Dash,Polder Posted July 31 Posted July 31 6 hours ago, Mark_Krieger said: I know that fuel management system control by the pilot will arrive later and that now it works automatically. Yesterday in the career I noticed that when I choose 40-50% fuel load there's still about 10 gallons left in the rear deposit and was still used later. I think that deposit is suposed to be the first to be emptied but perhaps there's some explanation that I miss. Use the damage page assessment to get the actual fuel quantity reading in the tank. It's possible the gauge became inaccurate at near empty levels.
Mark_Krieger Posted July 31 Posted July 31 2 hours ago, Dash,Polder said: Use the damage page assessment to get the actual fuel quantity reading in the tank. It's possible the gauge became inaccurate at near empty levels. I'll have a look, but the system even was using the rear fuel tank, so the gauge probably was correct and I don't think they would even recreate the inacuracy of the gauges. CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.
Dash,Polder Posted July 31 Posted July 31 Another thing would be by design the tanks that have a pump will never completely empty, it's the fuel that cools and lubes the pump, if a tank was to run completely empty and the pump wasn't remembered and shut off, bad things can happen like an over heated pump. The pump should sit in a sump and have a bypass that activates at a level either by a float or a hole, than whatever fuel remains will divert right back into the sump continuously.
Whittle Posted August 2 Posted August 2 The F-51's fuel tank usage modelling needs work: When you select a lower percentage of fuel to spawn with (say 60-something%), the wing tanks are not full and the rear tank is not empty, unlike the behaviour in GB. The pilot does not use all of the fuel in the rear tank before switching to wing tanks. Historically, pilots would empty the rear tank before using the wing tanks, there are notes about this in the PoH. The rear tank sometimes gains fuel (ie. it probably drains from wing tanks). As far as I know, this could only happen to the left wing tank (although I admit I haven't looked into this). Several times I've seen the system end up with 10 gallons in one wing, and 40+ in the other - ie. the pilot is not switching the tanks properly.
Gavrick Posted August 3 Posted August 3 On the Mustang, the carburetor fuel return/drain into the rear tank is modeled. Therefore, regardless of configuration, either the rear tank is consumed first (completely, if no drop tanks are fitted), or space is made in the rear tank first, and only then does switching to the drop tanks occur. In the meantime, the rear tank gradually refills. Then, just before the wing tanks run dry, the system switches back to the rear tank again — to consume whatever fuel has collected there. 1 1 Lead engineer
Whittle Posted August 3 Posted August 3 (edited) Is a fix planned for the unbalanced selection of wing tanks? A number of times the pilot keeps selecting the lower wing tank, when there's a 30+ gallon difference. Edited August 3 by Whittle
Mark_Krieger Posted August 3 Posted August 3 11 hours ago, Gavrick said: On the Mustang, the carburetor fuel return/drain into the rear tank is modeled. Therefore, regardless of configuration, either the rear tank is consumed first (completely, if no drop tanks are fitted), or space is made in the rear tank first, and only then does switching to the drop tanks occur. In the meantime, the rear tank gradually refills. Then, just before the wing tanks run dry, the system switches back to the rear tank again — to consume whatever fuel has collected there. Wow! Didn't know that. The detail of the model is wonderful. Bravo! I'm not sure, but perhaps the animation of the horizon cage/uncage is inverted? When it is caged it moves and when it shows as uncaged it is blocked. CPU AMD Ryzen 7800 X3D, GPU AMD Radeon RX 7900 XTX, RAM: 64 Gb DDR5, VR Headset: Quest 3.
1C Game Studios LukeFF Posted August 3 1C Game Studios Posted August 3 4 hours ago, Mark_Krieger said: Wow! Didn't know that. The detail of the model is wonderful. Bravo! I'm not sure, but perhaps the animation of the horizon cage/uncage is inverted? When it is caged it moves and when it shows as uncaged it is blocked. Yes, known issue, should be fixed in the next update. 1
FreddyKrueger Posted August 3 Posted August 3 Where can I locate the bendix/directional radio compass on the F51? Can't seem to find it anywhere in the cockpit. I do hear the beeping when I switch the radio stations.. Thanks.
Valis Posted August 3 Posted August 3 57 minutes ago, FreddyKrueger said: Where can I locate the bendix/directional radio compass on the F51? Can't seem to find it anywhere in the cockpit. I do hear the beeping when I switch the radio stations.. Thanks. Doesn't have one. Some F-51's in Korea were fitted with the AN/ARA-8 VHF homing adapter (distinguishable by twin antenna) but looking through photographs it becomes evident they were installed on very few planes. Might make a good selectable mod! 1
Valis Posted August 4 Posted August 4 (edited) The F-51 engine produces a constant 'beating' that changes in frequency and prominence depending on power setting. I compared Korea's F-51D engine sound with IL-2 BoX's P-51D at the same power setting (max cruise - 46", 2700rpm). It sounds like the F-51's engine sample is too short/pitched too high, thus creating an audible loop. Edited August 4 by Valis 1
Cahokia Posted August 4 Posted August 4 (edited) There is a problem with TWR antennas since the last, pre release update. They disappear when mod is applied. Moreover antennas access panels are always rendered on skin, even when no radar is fitted which is an error. Edited August 4 by Cahokia
Spitfiresammons Posted August 5 Posted August 5 (edited) I wonder if the il-2 teams will add both Royal Australia Air Force and South Africa Air Force flying F-51Ds for both campaign and career in il-2 Korea?. Edited August 5 by Spitfiresammons 1
1C Game Studios LukeFF Posted August 5 1C Game Studios Posted August 5 18 hours ago, Cahokia said: There is a problem with TWR antennas since the last, pre release update. They disappear when mod is applied. Moreover antennas access panels are always rendered on skin, even when no radar is fitted which is an error. We checked and everything seems to be working after this latest update. If that's still not the case, please let us know and include a screenshot or 2, thanks. 7 hours ago, Spitfiresammons said: I wonder if the il-2 teams will add both Royal Australia Air Force and South Africa Air Force flying F-51Ds for both campaign and career in il-2 Korea?. No plans for that. 1 1
Cahokia Posted August 6 Posted August 6 On 8/5/2026 at 5:45 PM, LukeFF said: We checked and everything seems to be working after this latest update. If that's still not the case, please let us know and include a screenshot or 2, thanks. Hi Luke, you're right, it works now ! I still don't know about radar panel present by default...
