RL Puhuri
!THIS ONE IS OUTDATED AS OF EA3, LOOK FOR "RL Puhuri EA3" FOR UPDATED VERSION! I'm leaving this one untouched due to fundamental changes and as a backup of the old version. !Scroll down for instructions! Fictional Finnish WW2 era fighter. RL (mimicing the historical VL) stands for Rotharyn Lentokonetehdas (Rothary aircraft factory) and Puhuri is Finnish for a gusty, typically wintery wind. Uses my own flight physics. The microchip ("Flight physics") for that available separately in the gallery. I've found the plane does behave different in different servers still in EA3, being weaker or stronger, so do note the plane may not always have the power intended and may struggle to take off or stay airborne. You can try adjusting the force multiplier within the rearmost microchip on the tail to address this. Do note that this plane isn't really intended for actual gameplay as such and may indeed be quite unsuitable for it with its current complexity (you're free to always try, though). When we get actual plane mechanics, I'll update the plane accordingly and will probably add a simplified user-friendly mode to allow easier gameplay usage. !!INSTRUCTIONS!! -----Engine startup----- Before startup, you can open the cockpit canopy by clicking the top front of it. Remember to also remove the wheel chocks (the yellow things in front of the front wheels) by clicking them before attempting to move the plane. 1. On the electric panel on the right in the cockpit, switch on "generator" and "ignition". 2. On the front of the console on the left in the cockpit, you'll find metallic "magnetos" switches. Flip these forward (they operate as one). 3. The plane is started using an inertia starter: standing on the right wing of the plane, you'll find a small hole on the right side of the nose with "toggle starter crank" interaction. Click this to attach the starter crank. 4. Click and hold the crank handle to spin the flywheel. You will hear a whining noise increasing in pitch as the crank spins faster and faster. 5. Once the noise stops increasing in pitch, the flywheel is at full speed. Detach the crank the same way you attached it. 6. In the cockpit, while the flywheel is still in high speed, click and hold the "starter handle" found on the left on the dashboard (note: the handle cannot be pulled if the starter crank is still attached). Realistically this would connect the flywheel to the crankshaft, kicking the propeller into motion using the inertia from the flywheel. Keep holding the handle until the engine starts up and then for one more second to ensure it'll continue to run. If the engine fails to start, the flywheel likely wasn't spinning fast enough at the time of the handle being pulled and you'll have to crank it up to speed again for another try. Generator, ignition, magnetos and a spinning propeller are all required for the engine to run. If any of these is lost, the engine will stop. The correct way to stop the engine is to switch off the magnetos. You can also press the red "Electric master" button on the dashboard, but this will switch off everything on the entire plane, not just the engine. -----Flight controls----- - W/S for pitch - A/D for roll + yaw - C+W/S for throttle - C+A/D for yaw only (mostly to be used on the ground) - Space (with landing gear down) for wheel brakes - Space (with landing gear up) for holding pitch (doesn't work ideally right now) - Space+A/D for individual wheel brakes, braking whichever wheel youre turning towards, ideal for taxiing - Tailwheel lock can be found on the round bar directly left of the pilot. Up = unlocked, towards the pilot = locked. Unlocking the tailwheel allows the wheel to rotate free, making steering much easier when taxiing. Alternatively, keeping it locked forces the wheel and by extension the plane to remain straight during forward motion. Keep it locked for take off and landing. - Landing gear can be toggled using the switch with green indicator lights on the bottom left. Green = gear down (safe to land), red = gear up (do not land), unlit = gear in motion. - Flaps can be toggled using the switch left of the gunsight. Flaps decrease speed and increase lift and are, in the case of this plane, intended to be used only for landing. Same as on a Spitfire, flap position can be viewed from within the cockpit by observing a protruding tab on the top surface of each wing. When the tab is at a upright 90 degree angle, the flap is fully down. - Pitch trim wheel can be found on the left side of the pilot seat. Trim indicator is in the rear left corner of the cockpit near the trim wheel. It is recommended to adjust trim forward after take off. Trim is reset automatically for take off when the engine starts. -----Additional interactions----- - Wheel chocks can be toggled by clicking in front of the front wheels. These will hold the plane in place even at full throttle. - The canopy can be opened and closed by clicking the front center top of the canopy - The dashboard has a red "Electric master" button. Pressing this will switch of all electric systems on the plane all at once. - In addition to the aforementioned generator and ignition, the right hand electric panel also features "weapons", "navigation lights" and "cockpit lights". - Weapons can be fired (if "weapons" switch is on) by clicking the glass of the gunsight. The effect is purely visual. Note that the machine guns in the nose are synchronized and will not fire unless the propeller is spinning. - Sunlight filter can be toggled for the gunsight by clicking the leather padding on the back of it - On the side of the console on the left, you can find engine cowl flaps control wheel. Cowl flaps are purely visual for now. Realistically they would control engine temperature. - On the right side of the pilot seat, you can find the oil cooler control wheel. This controls the oil cooler on the bottom of the plane and is likewise purely visual for now.
- Published
- March 23, 2026 at UTC
- Updated
- July 10, 2026 at UTC
- Version
- 11
- Share code
r7v-v84-d0x