![]() ![]() Turn slowly.Even with capslock, it's still oversensitive, although that's also a problem I have with the rockets as well so it might be something about my setup. Do not move the plane too far away from the prograde vector, it may spin out of control too. If you try to turn while flying too fast, it's very likely that the plane will spin out of control. Maybe I should put off using planes until after Squad implement more areodynamics effects to see if they make it any better. In a real plane you've got to be stalling to pull that stunt off. By *default*, real pilots flying most plane designs cannot even *deliberately* do what keeps happening *accidentally* when flying KSP planes - which is making the orientation vector differ from the velocity vector by more than 30 degrees or so while at cruising speed. ![]() The only airplanes in the real world that can do what happens all the time in KSP by accident are ones deliberately built in a wacky way to be able to do that, and a very deliberate manual set of steps is necessary to pull it off (the Mig-29 can do it because it has very extreme degrees of deflection vectoring on its engine thrust making it possible to ride backward on its tail, but again it doesn't happen by accident - it takes deliberate engineering effort to make it possible). You should have to "pull" the veclocity vector with you (making half a loop) in order to rotate 180 degrees onto you back by pulling up. Being pitched up more than 90 degrees defelected off from your velocity vector isn't a thing you can do my simply puling up on the elevators and nothing else. Most other games tend to take into account the very strong forces that tend to make the plane act like a weathervane and point into the headwind created by the airpseed. Airplane controls are very sensitive, you really need to tap the keys sometimes.Well, airplane controls in THIS simulation are, anyway. Ursprünglich geschrieben von Some airplane aspects that you need to consider: Also, if I do it like I would in space where I would just hold "S" a few seconds and then hold "W" a few seconds that doesn't work either because after holding "S" a few seconds, the "W" key is no longer strong enough to stop the upward pitch rotation and so the craft just flips onto its back no matter how much I hold down "W" it won't stop it. So if I want to pull up for example, from straight ahead up to a climb of 20 degrees, I have to traverse those 20 degrees of tilt by tap-tap-taping the 'S" key very timidly, and then, completley unrealistically, tap-tap-tap the W key to stop the upward rotation once I reach 20 degrees (like the weather-vane effect of the air doesn't even exist and I'm just flying a rocket horizontally in space so I have to stop my rotation). ALSO, and this is the part that makes it impossible for me to control, is that it's like the controls are centered but unstable like trying to balance a stick vertically on the palm of your hand - the further off-center you get, the more it wants to go go off in that direction. If you pull back too far then instead of looping or stalling which are the two possible outcomes in a real plane, they just flip over on their back and keep going straight the way they were, so they're now flying retrograde and upside down, which is completely unlike what should happen. I have tried both of those and they both have the problem. Ursprünglich geschrieben von benneralan:What craft are you trying to fly? Some of the stock airplanes are not balanced. ![]()
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