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Ground Spinouts; Taildraggers; Detuning that...

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us-arizona
Hey all,

Presently doing an Experimental. Using the Extra 300 (FSX) airfiles.

My girl spins out TERRIBLY on the ground! It does this already in the Extra 300. But mine is just horrible. I would love to detune it a bit. I can barely taxi the girl. It should handle like a gokart. I get going 10 to 20 knots and she wants to come around real fast.... :(

Any advice? I do not want to mess up the aerodynamics. I have beautiful flat turns going on. So I do not want to mess with 'weather vane' settings.


Bill
 
I was doing some experimenting and researching... The P51 seems pretty bad as well, also the Piper Cub. The Extra (by Alabeo in V4) is nice. Doesnt freak out at slow speeds.

On my girl, Tailgear lock is set to 1. Turn radius max on contact points for the tail gear is at 40. If I go realllllllly slow, I am ok, lol... sigh...
 
I don’t wonder at Roy’s reluctance to test that flight model...
Just fyi, most powerful taildraggers need substantial rudder input on takeoff in my FS experience. Mustang, Sea Fury, Tempest etc need a decent bootful of rudder to keep them on or near centreline as the coals are poured on. Mosquito especially!
 
Taildraggers are inherently unstable on the ground, especially if they have no brakes. Try a downwind taxi, the only way to get it to turn is use full rudder and a blast of throttle. That will make it face another direction AND, to add to the fun, it speeds up. Then to stay in the airfield you probably will have to kill the engine. You could then turn it around into wind when it behaves better, but to start the engine you have to hop out and swing the prop. When the engine starts, assuming you do not get chopped up by the prop because there are no brakes, you may end up running after the airplane to try to get back in the cockpit, this is great fun for the airplane but decidedly not amusing to the average overweight pilot. The sim behaves slightly better.
Roy
 
On my girl, Tailgear lock is set to 1. Turn radius max on contact points for the tail gear is at 40.
Tailwheel lock in FSX/P3D is basically useless due to the questionable friction simulation. The turn 'radius' is in fact the steering angle, suggest to cut it in half and test again.
If you have differential brakes enabled in the cfg file you can tighten the turn considerable if needed.
The aerodynamic changes for the flat turns don't affect taxi and yaw behavior.
 
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