I don't think it's a matter of an individual FM Herra, that the case may be at least ONE FM out there with correct behaviour inside Il-2, specially default aircraft. Not the case, every aircraft in Il-2 behaves the same as far as I have flown, that's incorrect although I get perfectly what you think to happen (I understood first time, and I knew what your explain would be to what happen).
Show me one single FM, only one, behaving correctly with flaps so I can't say it's a core design flaw as I think (that's what you're fighting to demonstrate now, isn't it?).
As you've pointed out, I am not a real life pilot, and I haven't flown any of these aircraft so I don't know how exactly these planes would behave. I can only analyze their behaviour through my understanding of physics.
Since I also have some understanding of how physics simulations work (the mathematical background behind it), there is a difference between the underlying mechanics and the data you feed the simulator.
To paraphrase the great Charles Babbage:
"On two occasions I have been asked, "Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" ... I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."In other words, if the data is wrong you'll get wrong results even if the machine itself works perfectly.
In this case in particular, I feel that the equations used by the physics engine itself are likely to be correct, as it is all fundamentally well-known and understood physics. There's no need to "fake" anything.
But if the game is using incorrect flight models... well, of course that becomes difficult to analyze, especially if one has not flown these particular aircraft.
About your drawings they are fine for your point (although faked vectors...
), but not the whole thing we are discussing.
Well, yeah, of course the vectors are just there to give an approximate idea of the relationships of forces affecting the aircraft. I'm pretty sure I could import screenshots from X-Plane with vector indicators activated, and get
similar results.
Now think the case, you're inside Il-2, levelled, deploy one point flaps, no power change, you do whatever you have to keep levelled, first fighting against nose up, then to prevent aircraft to descent. Final stage, same power setting, one point flap, HUD says AoA is lower like your example, you're a perfect pilot and altitude is kept same, just airspeed a bit less or even same doesn't matter, still levelled... but your nose raised against horizon... What's your explain?
That has to do with your airspeed in the different stages of the experiment.
Since you're allowed to maintain altitude, you must indeed adjust the angle of attack so as to keep the equation "Lift = Weight" balanced.
In the first stage, you lower the flaps and that changes the coefficient of lift for the wing. With airspeed initially unchanged, your wing produces lots of lift and you must reduce it somehow to avoid climbing - which you do by reducing angle of attack with elevator.
But, since your drag is much higher than thrust (engine power unchanged) your aircraft loses airspeed, and when airspeed is reduced, lift is also reduced, and you must then start to slowly increase the angle of attack in order to maintain the lift-weight equilibrium.
However, if you look at the lift equation from earlier you should notice that the relationship between lift and AoA is linear, but lift is proportional to the
square of velocity.
To put this mathematics into physical perspective:
If you're flying at 8 degrees AoA at 120 KIAS, your wing produces four times as much lift as if you were flying at 8 degrees AoA at 60 KIAS
Since doubling airspeed quadruples the lift, the wing would be producing about the same lift at only 2 degrees AoA at 120 KIAS, because 2 degrees is a quarter of 8 degrees.
Approximately speaking, that is. Things get more complicated near zero angle of attack and likewise near the critical angle of attack.
What this means in context of your example is that when your aircraft slows down, of course you need to start pulling the nose up in order to maintain airspeed, flaps or no flaps. Eventually as you slow down enough you'll need to pull so much angle of attack as the wing stalls (that's what's known as the "stall speed").
Whatever the explain you now perfectly what I mean, lowering flaps in Il-2 makes your nose to cover the runway making harder to land. Tell me please.
Well it seems to me that there are two functions to using flaps and you just need to decide which way you want to use them.
Firstly, you can use it during approach to reduce the angle of attack and improve visibility, but
you must then make sure you maintain your airspeed so that you
can keep the nose pushed down. In other words you need to maintain your approach speed by increasing power. The power increase is necessary because flaps increase drag - you must then add power to equalize thrust and drag to prevent the aircraft from slowing down.
Secondly, you can use it to reduce the level-flying airspeed at which your aircraft stalls. This can be useful when you are landing on a short runway because slower speed reduces the landing roll distance. Or you may want to minimize the impact velocity in a forced landing. In this case, you would be "riding the stall" at the final point of landing, at slowest possible airspeed with angle of attack as high as possible without stalling.
Speaking of landings, most of the aircraft in IL-2 are tail-draggers that would optimally be flown to a three-point landing. The nose covering the runway was a
historical problem with many of the planes, to such extent that pilots started coming up with novel solutions for landing on short runways such as curved approaches, in which the pilot could maintain the sight of the runway threshold longer.
The problem with "fast approach" mode (nose pushed down to see the runway) is that you're then coming in at higher than normal approach speed and you'll have to slow down before you can touch down - or you can reduce flaps as you reach runway threshold, and then start increasing AoA to slow down.
Aircraft with tricycle landing gear or two-engine planes, such as P-38, P-39, B-25, and A-20 are of course much easier to land as the forward view down is much less obstructed. They're also much easier to land because the landing gear arrangement prevents nose-overs during braking.
By the way, an aspect of physics in IL-2 that
is incorrect is ground handling. That is mostly because they never modeled static friction in, and all landing gears just use kinetic friction, sliding on the surface. The rotation of the wheels is there just for show; every plane is essentially a sled. This means take-offs, landings and taxiing are in my opinion the weakest part of the game mechanics in IL-2.
My experiences in IL-2 suggest that flaps work (more or less) like they should in these situations, but I of course have no way to compare them to the real warbirds as I never flew them.
Then again, WW2 aircraft are substantially different from modern general aviation aircraft. A Beech King Air C90GTi has empty weight of 3,150 kg and loaded weight of 4,580 kg. That's about comparable to a late-war single-engined fighter (P-51D, empty weight 3,232 kg, MTO weight 5,488 kg). A twin-engined WW2 fighter like the P-38 is substantially heavier at 5,800 kg empty, 9,798 kg MTO.
What types of aircraft have you flown? If we're talking about something like Cessna 152, that thing weighs only about 500 kg, even the lightest single seat fighters in WW2 weighed at least two times more than that and were of similar dimensions. Flaps would have a much more pronounced effect on a light aircraft than a heavy one.