I've provided an adjusted flight model for Ranwer's and Loku's fantastic Bloch MB.152 (download the original aircraft here:
https://www.sas1946.com/main/index.php/topic,30589.0.html)
It offers performance improvements over the original FM and adds features:
- Max RPM of the Gnome-Rhone 14N-25 now 2650 RPM as per actual specs.
- Max horsepower adjusted to reflect actual engine specs.
- RPM now manually controllable (prop pitch control implemented) as on the real aircraft. More efficent cruise possible.Note that the G+R 14N suffered from overheating problems in real life. The FM reflects this so you'll need to make sure that your cowl flaps (radiator) are at "Position 6" or "Open" during taxi, takeoff and climbout. Once airborne, climb out with your power setting at about 80%-85% with cowl flaps open to prevent overheating. Once you've reached cruising altitude, you can dial it back to 2100-2200 RPM and close your cowl flaps.
This FM was tested with version 4.12.2 in Modact 5.3 and HSFX 7.03, but should be compatible with any version in which this aircraft is functioning properly. Let me know if there are any problems.
Many thanks to Ranwers and Loku for this great plane.
Enjoy your battles over France!
DOWNLOAD: https://www.mediafire.com/download/6f4pj6w583kn7f4/Bloch_MB-152_New_FM.7z
So why do I need this?After flying a few missions in Poltava's campaign "Fighting the Tide" (which is fantastic, BTW...highly recommended) for the Bloch MB.152, I couldn't help but feel that the aircraft was underperforming.
I mean, I get the fact that the MB.152 was not on par with the Bf-109 in most respects, but its performance in the sim was just ridiculously bad. While taking off in the very first mission of the campaign (with only 40% fuel on board), I not only used up the entire length of the field, but rolled further past a gun emplacement, nearly clipped a herd of cows in the adjacent pasture with my landing gear as I lifted off and barely cleared a row of houses in the town near the airfield once I got airborne. Sure, the Bloch was no star performer, but this was a joke. Performance this bad would have been unacceptable to the Armée de l'Air and it would never have been cleared for service. They would have sent the folks at Bloch back to the drawing boards. Heck, I couldn't even get the thing to start rolling to taxi with less than 60% power. Something was clearly amiss.
I did some extensive research and compared the original FM to the actual specs of the Gnome-Rhone engine installed in the 152. I found that the 14N-25, as installed in the 152, was rated at 1080 hp at 2650 RPM. But...in the sim, the max RPM never exceeds 2200. That's whopping 450 RPM difference. I thought: "No wonder the damn thing can't get off the ground. It's like trying to start a drag race in third gear."
Once I examined the original FM, I found some performance discrepancies which I corrected, tested, tweaked, tested, etc. Another issue was the lack of manual RPM control. The 152 was fitted with a constant speed prop with manual control. So I implemented variable prop pitch for this bird in my revised FM, so that you can adjust your revs to cruise more efficiently at a given power setting. I'd already run out of fuel on a couple of the campaign missions, so I felt this would help with that problem and provide a more historically accurate form of engine management. Of course, the running-out-of-fuel thing is possibly more a result of taking off with only 40% fuel on board (maybe Poltava wrote the missions this way because with the original FM, starting with max fuel would have made takeoff impossible at the airfields he chose to use). Nevertheless, I think the new FM provides a more realsitic experience in the 152...and while it still isn't a match for the Lufwaffe's best, you at least now have a fighting chance.
-Moonlight