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TX-EcoDragon
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« Reply #4 on: November 10, 2002, 05:48:07 pm » |
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Departure in the P-39 seems pretty similar to that of the FW, it’s laborious at first, but unlike the FW I feel that flaps add more drag than they are worth. Leaving them up helps keep it from settling when you retract them and also lets you build speed faster (which in the 39 is the biggest obstacle I find). This is one of those planes that you might not want to select if there are known bandits over the base.Vy, (or best rate of climb speed) in the sim is higher than pretty much any other plane in IL-2, at about 330-340 kmh (in the real world it was 300 kmh, ignore the speeds in the videos above they are in mph or knots), if you are using the airspeed indicator in the cockpit you should set speed at 190-200 MPH. At this speed you should see a fairly steady indication on the VSI of about 2,800fpm-3,000 (feet per minute) when at 100% power (no boost) in the Q-10, and the Q-1 is just a tad poorer a climber, the N series is much more anemic feeling, but affords better rear visibility (but I don't think that is worth the performance losses).This is for 25% fuel and no bomb loadout. If you add a bomb, Vy goes up to about 360 kmh.keep in mind though that the p-39, like other "red" planes had much greater endurance on a quarter thank than does the "blue" planes, I have yet to use a 50% loadout in it, I had one deadstick, but I had a fuel leak and engine damage so that factors in.I have found that carrying a little more speed than affords the best climb is helpful in this plane if a bandit swoops down, because at 330 it’s still pretty sluggish. So if you know there are no bandits near, climb at 330, if unsure maybe up it to 370.The spin recovery in the above video works fine in I L-2 provided of course the spin hasn't flattened. The "trick" to P-39 spin recovery is simply that you hold inputs (including aileron) INTO the spin at first, this acts to stabilize the airflow over the control surfaces so that they are effective when you input the standard recovery inputs. so, in a right turning spin, for the first 2-4 seconds you should be holding right aileron, right rudder and "up" elevator (weird huh??), and then do the opposite on all controls until recovery. In the P-39 Power at idle is very important ASAP. If you start a rotation with it on, the cobra gets mean quick.Basically the thing that make the P-39 a little tricky is that is has a tendency to get, and stay slow in low alt turning fights, it doesn't extend well when below 350 kmh, and this will force most of us into crazy gyrations if we have a few bandits on our 6. This situation often leads to the above spin scenario. This situation also shows us another bad p-39 habit, when slow and rolling aggressively the plane has a tendency to slip and skid fairly significantly and if at speeds under 200 kmh it will often lose enough altitude to acquaint you with the ground. . .so be active on the rudder. . . but more accurately, keep your E when engaging (more than 1 bandit especially)!!In dogfights this is a plane like the 190 and 109, in that it likes an aggressive flap user. add them in quick, get them out quick. IT seems though that the P-39 will out loop LW aircraft readily without much flaps. I only use them at the top of the loop where speed is low (beware inverted flat spins in this setup).The P-39 has great visibility, darn good firepower (but fires slower than the mk108 of course), great dive speed, and easy to aim canon with very slight projectile drop for its size, and a scary sounding set of MG's (send those over a dudes canopy and they spin in half the time . . . hehe)Vref (final approach speed) is just a tad higher than in the 109, stabilize at about 170-180 kmh, usually about 25% power in the landing config gives you this at the proper (3 degree) glide slope. Once in ground effect it’s a decent idea to bleed the remaining speed, as the p-39 takes what seems like forever to come to a stop after landing if you leave extra speed in. I aim for a touchdown at 130 or so, or I land in the grass and let that act like arresting gear!! The Q-10 is my plane of choice in "full real" rooms, and I have been flying it most of the time lately in unlocked cockpit rooms as well. (If I am flying LW aircraft I like the109 F4, it has good cockpit vis, lots of ammo and is a nice turner as well)S!TX-EcoDragon
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