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Posted (edited)
29 minutes ago, OreoBird_147 said:

I still find the Mustang bouncing all over the place after updating to the latest version. Even smooth three-point touchdowns at slow speeds result in at least two or three bounces before fully settling onto the runway. This also happens at smoother, paved runways. Your piloting skills must be improving quickly 😄 , but I still find the 'Stang to be the same, unfortunately. 

Okay, that's possible too :classic_biggrin:. However, now that I've did the mission manually, not from the Task Editor but full editor and it was ok, I noticed there's a wind bug in TE that might also affect takeoff and landing. I'll add it here later to check it out.

Edit: take off, landing for test (unapck all to :\IL2Series\game\data\Missions)

Missions.zip

Edited by YoYo

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Posted

I previously had significant problems with this K-49 airfield in Task Editor (unpaved runway). I've now tested takeoff from Parking spot and everything is fine. The shock absorbers work as they should, absorbing bumps properly, and the takeoff and landing are smooth without any of the weird bouncing that was previously the case. However, I have a feeling this has been fixed in 002b. If anyone wants to try the mission in the attachment above, they can also check it out. It's the same – fine.

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Posted

Hi all.

The ingame F-51D flight manual refers 15 minutes in combat power, that is 61Hg @ 30kRPM... well, I can't get much more than 5 minutes, before the engine quits...

Has anybody experienced this too, or am I missing somethig?

Thank you.

  • Upvote 2
kodamcity
Posted
52 minutes ago, Muas said:

The ingame F-51D flight manual refers 15 minutes in combat power, that is 61Hg @ 30kRPM... well, I can't get much more than 5 minutes, before the engine quits...

You can see that it enters emergency power when you increase the engine speed to 3,000 RPM.

In the GB series, 3000 RPM was the combat power, and with the combination of 61" Hg and 3000 RPM, it could be used for 15 minutes. In this state, if the manifold pressure is increased to 67" Hg, it could be used for 5 minutes with emergency power.

However, in Korea, even though the manifold pressure is low, it enters emergency power when increased to 3000 RPM. So it seems that you have to run the engine at 2700 RPM at 61 Hg to use it for 15 minutes. It's a ridiculous combination.

If it were a real engine, it would break down because it cannot withstand 61" Hg manifold pressure at a revolution speed of 2700 RPM.

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Mark_Krieger
Posted (edited)
On 7/6/2026 at 10:13 AM, Muas said:

Hi all.

The ingame F-51D flight manual refers 15 minutes in combat power, that is 61Hg @ 30kRPM... well, I can't get much more than 5 minutes, before the engine quits...

Has anybody experienced this too, or am I missing somethig?

Thank you.

Same happened to me and another pilot of my squadron. These first days I'm using tecnochat to observe better the game and I recieved a notification that I exceeded the combat power limit time in just about 5 minutes, when the pilot's manual says around 15. He broke the engine very fast and I cutted the power because I saw the notification of the tecnochat. I know that now there aren't timers like in GB, but I think something isn't correct.

Edited by Mark_Krieger
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CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.

Posted

I checked it Today, the engine broke down in combat power afer few minutes, not more than 10 I suppose so +1.

Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb.Webmaster of yoyosims.pl. VR flying only.

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iflyflightsims
Posted
21 hours ago, Muas said:

Hi all.

The ingame F-51D flight manual refers 15 minutes in combat power, that is 61Hg @ 30kRPM... well, I can't get much more than 5 minutes, before the engine quits...

Has anybody experienced this too, or am I missing somethig?

Thank you.

Yes. The F-51 is not operating according to the specs in the manual. I posted about it here a week ago. 

 

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Posted

Thanks all for the answers. So indeed somthing is not correct about the engine settings of the F-51.

I noticed that if I run at full emergency power with 150 grade fuel, it will last about 3 minutes...

So as it is, I run it at 46Hg/27000, and only go to 61Hg/30000 with 5 minutes maximum in mind.

I trust it this will be corrected soon. Thanks.

  • Upvote 1
Sashka13
Posted
25.06.2026 в 20:08, [I.B.]-=ViRUS=- сказал:

F-512.png.3a426072d3cef20e2e1dbf8a66b3d288.png

Пожалуйста, публикуйте любые вопросы, связанные с F-51D, здесь.

А описание каждого самолёта (игрового, как это было в БзХ) будет? Хотя у меня есть в коллекции данный вариант сима, Корея, но к сожалению играть в него нет возможности, в основном из-за убогости ПК, а вот почитать на форуме думаю было бы вполне приемлемо не только мне одному. С уважением!:classic_rolleyes:

[I.B.]-=ViRUS=-
Posted
32 минуты назад, Sashka13 сказал:

А описание каждого самолёта (игрового, как это было в БзХ) будет?

Думаю, можно такое сделать.

33 минуты назад, Sashka13 сказал:

но к сожалению играть в него нет возможности, в основном из-за убогости ПК

советую начать апргейдиться с хорошей видюхи. У самого древний комп (i7-4770K, 32Гига ддр3), но с ртх5080 на фуллхд тянет сносно, хотя не без артефактов.

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Talisman
Posted

Is it just me, or is the F-51D a bit sluggish picking up speed when nose down?  I thought that acceleration in the dive was one of the things the Mustang was know for and I have certainly had to guard against ending up like a lawn dart when flying other flight simulations of this aircraft.  

I would be interested to know if others also feel an apparent sluggishness in this respect, or is it just me? 

Happy landings,

Talisman 

Posted
13 hours ago, YoYo said:

I checked it Today, the engine broke down in combat power after few minutes, not more than 10 I suppose so +1.

