time in this plane and look forward to any improvements you guys see fit to make.

Your feelings are correct, it was already added. Yep, Im sure too, model 3D + features = Great job! It looks really well! Just this FM but after patches will be ok I hope :slight_smile: . Btw. magnetic compass works vice versa IRL, it should also be corrected.

I really like the 3D shape and VC! :+1:

A few things I would like to see added:

  • wheel chokes
  • Pax on the Pax seats when added weight
  • Co-Pilot visible in Cockpit view
  • empty Pilot and Co-Pilot seat when weight is “0”

Good ideas but some as option only:

  • wheel chokes - yes, with MSFS key of parking brake if you use it https://aerocorner.com/wp-content/uploads/2020/11/Messerschmitt-Me-108-Taifun-3.jpg, “on” from the beginning in C&D situation
  • Pax on the Pax seats when added weight - Im affraid its impossible, only if the model use own models of people, not MSFS, could be nice but modeling a human being is more difficult than an airplane :sweat_smile:, example of CH model for FSX: http://yoyosims.pl/Obrazki/FSX/Bf108/Taifun_company.jpg
  • Co-Pilot visible in Cockpit view - only as option in ini tablet, personally I dont like it and covers the view in VR, so to activate in ini EFB as “on” only, in default shoud be off always
  • empty Pilot and Co-Pilot seat when weight is “0” - good idea for Cold and Dark

Thanks for the suggestions guys :slight_smile:
Compass is on our list for future patch.

We did look into passenger models when weight added but the sim-does not allow this by default so as rafikst said we’d have to add our own models.
We felt that this adds unnecessary poly’s to the overall model limits as per the SDK and we wanted to use those limits for the airframe and cockpit itself.

I trend to agree with @CpMoustache (but I don’t own the plane - yet - so I can only judge by screenshots):

From the inibuilds-Website:


→ you can see that the angle of attack of the blade increases to the outside.

We just got of the phone with an ex pilot - any more than 6-7 knots and they won’t fly it.

"Its “pretty much uncontrollable and you have to stamp the toe brakes to keep it straight in more than 5knots cross wind”

Interesting. Thanks for talking to the pilot.
But honestly I wonder how Elly Beinhorn and all the others managed to do so many record breaking flights with this plane if it couldn’t even cope with a 7kn wind.

This is interesting article: Too Windy? - AOPA

The conclusion of flying with the wind is one - it depends on your experience and training. The problem we have is that you can’t control the plane with a crosswind despite various tricks. It just didn’t seem to respond.

I also tried with different brakes, to no avail.

Most take offs looks like this (with crosswind):

Notice that at speed 30-40kts (60-75km/h) the wind was added so the model starts turn suddenly. It doesn’t work like this “suddenly”. Normally you should be able to control it with deflection of a rudder and even with ailerons in extreme cases. Nothing works here. Now I had somewhere wind only 7kts from the side and it was quite similar.

After next day of testing :sweat_smile: try this. Maybe I’ll found something to have better take off with Taifun even with crosswind (I think, not better a lot but some advantages are noticeable).

Use Weight and balance option and set up max to nose (it could be even on minus, like -1, but not red for sure). Example:

Remember that " balance " setting is hiden: https://www.youtube-nocookie.com/embed/hX5LMQROX60 Use trim: +1
Use flaps: 10
Centerline
Block tailwheel: LShift+G (my MSFS)
If the crosswind is present start moving your rudder near max from the beginning (only if its necessary), even if you dont feel a crosswind.

Give me feedback. Currently, the center of gravity in the model is at the very end, which can cause problems according me.

I don’t want to blame the developers, and I’m pretty sure that the MSFS engine itself still has this problem also and it hasn’t been fixed by Asobo so far.

I’ve had tremendous problems with takeoffs, similar to those noted above, but with or without crosswinds. The aircraft wants to yaw violently once it gets up to speed, and will wingover to the left if you get airborne. I did manage to use a nice cliff in the terrain (mod conflict!) to launch myself into the air… and once you’re airborne, it files quite nicely. Seems a bit twitchy on the pitch axis, though. Landing was smooth and controlled – none of the handling issues seen on takeoff. My experiments shall continue…

I usually give IniBuilds the benefit of the doubt, and given that the plane is otherwise stable and controllable in flight and on landing, I’m going to peg the takeoff issues to a problem with the sim’s known wonkiness with ground effect and not something fundamentally wrong with Ini’s product. And given the P-40 experience, they’ll probably have it sorted out in a week or two. (I hope!) It’s a really good looking plane, too.

Happy with the plane at launch, very fun! The canopy blinds are a cool touch but clickspots outside of using the efb would be a nice touch. On top of the clickspots maybe making the blinds more dynamic instead of just open/closed. Hope I’m explaining that right. Thanks, Inibuilds!

I’m interested as to what controller are you using, what weather settings you had, what wind settings please?

To help us it would be useful for people to post these things rather than just saying they can’t take off.

Thanks All

But honestly I wonder how Elly Beinhorn and all the others managed to do so many record breaking flights with this plane if it couldn’t even cope with a 7kn wind.

Because in the old days you often didnt use runways as such they would be grass fields and you took off into wind no matter which direction it was. This was especially so with WW1 aircraft, if you look at redwings 1935 sceneries there are no real defined runways its just a huge grass space.
this was also demonstrated at an airshow at Duxford where ww1 replicas didn’t use any of the runways they took off across the grass perpendicular to the grass runway as they needed to be into wind.
Even a spitfire has a very low crosswind capability which is why you see the traditional A shaped runway set up on old RAF fields

Hi EllsGaming,

a wonderful Aircraft, but i have a few Suggestions to make:

  1. can you please build the Fuelgaugesystem as in RL? IRL you have to switch to a Tank (forward or rear) and than you have to pull a Knob to pressure up the Measure-System.
  2. the blue Knob on the Dashbord is normally a Batteryswitch called in german “Netzschalter”
  3. please get the Pitot Indicator to work
  4. a original Starterhandle
  5. last one please: the 2 Handfuelpumps, one for the Carburetor and one for the Fuelpressure

these Items are not super-important but brings so much more Immersion. When you have not the Time to build it no Problem. Nevertheless i will fly the Plane extensive. Good Job.

Martin