1C Game Studios LukeFF Posted August 6 1C Game Studios Posted August 6 1 hour ago, Cahokia said: Hi Luke, you're right, it works now ! I still don't know about radar panel present by default... Good! I'll ask about the radar panel.
Bulldog Posted August 7 Posted August 7 Does the RPM work with the P-51 in Korea? Allocated the same lever for the P-51 in GB and nothing happens. Woof! BD
Valis Posted August 7 Posted August 7 56 minutes ago, Bulldog said: Does the RPM work with the P-51 in Korea? Allocated the same lever for the P-51 in GB and nothing happens. In the game settings page, look for 'Control Helpers'. You can also toggle them on/off during flight with Win_P (Prop pitch, Mixture, Supercharger), Win_C (Cooling shutters), Win_T (RPM limiter)
MGMSwordsman Posted August 7 Posted August 7 I need some help guys. I can't get the landing right in the Mustang. Let me explain my problems. Because the Mustang is a tail dragger, I'm having a difficult time seeing the runway over the nose of the plane on approach. Also, even though I'm trying to touch down at anywhere from 110 to 115 and slightly flair just before touch down, I still bounce almost every landing so badly that I have to firewall the engine, raise the gear, and go around for another attempt. I've done this on about 15 straight landing attempts and I'm getting somewhat frustrated. Can anyone offer advice on seeing the runway better on approach, and also not bouncing after touch down? Thanks in advance.
YoYo Posted August 7 Posted August 7 2 hours ago, MGMSwordsman said: I need some help guys. I can't get the landing right in the Mustang. Let me explain my problems. Because the Mustang is a tail dragger, I'm having a difficult time seeing the runway over the nose of the plane on approach. Also, even though I'm trying to touch down at anywhere from 110 to 115 and slightly flair just before touch down, I still bounce almost every landing so badly that I have to firewall the engine, raise the gear, and go around for another attempt. I've done this on about 15 straight landing attempts and I'm getting somewhat frustrated. Can anyone offer advice on seeing the runway better on approach, and also not bouncing after touch down? Thanks in advance. See this, a few things haven't changed, but the loading is OK. 1 Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only.
YoYo Posted August 8 Posted August 8 Unfortunately, the recent patches have messed something up. It's impossible to put the Mustang on two wheels during a takeoff run. The takeoff should be such that at around 70 MPH, you can lift the rear end and gain speed to 90-100 km/h on just the front wheels, but that's currently impossible to achieve. Lifting the rear end immediately causes bouncing due to incorrect shock absorber modeling (which has resurfaced, as if the issue had been fixed and then the same old bug from the previous shock absorber model was reapplied), so we have a very similar situation to the one discussed at the beginning in many threads related to the F-51D taildragger. On an unpaved airfield (I suggest testing on a K-49), the plane immediately starts bouncing, often so much that the propeller bends. It doesn't work quite like that in real life. The airfield is relatively smooth and there aren't any significant "jumps or drops." I think it's a shock absorption issue again, because after a patch, it was fine (as in the video). Currently, such a smooth takeoff is unattainable in the IL-2 Korea, and interestingly, the shock absorbers perform much worse than those in the P-51D IL-2 GB. Did the 1CGS contradict itself? The only thing that works for me right now is a three-point takeoff, which is a mistake (!), especially when loaded with rockets and bombs. This situation also risks stalling. I have to maintain this until about 100-110 MPH, and then I'm able to recover. If I do it faster, I immediately experience a big bouncing effect. Please revisit F-51 takeoffs and reduce the unrealistic, rubber-like bounce from paved or unpaved surfaces. TY. 1 2 Home cockipt: GPU RTX5090, CPU i7 13900, RAM 64Gb. | Webmaster of yoyosims.pl. VR flying only.
Valis Posted August 8 Posted August 8 During landing it feels like the shocks have a huge amount of energy stored in them which is released the moment you touch the runway. Seems to be speed-related; you can come down softly at 100mph yet 110 will launch you back into the air regardless of sink rate. 1
MGMSwordsman Posted August 8 Posted August 8 Thanks guys. One of the issues I also have with the Mustang is that if right before touch down I reduce speed to around 100mph, there is a very great chance of stalling.
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