As far as I know, we never really had a proper explanation of how the new engine model works. Apparently the engine damage now depends on the ambient temperature, but I would expect the manual to be conservative and the new damage model thus to generally result in a longer time to failure than the manual says, not shorter.

Avimimus
Posted
44 minutes ago, Aapje said:

As far as I know, we never really had a proper explanation of how the new engine model works. Apparently the engine damage now depends on the ambient temperature, but I would expect the manual to be conservative and the new damage model thus to generally result in a longer time to failure than the manual says, not shorter.

FWIW - The dev diaries said that they used historical documents to try to identify which components of the engine were the limiting factor and what forces led to failures of those components - so it will depend on what they found for each engine... a different model based on different components as described in historical tests.

Posted
3 hours ago, Avimimus said:

FWIW - The dev diaries said that they used historical documents to try to identify which components of the engine were the limiting factor and what forces led to failures of those components - so it will depend on what they found for each engine... a different model based on different components as described in historical tests.

Trying to build a model of an engine, without actually being able to verify that the model works correctly by testing a real engine, is very likely to go wrong.

Again, a basic sanity check is that the manuals are unlikely to make suggestions that would in frequent failure if followed.

FuriousMeow
Posted

I posted in the bugs section for FM on the 30th about the engine with 3k rpm and 61" failing at 7.5min. Half of what it should be able to sustain. In fact, go in the museum and check the flight manual - or whatever it's called - and it specifically states 3k rpm @ 61" is combat power for 15 min. So not sure how that's been goofed out of the gate.

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Chris455
Posted
On 7/3/2026 at 11:56 AM, YoYo said:

Okay, that's possible too :classic_biggrin:. However, now that I've did the mission manually, not from the Task Editor but full editor and it was ok, I noticed there's a wind bug in TE that might also affect takeoff and landing. I'll add it here later to check it out.

Edit: take off, landing for test (unapck all to :\IL2Series\game\data\Missions)

Missions.zip 1.64 MB · 3 downloads

Hello YoYo,

OK- so I flew your mission- question: Why was THAT landing so buttery smooth, and my usual landings so bouncey? What did you change?

Chris

  • Upvote 1
Posted
5 hours ago, Chris455 said:

Hello YoYo,

OK- so I flew your mission- question: Why was THAT landing so buttery smooth, and my usual landings so bouncey? What did you change?

Chris

Hi! As I wrote, it was patch 0.002b 👍, which seems to have implemented some of the reported changes according me. In TASK EDITOR it is currently the same.

Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb.Webmaster of yoyosims.pl. VR flying only.

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eszyman
Posted

Can't seem to turn off VR view limit in this aircraft.  Patch 0.002b

Posted
48 minutes ago, eszyman said:

Can't seem to turn off VR view limit in this aircraft.  Patch 0.002b

What do you mean? Are you referring to the limited view of the aircraft interior in VR, where the entire cockpit moves with your head?

You can disable this in the simulator options.

Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb.Webmaster of yoyosims.pl. VR flying only.

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eszyman
Posted

Yes, that is exactly what I am referring to.  For me it does not work on several propeller driven aircraft.  The head will get stuck against virtual glass, and the whole cockpit will move causing motion sickness.  I am not able to disable this in the universal camera settings.  While it does work for the MiG-15 and Saber Jet, the P-51, for me at least still limits the view / head tracking.

Posted
13 hours ago, eszyman said:

Yes, that is exactly what I am referring to.  For me it does not work on several propeller driven aircraft.  The head will get stuck against virtual glass, and the whole cockpit will move causing motion sickness.  I am not able to disable this in the universal camera settings.  While it does work for the MiG-15 and Saber Jet, the P-51, for me at least still limits the view / head tracking.

With this option checked it's ok for me (personally, I have it disabled), if the limit is enabled, the head flies along with the canopy in VR.

HMDOXR-dll-20260712-141116-CAS-100-50-L.

Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb.Webmaster of yoyosims.pl. VR flying only.

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iflyflightsims
Posted

Adding some screenshots of two issues I have found with the F-51's engine.

The F-51's engine is not performing as described in the handbook as of the current patch.
1) Combat Mode is 61" 3000 RPM which is limited to 15 minutes. The HUD shows this incorrectly as emergency mode, and the engine seizes after 5 minutes.
2) It is not possible to reach 75" of Manifold Pressure with 150 Octane at sea level. Even with the 150 Octane mod, the max the engine can reach is 67".

The documented engine modes in Great Battles match what is shown in the handbook in Korea: IL-2 series.

KoreaIL2EngineSettings.jpg

IL2GBEngineSettings.jpg

CombatMode.jpg

EmergencyMode.jpg

150OctMaxThrottle54Mix.jpg

150OctMaxThrottle100Mix.jpg

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BlitzPig_EL
Posted

I must admit the F-51 seems slow and sluggish to me.  I still use it in ground attack successfully, but it feels like flying a P40 speed wise.

  • Upvote 2
Talisman
Posted
17 hours ago, BlitzPig_EL said:

I must admit the F-51 seems slow and sluggish to me.  I still use it in ground attack successfully, but it feels like flying a P40 speed wise.

Yes, sluggish is definitely the word I would use too.  Even seems slow to pick up speed in a nose down attitude as well.  Seems to be missing that Mustang characteristic.  I don't have a clue how to test these things, but I hope someone with more knowledge and skill than me will take a look at it.

Happy landings,

Talisman 

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Schmehl
Posted

I have all helpers turned off and it seemed that I only needed the slightest amount of right rudder to climb at high power and slow speed. Should need a lot more. Diving at high speed with power very low should require left rudder, but it doesn't.

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