GP Fokker Dr1
Until you get used to it... the model is HARDER to land than the simulator makes it. It'll take about 8 tanks of fuel doing touch-n-goes to figure it out.
1) Crosswind is a big problem. It will want to tip and drag a wingtip, and its almost impossible to prevent.
2) It lands better on grass than on pavement. The sim's grass acts more like pavement, so that's one place the sim makes it harder... the only place.
To keep from nosing over takes practice at timing the landing. You've got to shoot for the classic "3-point" where the plane stalls just as the skid and main wheels touch, and you have to feed in up elevator like crazy to keep the tail down. Roll-out in grass is very short. Appx 30 ft on pavement. (dead-stick landing, 50% more at slow idle turning a 14X4 with a .91 4-stroke.)
Fortunately. the plane can easilly handle some nose-overs with no damage. Just don't let them be high speed or you'll break the rudder.
I've posted a VERY detailed review of the ARF in the expert reviews section. I need to add a bit...
The plane has a very nasty dead-stick stall characteristic if the CG is at all aft of listed on the instructions. It will stall LEVEL and stay level with elevator, aileron and rudder ineffective, it MIGHT if you have enough altitude slowly drop a wing, but if it doesn't... it ends in an uncontrolled landing, which is likely to rip the plane apart. (snapped both lower wings, ripped off the rudder and pulled the strut mounting screws out of the fuselage.) Impact was on the wingtip... it had just dropped the right wing to a 45 deg bank by the time it hit. (appx 10 seconds uncontrolled... from 90 ft.)
What's going on is the balance and the drag correspond perfectly, the lower wings blanket the ailerons, and the horizontal stab blankets the rudder. Don't get in a level stall or a flat spin... it won't come out without LOTS of power to blow air across the rudder to put the plane on its side.