Savannah ultra light airplane

It’s on the to-do list, but not right away.

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For a free plane this is expected and totally fine. As for same engine, i would disagree, different muffler, exhaust routing, versions of the 912, turbo or not makes a huge difference. Not all are picky about sounds so it’s fine for most.

I cannot find the handbook in the files.

handbook is in the virtual cockpit

The only offline available part is the help section : Savannah S | BAGOLU

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THank you! Just flew it and I like it.

For your aircraft, do you plan to update to 2024 native?

That won’t be happening anytime soon, for several reasons :

  • as long as it’s not possible to produce 2020 planes from the 2024 SDK : that would mean twice the work
  • I’ve also seen developer friends struggle with this SDK from day one, and most of them spend weeks, if not months, just converting their planes
  • my computer is already having a hard time running 2024, I take no pleasure in flying with it (and as it can’t run win11 that will be over in october)
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No worries, that’s fine.

I’m happily flying in 2020…even more happily now with the Savannah.

Asobo’s sounds are pretty good but where they excelled is on the Pitts S1, I initially bought Panther & thought it was a custom sound for that plane alone however I then got the Reno Pack & all of the Pitts S1’s have the same sound set. At speed you can clearly hear the wind going through the wing wires, the S2 doesn’t have this unique high performance biplane feature.

For extra sound fidelity, I highly recommend using FSRealistic Pro for 2020 or FSRealistic-Plus for 2024, for the latter you will also need Chaseplane. I have been using FSR since the X-plane 11 days & now use Chaseplane & FSR-Pro in 2020. I fly in VR & love the extra effects they offer.

Bagolu, I am highly impressed with the carpet texturing on the instrument panel glare shield & floor. In VR this looks like real carpet, first time I have seen a carpet texture look this way in the sim, even Carenado haven’t managed this!

Ho thanks, I spent some time on this :slight_smile:

I used Quixel mixer to generate these materials

What about the cameras in VR ? I had no tester / no reports about that in beta

Just learnt about this plane, installed and flew some circuits, wonderful! It reminds me of my real life training Comco Ikarus C42. With the Savannah I am able to fly the 1000ft emergency flaps 2 landing at my training field EHST (scenery available at flightsim.to) with its very short and narrow 500ft circuit height.

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I only use the standard cockpit camera & the one external & they both work fine, I also use Chaseplane which works ok as well… I have not had any issues with it whatsoever in VR.

This is a really nice aircraft really well done visually. I’m looking forward to further development, especially on the flight model side. Specifically, the aircraft exhibits poor longitudinal (pitch) stability, making it impossible to achieve a trimmed equilibrium in any phase of flight.

Whether in cruise or on approach, the aircraft never truly settles. It feels as though the Center of Gravity (CG) is improperly modeled—likely too far forward—creating a persistent ‘heavy nose’ sensation that requires constant pilot input. This is assuming because I honestly didn’t check the fuel, payload and CG before flying it. Though even when airspeed is constant, the nose continues to drop, forcing me to ‘chase the trim’ all the way to the ground.

On final, the aircraft fails to maintain a stabilized approach. I can set the target , but the pitch attitude remains erratic. To prevent the nose from dipping, I’m forced to use excessive up-elevator trim or add power, which then causes the aircraft to accelerate and depart from its stabilized state. In this condition it is technically in a constant go-around state. :sweat_smile:

I hope this helps in further refining the pitch-to-power relationship and trim authority. I still want to spend more time with it in the sim, I was excited to see this being developed/available.

I really love this aircraft.

One thing: I run out of elevator trim with full flaps set and landing at low speed. Is this intended?

The flight model has evolved significantly thanks to feedback from real pilots, and most of them have confirmed that all the mod’s features work as intended in its current version.

The trim has been deliberately limited to real values : what may seem like a lot must be viewed in the context of this limited range.

But beside these consideration, @KillerJackson82 you’re the first to report that it’s hard to trim. I even heard that the AP was not necessary.
Is it consistent in every weather condition for you ?

@bagolu Thank you for the great work! is there a livery paint kit available?

On the same download link !

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Thanks for the reply and the insight into the development process! I appreciate the commitment to using real-world trim limits; however, that actually highlights the core of the issue I’m seeing.

If the trim range is realistic but the aircraft cannot maintain a stabilized pitch even in calm weather, it suggests the underlying flight model (like the CG envelope or lift-vector placement) might be fighting those realistic limits. I noticed another user mentioned running out of elevator trim entirely on approach—this aligns exactly with my experience of ‘chasing the trim’ and having a persistent heavy nose.

While ‘most’ pilots find it works as intended, my experience in calm conditions was a constant struggle for equilibrium. Even with constant airspeed and power, the aircraft wouldn’t settle into a hands-off state.

I’d love to look into further; I’ll install it again and check it out. I just don’t have that much time, when I’m home doing the panda and get to mess around with the sim, it’s like for two hours to unwind.

I’ll try to do more testing with specific payload/fuel weights to see if the default loading puts the CG too far forward. I’ll then verify if my hardware calibration is interacting weirdly with the mod’s specific pitch logic. It should be still linear as usual.

I really want this mod to succeed because the visuals are top-tier. So, bravo for your work! I’ll report back if I find a specific loading configuration that fixes the stability!

If I have time I can also look at the Computational Fluid Dynamics simulation. I don’t have much expertise in this field, though it might reveal more. Has this been implemented in the mod?

If not, it would help in simulating how airflow hits the tail after being deflected by the wings/propeller, which could correct pitch-to-power and trim effectiveness issues and provide better longitudinal damping, making the aircraft simulation more stable.

Anyways, thanks again for your reply!

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