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Flying
The FBW in most variant will try to protect and escape the aircraft from deep stall, nose slide and spin. Also will reduce inertia-coupling when rolling fast at high AoA. However if the deep stall is very problematic to escape, you can enable MPO (key 'del') which will allow you to semi override the FBW pitch control. With MPO enabled you can rock the aircraft up and down in bigger and bigger oscillations until the nose stays down and you have escaped the deep stall. For spins, we recommend letting go of stick and throttle back, and let the FBW save the aircraft. In the YF-16 to escape spins, apply rudder opposite of spin direction and ailerons into the spin direction while pitching down and throttle back. This will often get you into the deep stall where you will rock your way out of that. If you get close to ground in a departure use key 'F6' to eject.
- Do not exceed Mach 2.05 or 800 KCAS.
- Do not roll faster than 225 kt groundspeed for the main landing gear tires, or 217 kt for the nose wheel tire.
- Do not operate below 200 kt with cat III stores, unless for landing or take-off.
- Do not exceed 300 kt with gear extended.
On blocks with a digital FBW system there is a Digital Backup Unit (DBU) which can be switched to. A warning light will illuminate. Protections are more limited and not as fine grained.
There is flood and instrument lights that can be turned up. Furthermore with ALS graphics setting and higher shader setting there is also landing and taxi light. There is also FLIR in the HUD.
Firstly be sure to use "Visible to 2017+", else others will not see everything working okay when they see your aircraft. For doing combat enable "Damage over MP". Use it only against opponents that have agreed to be fighting you. With this option enabled you can take and deal damage to other aircraft that also has it enabled. It can only be enabled with wheels on ground.