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XyZspineZyX
06-30-2003, 10:49 AM
Hi Gents,

head over to SimHq - a new feature on IL-2/FB - before THE patch.

http://www.simhq.com/_air/air_065a.html

Cheers
Snip

Remember that the first law of motion is to look where you're going. A man with a stiff neck has no place in an airplane.
TM 1-210, Elementary Flying, US AAC, 1942

XyZspineZyX
06-30-2003, 10:49 AM
Hi Gents,

head over to SimHq - a new feature on IL-2/FB - before THE patch.

http://www.simhq.com/_air/air_065a.html

Cheers
Snip

Remember that the first law of motion is to look where you're going. A man with a stiff neck has no place in an airplane.
TM 1-210, Elementary Flying, US AAC, 1942

XyZspineZyX
06-30-2003, 11:19 AM
Great article! Thanks for the heads up!

cheers/slush

http://dk.groups.yahoo.com/group/aktivitetsdage/files/Eurotrolls.gif

You can't handle the truth!
Col. Jessep

XyZspineZyX
06-30-2003, 12:52 PM
Great reading. Thanks for the link.

Petter

XyZspineZyX
06-30-2003, 05:22 PM
Good read!!! The last paragraph really got me the most and is the bottom line or should be for us all...

The Virtual Air Combat
It can be seen from this, that in real air combat, aircraft performance is important, but only one of many factors that contribute to a pilot's success, and arguably not even the most important. In flight simulations, the situation is quite different, the relative importance of aircraft performance often tends to outweigh factors that would be more critical for real pilots. Physiological factors such as eyesight and the ability to tolerate g loads or remain clear headed and react correctly under extreme physical discomfort and stress. Natural factors such as the ability to use cloud cover, terrain features, or the sun to achieve surprise. Operational factors, such as the need to cruise at economic speeds to conserve fuel, or at the altitudes required to support ground troops or bombers. Many of those factors weigh far more heavily on real pilots than they do in simulations, and have a much greater impact on their success. For example, despite the sophistication of modern flight simulations and their viewing systems, the factors that influence our ability to achieve the advantage of surprise online remains difficult to simulate in a way that flight sim' pilots would find acceptable. Icons that are attached to aircraft to identify their type and range are needed to compensate for the limitations of our computer displays, and most flight sim pilots would not wish to fly for many hours without making contact with the enemy. So it happens that in our simulated arenas, the performance of the aircraft has a greater impact on the combat. This means that even if the flight models of the aircraft were perfect, it is still unlikely that the air combat would go as it might have in the real world. This may help to explain why many experienced flight sim pilots are very sensitive to perceived differences in the way their aircraft are modeled, and why those differences have a greater impact on the virtual air combat, than it did on real air combat. But that's another story, for another article.

Conclusion
This article has given you some information about the performance of IL2 aircraft, and discussed the comparison between them and their real world counterparts. There can be little doubt, that flight simulations in general still have a long way to go before we can make meaningful comparisons with reality, but there is also no doubt that IL2 Forgotten Battles, along with a small number of other fine simulations, is about as close as we can currently get to it. So, put away your performance data and calculators, load up IL2 Forgotten Battles and go do what the game is intended for, having fun!

Good luck, and happy hunting!



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<CENTER><FONT COLOR="ORANGE">vflyer@comcast.net<FONT COLOR>
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XyZspineZyX
06-30-2003, 05:44 PM
Pretty boring read.

And my performance data is from in the game (not the object file or the History Channel, or some website). So it matters...ALOT

I like to have fun too. Thats why I quit FB and am playing SWG until the patch.



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XyZspineZyX
06-30-2003, 06:20 PM
Very good read. i liked the conclusion too. there is just one thing i'd like to know: can anyone explain the graphics. i'm not such a physics ace (too long since i had it and i don't really know american measures). what exactly is dps? in the graphics we see speed and g but what are those feet for and the dps? thank you

http://www.just-pooh.com/images/eten.gif

XyZspineZyX
06-30-2003, 07:12 PM
Gershy wrote:
- can anyone explain the graphics. i'm not such a physics ace

<center>
http://home.comcast.net/~argylestransom/Pics/air.jpg
</center>

The intersection of x (speed) and y (degrees per second) shows the instantaneous turn rate of the La-5FN. It's 33.5 degrees per second at 360 kph. This is the corner speed for this plane at sea level, best rate of turn. The turn radius is in feet on the chart but is given as 179 meters in the article which is about 590 feet.
The lower intersection is max sustained turn rate and speed. Same idea just continuous not instantaneous.

/i/smilies/16x16_smiley-happy.gif
Bun-Bun

<center>
http://home.comcast.net/~argylestransom/Pics/p-39Q.jpg


</center>

Message Edited on 06/30/0311:21AM by Bun-Bun1953

XyZspineZyX
06-30-2003, 07:12 PM
Gershy

dps = degrees per second.


@ RBJ = hmm the data are from the game. It is not only a boring read for ye right? Word is aborting read ? Or just howto add a spam posting ?
Or is it above your comprehension ? And you are just a little shy to admit ?
Don't you worry, we will explain it to ye. V e r y s l o w l y !

Cheers
Snip




Remember that the first law of motion is to look where you're going. A man with a stiff neck has no place in an airplane.
TM 1-210, Elementary Flying, US AAC, 1942