3-DMan
New member
Hi everyone, yesterday I picked up my RF6 upgrade after being sort of absent from Realflight since January. After installing RF6 and transfering all of my custom models over, updated to the latest version, and eventually got an in depth look at the new physics for the helis and planes. The first thing I did was fly my varient of the Extra 330sc I had set up as a 35% Freestyle plane. Everything felt a little bit more locked in as far as tracking which was a plus. I then rolled to knife edge and did a hard push to see how the plane whould react, and it did pretty well on carrying the intertia through and not snap stalling out of the air. I started to 3D it and it felt really odd. The snaps looked like they were being cross controlled and the same thing happened on a stall spin. I changed aircraft from the stock Yak54 3D to the P51 and they did the same thing.
I'm pretty disappointed at the aerobatic physics on the airplanes. Definitely a backwards step in the stall characteristics overall. The main problem is Snap rolls and Stall turns. It looks like you are cross controlling. I eventually figured out what the problem was by observing how the autorataion was commencing with elevator, rudder, and aileron. I then tried it with just aileron and rudder which looked much better, but made no sense at all. The elevator was controling the depth of the snap and not the Rudder like a real RC model does. Elevator controls the speed of the snap not depth. For example when you induce a positive snap roll once your wing is stalled out and the plane is autorotating, you can speed up or slow down the speed of the auto rotaion by giving down elevator. You can also change the size of the conical rotaion with more rudder input thus controling the "depth" of the snap. This is not the case in RF6.
With this physics error on aerobatic planes it makes the elevator cancel out the rudder entirely during the snap, making the snap or spin look like a crosscontorled wall. The stall physics on the airplanes really shouldn't have changed from G5.5. Maybe twaeked to be more aggressive, but not completely overhalled. I hope this brings the problem to attention and can be helpful to a patch.
Feel free to leave comments,
Matt
I'm pretty disappointed at the aerobatic physics on the airplanes. Definitely a backwards step in the stall characteristics overall. The main problem is Snap rolls and Stall turns. It looks like you are cross controlling. I eventually figured out what the problem was by observing how the autorataion was commencing with elevator, rudder, and aileron. I then tried it with just aileron and rudder which looked much better, but made no sense at all. The elevator was controling the depth of the snap and not the Rudder like a real RC model does. Elevator controls the speed of the snap not depth. For example when you induce a positive snap roll once your wing is stalled out and the plane is autorotating, you can speed up or slow down the speed of the auto rotaion by giving down elevator. You can also change the size of the conical rotaion with more rudder input thus controling the "depth" of the snap. This is not the case in RF6.
With this physics error on aerobatic planes it makes the elevator cancel out the rudder entirely during the snap, making the snap or spin look like a crosscontorled wall. The stall physics on the airplanes really shouldn't have changed from G5.5. Maybe twaeked to be more aggressive, but not completely overhalled. I hope this brings the problem to attention and can be helpful to a patch.
Feel free to leave comments,
Matt
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