Mission designers will need to be very careful here. Changes coming in 4.01 as Buzz has implied will see Crosswind limits becoming a real issue.... you
WILL run out of directional control. Not an issue for those Grass "All over" fields as that is what they were designed for, just take off and land into wind as required. Sealed strips on the other hand could easily result in being outside crosswind limits.
Crosswind Limits. 12-15Knots (22-27Kmh or 6-7msec) are a typical limit IRL for these types. From a game playabilty point of view I would suggest no more than 3/4 of these values for surface winds. Do whatever you like with in reason for upper level winds. Again with upper winds its reasonable to state what the winds are in the mission briefing ... for both navigation purposes and bombing purposes. On most occasions a forecast wind would be known before take off. Bombardiers and Navigators would IRL calculate a Bombing/Nav wind on the way to the target. This can actually be done in game but is a laborious process and imo unsuited for gameplay. Mission Designers should provide a wind v altitude table for their missions where they use wind.
So 4.01 Mission designers will need to consider crosswind limits especially for operations from sealed runways. Mission designers should in the brief clearly state the Wind direction (where it is
COMING FROM) and velocity to allow players to decide on take off and landing directions. of course we really need a working windsock (something to come I hope). Landing wise it may not be such a big issue for the player as if he has having to much of a hard time then a diversion to a grass field with an into wind runway is available (realistic). Takeoff from a spawn point of view might be a real issue for sealed runways. If the crosswind is excessive you might just end inspecting your own derriere's
Those aeroplanes with lockable tailwheels will have a little more margin... though there are only a few in CLOD.
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