Author Topic: Flight Model Feel  (Read 668 times)

Offline worr

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Flight Model Feel
« on: September 28, 1999, 05:09:00 PM »
I flew only the spit online today...but it feels great. It feels much more real to me, and no I have never flown a WWII AC but I do fly small planes in real life.

Obviously, the sinking feeling you get when you pull back helps, but I really like the way the plane floats instead of just flying like a lazer out of a gun.

Tracer effect is very well done too.  

I love the gauges, but the cockpit art isn't as sharp as I'm used too. Seems like I'm in lower res and the spaces isn't as "full".

Worr, out


Offline Gazoo

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Flight Model Feel
« Reply #1 on: September 28, 1999, 06:01:00 PM »
I liked what I saw, but was disapointed with the handling of gyroscopic precession(?).  Anyhow, what I mean is as I cruse nice and level at 300 in my spit and pull up to do a loop, the loop should not be in a perfect line.  The gyroscopic (not pFactor) force of turning that whirly thingy quickly veritcal should push the plane slightly to the left.  I have always had to counter this pronounced effect when the whirly gig is at full RPM.  AH flight model showed none of this.

The head bobing was real cool though.  Just need some music, and we will really be bopping.

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"Just Plane Nuts"
Gazoo
 http://plaza.v-wave.com/SolarStorm/index.htm

Offline worr

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Flight Model Feel
« Reply #2 on: September 28, 1999, 06:06:00 PM »
I remember reading in some Plane manuel, maybe it was the P-38, that a Split ess couldn't be attempted below 10,000 feet. In WB you could do about 15 of them! But here you really pick up speed and you can't wip it around....that seems right to me.

I like how each manuver is work and takes time.

Worr, out

Offline Downtown

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Flight Model Feel
« Reply #3 on: September 28, 1999, 06:23:00 PM »
I am too spoiled, the lack of Force feedback has taken the feel (or a virtual proximity there of) but the visual input seems right on.  Need to fly more.

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"I could feel the 20MM Cannon impacting behind me so I made myself small behind the pilot armor" Charlie Bond AVG

Brick

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Flight Model Feel
« Reply #4 on: September 28, 1999, 06:41:00 PM »
...and the "stick shaker" sound is pretty cool.    "clakclakclakclak!"

Smoke from the tracers is a nice touch.  I set up some wacky convergances earlier this morning, and sure 'enough, bullets went everywhere.   Cool stuff!  Can't wait to try it out online tonight!

Andy

Shacker

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Flight Model Feel
« Reply #5 on: September 28, 1999, 07:15:00 PM »
Okay took the B-17 out for a test drive.

THe RPM and Manifold pressure guages do not register properly. This is taking a guess that the plane is modled for 100 octane fuel. (They are still wrong BTW for 91 octane) the Gyro horizon does not function and neither does the turn and bank indicator.

There seems to be little or NO parasitic drag associated with the B-17 FM.

I was told by one of the HighTech guys that the guages were not calibrated yet.

That being the casse how can anyone possibly evaluate the flight model? A piston airplane is flown using the manifold pressure and RPM settings to determine it's performance. If these guages are not correct then it becomes impossible to tell what the airplane is really doing.

It would seem to me, at least, that one should firstly calibrate the instrumentation on the various aircraft and THEN adjust the flight model to perform as stated in the Operating Manual for that aircraft. Only in that manner would an accurate flight model come to pass.

I.E.,Takeoff power for the B-17 is 46 hg and 2500 RPMs this should cause the aircraft to begin flying at around 120 MPH. (this power setting can be used for a MAXIMUM of five minutes)

Climb power is set to 35 hg, 2500 RPMs and 130 MPH IAS.

Cruise power is 28 hg and 150 MPH (manifold pressure should be maintained at 35 hg)

you should be able to pull back the power and loose some airspeed.

Here is an example landing checklist:

1. Altimeter (SET)

2. Crew Positions (CHECK)

3. Auto Pilot (OFF)

4. Fuel Boost Pumps (ON)

5. Mixture (AUTO RITCH)

6. Inter Coolers (COLD)

7. Carbeurator Air Filters ON (CHECK)

8. Wing Deicers (OFF)

9. Landing Gear Down (CHECK)

10. Tail Wheel Down (CHECK)

11. Trailing Antenna (IN)

12. Brakes (CHECK)

13. Hydraulic Pressure (CHECK)

14. RPM 2100 (SET)

15. Turbos (SET)

16. Flaps 1/3 (SET) ((Below 147 Mph))

17. Airspeed 130 MPH IAS (HOLD)

18. Flaps Full Final Approach

19. High RPM (SET)

20. Reduce to 110 MPH IAS for Touchdown

If the numbers are wrong on the guages then there is no way for me to evaluate the flight model of the B-17.

