Assessing damage from landing/takeoff on rough surfaces
-
I envision trying to land on some rough airports (unrealistic, I know), like dirt and grass, how forgiving is Starship to these types of surfaces? I read the FOD section, so if you use the inertial separators are you basically immune from this damage or just reduce it slightly if you take off on a dirt strip? Does the tablet tell you clearly how much you damaged the engine after such a landing?
Are there other types of damage Starship simulates and accumulates from rough surfaces, like landing gear condition perhaps? I'm not familiar with BSQ planes that have damage so I'm not sure what to expect. Most MSFS planes can be landed pretty much anywhere, and I've happily used the Velocity XL as a STOL aircraft on the roughest airstrips. Just wondering if Starship has some info shown somewhere that tells you how badly your plane got messed up from doing what you just did.
-
Not to worry! You can take your Starship off-roading to your heart's content. The inertial separators will make you immune to FOD damage. While this is not 100% realistic, I did it precisely so users could fly from unimproved strips without discovering excessive damage. The tablet displays have a 0-100% engine health bar for each engine, and you will be able to watch the FOD particulate as it travels through the induction system. I'll look forward to seeing your Starship bush flying!
-
Not to worry! You can take your Starship off-roading to your heart's content. The inertial separators will make you immune to FOD damage. While this is not 100% realistic, I did it precisely so users could fly from unimproved strips without discovering excessive damage. The tablet displays have a 0-100% engine health bar for each engine, and you will be able to watch the FOD particulate as it travels through the induction system. I'll look forward to seeing your Starship bush flying!
@Black-Square said in Assessing damage from landing/takeoff on rough surfaces:
Not to worry! You can take your Starship off-roading to your heart's content. The inertial separators will make you immune to FOD damage. While this is not 100% realistic, I did it precisely so users could fly from unimproved strips without discovering excessive damage. The tablet displays have a 0-100% engine health bar for each engine, and you will be able to watch the FOD particulate as it travels through the induction system. I'll look forward to seeing your Starship bush flying!
You weren't kidding, it lands on almost the same distance as the Velocity
https://www.youtube.com/watch?v=6R5yRHDXD4A
Take off requires a bit more but definitely still "short"... no engine damage.
-
Now look at that Starship fun! I'm being completely honest. You just did a better precision STOL landing on your first day with Starship than I've been able to do thus far, haha.
-
Now look at that Starship fun! I'm being completely honest. You just did a better precision STOL landing on your first day with Starship than I've been able to do thus far, haha.
@Black-Square I have to say, it feels so good flying it. You did an awesome job. You made a LOT of people extra happy today.
-
Thank you. I won't be getting much sleep until some of the initial issues are sorted, but it's nice to see people like yourself already enjoying it. It's actually one of my favorite "feeling" aircraft to hand-fly. You have no idea how close it came to not having canard physics. I really thought it was going to be impossible for a while until I decided to take a mathematical approach to tuning the flight model.
Just since I saw your post on the official forums, here is a line from the FAQ in the feature highlights document:
"My ultra-custom dynamic registration system is currently broken due to a MSFS 2024 bug. I have have removed them completely for this MSFS 2024 release version. Supposedly, this will be fixed for SU3."
Trust me, it's bothering me immensely too. I've waited over six months for this issue to be fixed. It was either no registration, or a flickering black rectangle 95% of the time, with the registration only working the 5%. Please feel free to pass that along to the official forums.
-
Thank you. I won't be getting much sleep until some of the initial issues are sorted, but it's nice to see people like yourself already enjoying it. It's actually one of my favorite "feeling" aircraft to hand-fly. You have no idea how close it came to not having canard physics. I really thought it was going to be impossible for a while until I decided to take a mathematical approach to tuning the flight model.
Just since I saw your post on the official forums, here is a line from the FAQ in the feature highlights document:
"My ultra-custom dynamic registration system is currently broken due to a MSFS 2024 bug. I have have removed them completely for this MSFS 2024 release version. Supposedly, this will be fixed for SU3."
Trust me, it's bothering me immensely too. I've waited over six months for this issue to be fixed. It was either no registration, or a flickering black rectangle 95% of the time, with the registration only working the 5%. Please feel free to pass that along to the official forums.
@Black-Square thanks. It's not that big a deal, I'm sure someone will publish hardcoded registration livery until they fix this. I just thought I was doing something wrong. MSFS 2024 is definitely still a WIP, but we're all in this for the long haul. As far as I'm concerned, this is the end game airplane, there is nothing else I'm nearly as interested in... unless you do a Velocity v2.
I mean I don't know what else there is to do, I hope you do some other Rutan one or something weird/fast/quirky.PS. The textures on those cockpit instruments are so good. I'm looking at them in full sun with glare, at 4K HDR. Flawless. The aircraft is living and breathing.