+Dave Posted February 28, 2010 Posted February 28, 2010 View File F-101 Voodoo Super Pack McDonnell F-101 Voodoo Megapack By Erikgen for SF2 Feb 2010 Patch Credits: Column5 for the FM Spillone104 for the J57 sound NGHENGO, bobrock, Canadair, triplethr3at as test team Dave and Jimmybib for decals and skins and various support. Again a special thanks to Dave who strongly wanted this airplane to which initially I was not so interested. I hope I did forget no one. This version has tanks built in; with the tank skins in the right aircraft skin folder . 3D models and Skins are from mppd. This should also fix the shadow issues. Also fixes some weps position issues. To install just put into your SF2 saved games/thirdwire/StrikeFighters2 and let it overwrite folders as needed. The Med res textures are for people with low end machines. In the F-101A/C folders is a folder call 3 gun version and that is for anyone who wants to use the version that was used in Europe that had the a gun removed and replaced with TACAN equipment. Submitter Dave Submitted 02/28/2010 Category F-101 Quote
RedeyeX Posted January 1, 2011 Posted January 1, 2011 Hi folks, I really love this plane. Nicely done. I do have a question about the flight model. Flying on hard it requires only the slightest pull on the stick to put the plane in a flat spin that is nearly unrecovable. Is that me being hammfisted or is it something that can be corrected? Thanks, Redeye Quote
+Dave Posted January 2, 2011 Author Posted January 2, 2011 You are hammfisting it. Because of the high t tail it had the tendency to depart like that alot. Killed a few pilots because of that. If you fly on normal then it will be more forgiving. Quote
RedeyeX Posted January 3, 2011 Posted January 3, 2011 Thanks for the answer Dave. I'll stick to hard and try to be a little more subtle on the stick. Redeye Quote
+Dave Posted January 3, 2011 Author Posted January 3, 2011 Thanks for the answer Dave. I'll stick to hard and try to be a little more subtle on the stick. Redeye I cant count how many times I pulled too hard into a turn and it departed because I forgot to pay attention to that. Column5 who did the flight model worked pretty hard trying to replicate problem. When he first gave me the FM, he asked if I had read on the flight dynamics. I read a little bit and knew about the departure problem. Man did I get a shock when I actually did it. Quote
stephenmcparlin Posted July 17, 2013 Posted July 17, 2013 I've seen the Boscombe Down test pilots' reports on the F-101. Unrecoverable pitch-up and nose slice was one of the features of Voodoo handling that made life interesting. You *can* recover the real aircraft by popping the brake chute in the spin, providing the nose is pointing down and you have the option of a relight. The message: treat this aircraft very gently in the pitch axis, The F-104 is a little better, but still has comparable issues at low speeds. Quote
MajorKong Posted August 2, 2013 Posted August 2, 2013 I met a few guys from the Niagara Falls Air National Guard that had flown the F-101. The rule of thumb they used was 1 G for every 100 knots of airspeed. So even at 400 knots indicated they wouldn't pull more than 4 G's in a turn. Keep in mind that the F-101 was more of an interceptor than a fighter. It was really meant to shoot down bombers, not dogfight enemy fighters. I was told that it had great acceleration because it carried its missiles internally. Quote
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