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XyZspineZyX
10-20-2003, 04:29 PM
Hello,
I signed up for the IL2 FB aerobatics comp and was trying to work my way though all a list of manovers I know and dont know /i/smilies/16x16_smiley-happy.gif . First the roll.

That was pritty easiy except a litte hard to keep on the horison all the time /i/smilies/16x16_smiley-very-happy.gif .

But then the snap roll I could not work out at all /i/smilies/16x16_smiley-sad.gif . Slow to just over stall speed push rudder left and alerons right pull up a little. No snap but just a flat spin!. Any one know how to do this or if it is even posible?

Erik3003
I./JG53_Erik3003

XyZspineZyX
10-20-2003, 04:29 PM
Hello,
I signed up for the IL2 FB aerobatics comp and was trying to work my way though all a list of manovers I know and dont know /i/smilies/16x16_smiley-happy.gif . First the roll.

That was pritty easiy except a litte hard to keep on the horison all the time /i/smilies/16x16_smiley-very-happy.gif .

But then the snap roll I could not work out at all /i/smilies/16x16_smiley-sad.gif . Slow to just over stall speed push rudder left and alerons right pull up a little. No snap but just a flat spin!. Any one know how to do this or if it is even posible?

Erik3003
I./JG53_Erik3003

XyZspineZyX
10-20-2003, 04:38 PM
I thought snap rolls were where you fly level, hard stick to the left or right, hold position on your side, hard stick again and hold position inverted, again hard on the stick to the other side and then back again.

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XyZspineZyX
10-20-2003, 05:11 PM
Which airplane are you using? The P-39N1 has the meanest snap of any plane in the game, but a warning: it is the easiest to fall into a flat spin. All you have to do is pull the stick while over 300kph . . . pull HARD. Be ready to recover after one roll before attempting the next, or you will be a smoking hole in the ground. On the other hand, the wingtip smoke looks very pretty while you are in a flat spin. ( Gulp!)



Tsisqua

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XyZspineZyX
10-20-2003, 06:37 PM
A proper snap roll is entered at a speed well above the 1G stall speed (if it isn't an accelerated maneuver it is simply known as a spin!), I typically use anything from 310 kmh-400 kmh. The stick inputs to perform this maneuver are simple, just pull the stick all the way back briskly, (aileron should not be used for conventional snap rolls) and just before hitting the stop kick (err, twist) full rudder in the direction that you want to snap. The snap will commence and self propagate due to autorotation, so you must apply recovery inputs in advance of the desired attitude, and the timing will depend on the entry speed that you used, the direction of the snap, and the aircraft type. . . in short, practice, in the same plane, and write down your entry speeds. Beware that as the snap continues you will be deccelerating fairly rapidly in the sim.

The recovery is just the opposite of the inputs, so you push the stick full forward (in this sim anyway), and kick full opposite rudder to the rotation (easy to get right given that you just reverse the inputs that applied to enter the snap).


This maneuver is simply a spin that is flown at a speed higher than a 1G stall speed, and as such that additional inertia will allow you to do these in any direction, straight up if you want. If you do not recover soon this will turn into a conventional spin however.

(many people in this sim incorrectly call these stalls, probably because IL-2/FB says "STALL!!" while you are spinning, and the 1G stall itself isn't modeled well)

S!
TX-EcoDragon
Black 1
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Team Raven Crew
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Message Edited on 10/20/0312:36PM by TX-EcoDragon

XyZspineZyX
10-20-2003, 06:42 PM
Oops, and Ice-Fire, what you are describing is called a hesitation roll, a point roll, or sometimes even a (4/8) point hessitation roll!
These can be 4 points or 8 points, a point is when the roll is stopped and the aircraft flight path and attitude is held constant, and to be done properly in the 4 point roll you must make each roll stop at the 90 degree point, and in the 8 point teh stops are at each 45 degrees of roll.



S!
TX-EcoDragon
Black 1
TX Squadron XO
http://www.txsquadron.com

Team Raven Crew
http://www.waynehandley.com

(Former)Reserve Pilot Aircraft #2 of Gruppo 313
Pattuglia Acrobatica Virtuale
http://www.vhvt.com/

http://www.attitudeaviation.com/

http://www.calaggieflyers.com/



http://www.txsquadron.com/uploaded/TX-EcoDragon/ravenvert.jpg

XyZspineZyX
10-20-2003, 06:45 PM
Yes that last guy said it right IL-2 incorrectly calls a stall a spin. For a snap roll jerk the plane into an accelerated stall and then apply full deflection of the aileron and keep the noise on the horizon with the rudder. It takes a little practice and actually the game makes it inaccurate... I have about 10+ hours of aerobatics in a Cap 10b and its alot easier to handle in this game. The real thing is much faster.
Also if your interested aileron rolls are easier. Pitch the aircraft up about 30 to 45 degrees, full left or right aileron, and keep the nose on the horizon with the rudder. No stall needed!

XyZspineZyX
10-20-2003, 07:20 PM
VW-IceFire wrote:
- I thought snap rolls were where you fly level, hard
- stick to the left or right, hold position on your
- side, hard stick again and hold position inverted,
- again hard on the stick to the other side and then
- back again.

Thats a four point roll.


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XyZspineZyX
10-20-2003, 09:13 PM
Thanks all,

I did a little airobatics in FS2002 but it is a lot easier when you do not have to think of keeping speeds and directions /i/smilies/16x16_smiley-very-happy.gif . Very interesting perfecting the ones you know.

Ok I'll try without alerons next time.

Erik3003
I./JG53_Erik3003