The last seconds before touching down did probably include (EDIT: nope, landing gear was live and kicking; caution: steep sink rate by landing autopilot which deactivates seconds before touch down (then raise the nose somewhat to reduce sink rate) combined with heavy fuel tanks) you pushing "g" to extend the landing gear (thus the text "crash landing due to gear collapse" at the debriefing screen), so the status went from dark (up) to red (extending), but did not reach green (fully down and secured). If in doubt land with gears up (the undercarriage of the tornado is designed to withstand that stress level) or accelerate and go around one more time without touching the ground (which will immediately decrease speed rapidly due to heavy friction forces).
I also did a mistake of putting down flaps too quickly, which made it land so hard that it basically ended me. ADV is a variant I still need to practice a lot to, since it's quite different from GR.
@@TuposAviationChannel Main 2 differences are: the ADV has no TFR (terrain following radar) and starts with the fuel tanks equipped by default (which is a nuisance to me, you can jettison them with "shift + j" (or was it ctrl + j?, just activate the green light on bottom left yellow striped panel), those increase weight and drag, avoid them by unselecting, go higher in safe space instead(ADV luckily is designed to be used above 20000ft, so make good use of that thin air (less fuel use by 100 % engine rpm)), also enjoy the skyflash AMRAAM by fire and forget (range approximately: 12nm if target is closing towards you, 5nm to 8nm if running away depending on target speed). +6 aim-9L sidewinders are nice to have for defending against enemy CAP (try going even higher towards 30000ft or 35000ft before meeting them close face-to-face, so they have to climb, thin air grants less maneuverability, so they won't do lots of their shenanigans which can be marvelled at lower heights). Use chaff against pinky-orange missiles (radar guided), flares against deep red missiles (IR), try getting a feeling for the deploy rhythm (chaff every 2 sec farther away, don't start too early, 1 sec in close range), Flare deployment every 1 sec, you should use about 3 flares per enemy IR-missile that way. The fuel consumption in those heights could be about 1/5 or 1/6 of that in low level heights, so you buy yourself good time up high. Try memorizing allied SAM sites (the blue AA-button, between ground force unit and EWR coverage during mission planning), to fend off enemy CAP, which lock onto your aircraft and greatly accelerate towards you. They make enemy aircraft go into tail between legs mode.
Oh, watching again, your landing gear was extended, so the sink rate was too high? I totally blame the fuel drop tanks, making the airplane only heavy and sluggish. I loved "Tornado" for that fine tuning feeling, having some freedom to choose the loadout.
The last seconds before touching down did probably include (EDIT: nope, landing gear was live and kicking; caution: steep sink rate by landing autopilot which deactivates seconds before touch down (then raise the nose somewhat to reduce sink rate) combined with heavy fuel tanks) you pushing "g" to extend the landing gear (thus the text "crash landing due to gear collapse" at the debriefing screen), so the status went from dark (up) to red (extending), but did not reach green (fully down and secured). If in doubt land with gears up (the undercarriage of the tornado is designed to withstand that stress level) or accelerate and go around one more time without touching the ground (which will immediately decrease speed rapidly due to heavy friction forces).
I also did a mistake of putting down flaps too quickly, which made it land so hard that it basically ended me. ADV is a variant I still need to practice a lot to, since it's quite different from GR.
@@TuposAviationChannel Main 2 differences are: the ADV has no TFR (terrain following radar) and starts with the fuel tanks equipped by default (which is a nuisance to me, you can jettison them with "shift + j" (or was it ctrl + j?, just activate the green light on bottom left yellow striped panel), those increase weight and drag, avoid them by unselecting, go higher in safe space instead(ADV luckily is designed to be used above 20000ft, so make good use of that thin air (less fuel use by 100 % engine rpm)), also enjoy the skyflash AMRAAM by fire and forget (range approximately: 12nm if target is closing towards you, 5nm to 8nm if running away depending on target speed). +6 aim-9L sidewinders are nice to have for defending against enemy CAP (try going even higher towards 30000ft or 35000ft before meeting them close face-to-face, so they have to climb, thin air grants less maneuverability, so they won't do lots of their shenanigans which can be marvelled at lower heights). Use chaff against pinky-orange missiles (radar guided), flares against deep red missiles (IR), try getting a feeling for the deploy rhythm (chaff every 2 sec farther away, don't start too early, 1 sec in close range), Flare deployment every 1 sec, you should use about 3 flares per enemy IR-missile that way.
The fuel consumption in those heights could be about 1/5 or 1/6 of that in low level heights, so you buy yourself good time up high.
Try memorizing allied SAM sites (the blue AA-button, between ground force unit and EWR coverage during mission planning), to fend off enemy CAP, which lock onto your aircraft and greatly accelerate towards you. They make enemy aircraft go into tail between legs mode.
Oh, watching again, your landing gear was extended, so the sink rate was too high? I totally blame the fuel drop tanks, making the airplane only heavy and sluggish. I loved "Tornado" for that fine tuning feeling, having some freedom to choose the loadout.