 

Offline Wizard

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Flight Model Feel
« Reply #6 on: September 28, 1999, 07:46:00 PM »
SHACKER

You brought back my EC121 Flight Engineer days. Thanks
 
VF-17 "Jolly Rogers" www.thejollyrogers.net

Offline Pyro

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Flight Model Feel
« Reply #7 on: September 28, 1999, 08:05:00 PM »
quote:

If the numbers are wrong on the guages then there is no way for me to evaluate the flight model of the B-17.
-----------------------------------------

You could have saved yourself a lot of typing if you only said that.

Most of what many people might perceive as major items are not at the forefront of our hitlist at this stage of the beta.  Many things are just roughed in for now so as to make the beta playable.  

What we're really interested in at this point are things like why we can't get more than 65 people in the arena and other trivialities along those lines.  General feedback is good too, but if you really want to get into the details, you'll have to wait awhile.  



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Doug "Pyro" Balmos
HiTech Creations

Shacker

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Flight Model Feel
« Reply #8 on: September 29, 1999, 09:59:00 AM »
Okay.

1. Are you running Aces High on a dedicated server or are there other games running in the background?

2. How much bandwidth do you have at present.
(65 players in the game require, as I am sure you know, the band width to support 130 players minimum to allow for packet transfer)

3. Are you running through Exodus.net? (If yes you may want to consider a reroute)

4. What is the server IP address? Knowing that will allow folks from all over the place to ping the server to determine connect times. While this will place an additional burden on bandwidth it might help you to determine if ther is a bandwidth challenge.

5. Are aircraft and graphics rendered server side or client side? (Client side will speed up the server transfer times as I am sure you also know)

 

Offline Surfer

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Flight Model Feel
« Reply #9 on: September 29, 1999, 10:12:00 AM »
Pyro scribbed:
-------------------
What we're really interested in at this point are things like why we can't get more than 65 people in the arena and other trivialities along those lines.  General feedback is good too, but if you really want to get into the details, you'll have to wait awhile.

Surfer inquired:
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Pyro...sorry for being my typical dweeb self but is there a forum listing Hitech Creations realtime hitlist of game elements which are being focused on by the develpment team? Obviously, basic server load capablity and connection quality are the priority now, but I'd love to know what other specific aspects of the game/sim you'd like the beta participants to focus on.

TIA.

-Surfer
"If you're not having fun...you're doing something wrong"

-blk--

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Flight Model Feel
« Reply #10 on: September 29, 1999, 12:04:00 PM »
  Who was saying they didn't like the Gyroscopic Precession?

  I got one for you.  Take the P-51 (mostly cause that's all I've been flying).  Take off.  Push full forward ont he stick.  But, when the tail rises, note how you veer off to the left.  That's where gyroscopic precession is REAL noticeable.

  In RL, I never noticed it during a loop, but then I've never tried loops in anything like a Spit (closest I have been to that was in a T-28).  In RL, you just keep the ball centered and it works out.  On the ground, it's easy to see the outcome of the Precession.

blk

Offline Firefox

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Flight Model Feel
« Reply #11 on: September 29, 1999, 12:16:00 PM »
Wizard what model,

Former EC-121Q USN Aircrew here (or did we have this conversation   )

Were you my FE he was Lyle Adrian about 6'3" and 250 + and could pull the prop dome and jugs off single handed  .



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Rick "Firefox" Scott
VMF-214 / MAG 11
WB ID: firefx
AH ID: FirefoxAT
Have Gun Will Travel



Offline Daff

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Flight Model Feel
« Reply #12 on: September 29, 1999, 12:34:00 PM »
A couple of FM issues:
No negative stall...it's easier to pull an outside loop at low speed than an inside one.
(You wont depart when doing an outside)
Departure model...seems like WB's where only accelerated stalls will make you depart..
Accelerometer is buggered, so I can't check it for sure..
No stickforces modelled..fly-by-wire feel.

Daff

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CO, 56th Fighter Group

Shacker

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Flight Model Feel
« Reply #13 on: September 29, 1999, 02:13:00 PM »
What N heck is a T-28????

I know the T designation is for trainer but what is a model 28?

 

Shacker

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Flight Model Feel
« Reply #14 on: September 29, 1999, 02:18:00 PM »
No problem Wiz...

I just can;t figure out how you model flight if the numbers are wrong. How do you verify a piston planes performance without the ability to cross check your Manifold pressure, RPMs and airspeed while glancing at the Gyro horizon and VSI to verify you are doing what cha think you're supposed ta be doing.

I only got a little over 4000 hours actual multiengine time (mostly turbine) but if My N-1 and N-2 guage went belly up, I lost my Prop Torque guage (assuming a turboprop here) and the HSI suddenly quit I figure it's time to squak 7700 and look for a flat spot.