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Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 09:21
by emfrat
Hello Keith -
In my FSX, it sits nicely but as soon as I start the engine the tailwheel comes up a couple of inches off the ground and stays there. On grass it sort of bounds along in a series of long low leaps until the tail comes up. Even with very light inputs, the tailwheel seems to just drag across the ground. On tarmac, the 'bounding' is much less, but there is still not much grip at the rear. In the original config, it turned left better than right, which I put down to torque reaction.
I tried a few things to keep the wheel on the ground- static pitch, tailwheel vertical location, and full back stick, but at taxi speed there is not enough elevator authority to force the tail down.
Just now remembered FSX always loads too much fuel, but no, it was 5 gallons, and while I was there I added 15lbs of baggage which didn't seem to make much difference except possibly sinking the tailwheel deeper, when bounding along the grass.
I agree, it seems to be a CoG problem.
Cheers
MikeW
Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 09:45
by DaveB
Hmm..
I've only been taking off from grass in it. I tried Keith's '0 to 30' and the end result was little different. Having tried yours Mike, I can move around with rather more success on the deck but I agree.. something's still not right.. the tailwheel drags rather than the airframe turn

Still.. I can turn on the runway at Welshpool now and not have to go via Llangollen
ATB
Dave

Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 16:19
by Dev One
I've had a bit of a fiddle Dave after getting my knickers twisted - the 5th set of characters should be the 7th!
What I have found though is that it flies a lot better in FSX if you use the FS9 aircraft.cfg & .air file!!!!
I have also fiddled with the contact points so that it keeps its feet on the ground longer, notice also that tailwheel lock is zero as standard in FS9 version:
[contact_points]
static_pitch = 8.36
static_cg_height = 2.0
tailwheel_lock = 0
gear_system_type = 0
max_number_of_points =7
point.0= 1, -9.940, 0.000, -0.950, 1180, 0, 0.180, 30.000, 0.100, 1.500, 0.500, 0.000, 0.000, 0
point.1= 1, 1.500, -2.700, -3.05, 1574, 1, 0.550, 0.000, 0.50, 0.50, 0.500, 0.000, 0.000, 2
point.2= 1, 1.500, 2.700, -3.05, 1574, 2, 0.550, 0.000, 0.50, 0.50, 0.500, 0.000, 0.000, 3
With these mods I think it flies a bit better in FSX - not perfect - it needs a bit more tweaking to stop it tipping over sideways when taxying & possibly the C of G needs changing (it was fiddled in FS9 with the well fwd contact point!)
Bernard did change somethings at my suggestion in FS9, but didn't in FSX for some reason, unless he sent me the wrong version?
HTH
Keith
Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 19:16
by DaveB
Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 19:46
by DaveB
That's better Keith. While it's not your average 'Chippie' in the ground handling stakes.. I no longer need to go off the airfield to do a 180
Here.. I've been racing traffic on the A5..
ATB
DaveB

Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 20:47
by emfrat
Thanks, Keith - I will try your settings. I'm having a lot of fun with the Turbulent - it's more aerial moped than motorbike, but it's free and I love that HSI ball
ATB
MikeW
Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 22:56
by emfrat
With Keith's mods -
(pics are oversize for the forum, to preserve detail.)
Link to Gallery:
http://postimage.org/gallery/2930873k/
It sits a tiny bit lower, 'in' rather than 'on' the ground.
http://s19.postimage.org/9wnxfsxur/Turb001.jpg
It still 'bounds'
http://s19.postimage.org/5c6cem3j7/Turb002.jpg
http://s19.postimage.org/oijjhsk0z/Turb003.jpg
http://s19.postimage.org/qbmg6457n/Turb004.jpg
With just enough power to keep it rolling *and no more* it turns nicely on the rudder without any other input, but you must keep the speed right down. I wasn't able to manage that before.
http://s19.postimage.org/8zm3kobqb/Turb005.jpg
http://s19.postimage.org/3ph4tdrhf/Turb006.jpg
http://s19.postimage.org/n8lq2qq8z/Turb007.jpg
http://s19.postimage.org/av8vvu0kj/Turb008.jpg
I haven't been able to make it tip over, or even get close, turning left or right. However I have found that on burying the prop, about 5-10 secs of Shift+P followed by a quick application of the parking brake will set things to rights.
Thanks for the help
MikeW
Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 23:15
by DaveB
Yes.. I noticed a lot of what you've posted too Mike. However.. and this is not unique to the Turbulent.. landing on.. she doesn't seem to be so 'dug in' as when first selected.. after a 'default' of course
Have you had any more success landing behind the chateau Mike?
ATB
DaveB

Re: Druine D31 Turbulent for FSX/P3D
Posted: 06 Jan 2013, 23:48
by emfrat
DaveB wrote:
Have you had any more success landing behind the chateau Mike?
ATB
DaveB


I have sussed out a different approach but not tried it yet. The line I was using means crossing a ridge and then dropping very steeply at about 6' AGL down the slope, to reach the bitumen in time to stop - lots of fun with no flaps or dive brakes
I reckon if I cross in front of the hotel about second story level, just above stalling speed then make a very precise turn to base and another to very short final, before dropping the last 20' or so, it might just work. Will need to watch the left wingtip though - it will be scraping the hill as it is. A bit more practice should do it - that's no prob, it is a Prohibited Area anyway, so no traffic to worry about
Cheers
MikeW
Re: Druine D31 Turbulent for FSX/P3D
Posted: 07 Jan 2013, 05:43
by emfrat
Found this online - it explains a lot
lightaircraftassociation.co.uk/.../048%20DRUINE%20TURBULENT.pdf
Looks like that link isn't right - just Google
druine turbulent pilot's notes and you should get it, first on the page.
cheers
MikeW