Author Topic: Wake Turbulence  (Read 1080 times)

Offline TBolt A-10

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Wake Turbulence
« on: February 26, 2005, 01:16:46 PM »
I was thumbing through my old flight training manual (wish I had the money to go back and finish - someday) and I came across a term that I hadn't thought about in a while:  wake turbulence

And, I gotta say that I think it would be AWESOME to have wake turbulence modelled in the game.  HTC wouldn't have to draw anything because it's an invisible phenomenon.  HT is a pilot and must fully understand the characteristics of wake turbulence.

Immersion factor in AH2 would increase because we, as "pilots," would have to be mindful of wake turbulence when near the large buffs - during flight and especially on approach/take-off.

One thing I always thought was SO gamey about these online sims is the disorder that exists during take-off and landing...25 planes all lifting and approaching the threshold at the same time.  Well, when a buff is in site, that gamey factor would go right out the door - at least until it landed/took-off.

PLEASE consider adding wake turbulence to AH2, HT.  :)[/color]

It might actually be FUN to take a spin in the turbulence from time-to-time during those long escort missions.  :D :lol

Offline jodgi

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Wake Turbulence
« Reply #1 on: February 26, 2005, 01:27:06 PM »
Read on about wake turbulence...

...maybe you will get an idea about how complicated that would be to model. I PROMISE you they won't model it.

Offline TBolt A-10

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Wake Turbulence
« Reply #2 on: February 26, 2005, 01:30:07 PM »
Quote
Originally posted by jodgi
Read on about wake turbulence...

...maybe you will get an idea about how complicated that would be to model. I PROMISE you they won't model it.


what about wake turbulence do you think would be beyond HT's ability to model it?

Offline SunTracker

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Wake Turbulence
« Reply #3 on: February 26, 2005, 02:06:14 PM »
Yeah, take offs and landings need to be more realistic.  Dont like 20 planes all taking off at the same time from the same hangar.

Offline TEShaw

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Wake Turbulence
« Reply #4 on: February 26, 2005, 02:08:58 PM »
I remember that in some flight sim, or another, they modeled wake turbulence just by introducing some >noise< in the flight stability when you were a certain distance behind another plane.

That wouldn't be that difficult to model; and, the turbulence added a nice gesture toward reality.

It ought not to be on for friendlies though, as we have no air traffic control at the fields, and I'd hate to be landing a Spitfire when a pack of friendly B-17's came barrelling low over the field.

But, a zero chasing an enemy corsair, yeah, there should be something there in the way of disturbed air.

Let's have it!

regards,

Airman T. E. Shaw

Offline DamnedRen

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Wake Turbulence
« Reply #5 on: February 26, 2005, 02:37:29 PM »
Wake turbulence happens "after" liftoff (and on approach) and when the planes is slow and dirtied up. Buffs in a clean configuration and screaming along the deck will not induce enuff wake turbulence to really cause you problems.

If anyone has ever taken just abou tany plane and flown ito its own turbulence you will may be shocked as to just how much you might encounter.

That might be fun.

Offline TBolt A-10

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Wake Turbulence
« Reply #6 on: February 26, 2005, 03:58:07 PM »
Quote
Originally posted by TEShaw
It ought not to be on for friendlies though,

Let's have it!

regards,

Airman T. E. Shaw


I'm glad you (and the others) support the idea. :)  But, I have to disagree with disabling wake turbulence for friendlies.  In fact, wake turbulence ought to be enabled for BOTH friendlies and enema.  

Having a sense of reality during approaches and lift-offs is what would add to the immersion factor.  And, most of the time, we're near friendlies when flyin' low 'n slow.  ;)

Quote

I remember that in some flight sim, or another, they modeled wake turbulence just by introducing some >noise< in the flight stability when you were a certain distance behind another plane.


yea, I can't imagine why it would be overly difficult for HTC to model wake turbulence.  I mean, look at everything else we can do in this simulation, now-a-days.  :eek: :lol

Offline g00b

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Wake Turbulence
« Reply #7 on: February 26, 2005, 04:04:46 PM »
Wake turbulence is cited as a major factor in air combat by pretty much every famous pilot.

Extreme Air Racing models wake turbulence. So we know it's possible.

g00b

Offline ALF

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Wake Turbulence
« Reply #8 on: February 26, 2005, 05:17:57 PM »
A simplified model wouldnt be too hard to model as it could be done much like the airshow smoke, only invisable.  I think it would be interesting but Im sure there are more critical things to work on.
« Last Edit: February 26, 2005, 05:20:18 PM by ALF »

Offline DamnedRen

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Wake Turbulence
« Reply #9 on: February 26, 2005, 05:51:24 PM »
Quote
Originally posted by TBolt A-10
I'm glad you (and the others) support the idea. :)  But, I have to disagree with disabling wake turbulence for friendlies.  In fact, wake turbulence ought to be enabled for BOTH friendlies and enema.  


Yeah, turn off killshooter, too!  In the war if some dude flew in front of your bullet stream he died. Let's get some real realism :D

Offline cav58d

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Wake Turbulence
« Reply #10 on: February 26, 2005, 06:05:51 PM »
Wake Turbulance and Wing Tip Vortices only occour when the an aircraft is developing lift...

I think this would be an awesome add on to the game....Not only will it make aerial fighting more difficult - -  it will make take off and landings much more fun....

Wake turbulance and wingtip vortices  sink after rushing off the wings of an aircraft....
As a general rule in all aviation, pilots are trained to observe the point of impact (wheels to ground) when larger aircraft are infront of them and land beyond that point, or take off at a point of the runway before the larger aircraft developes lift and begins to fly, in order to avoid the sinking turbulance....

Im all for it, definately would be fun =)
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Offline TBolt A-10

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Wake Turbulence
« Reply #11 on: February 26, 2005, 07:09:46 PM »
Quote
Originally posted by DamnedRen
Quote
Originally posted by DamnedRen
Yeah, turn off killshooter, too!  In the war if some dude flew in front of your bullet stream he died. Let's get some real realism :D


Agreed.  :)

But, this thread is about wake turbulence.  :D

Offline Halo

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Wake Turbulence
« Reply #12 on: February 26, 2005, 08:35:08 PM »
Sounds intriguing, and seems more realistic taxiing, takeoff, and landing ought to be part of the package.  

At present, it's ridiculous to be taking off and landing on the same runway passing right through other aircraft, especially when meeting them head-on.  

Maybe ought to activate 10 to 15 mph ground level winds at all airfields and brief all pilots which runways (directions) to use taking off and landing.  The present unconsequential runway melee doesn't do justice to the game.  

Then again, maybe none of us are stalwart enough to endure the outraged shrieks from all the air field accidents that would come from the teeniest ratcheting up of realistic metal vs. metal.
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Offline Jackal1

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Wake Turbulence
« Reply #13 on: February 26, 2005, 08:56:38 PM »
Oh boy. Another way that I could  use my Weedeater impersonations. :D
Pretty cool idea. Would be interesting to say the least.
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Offline DamnedRen

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Wake Turbulence
« Reply #14 on: February 26, 2005, 08:56:56 PM »
Quote
Originally posted by TBolt A-10
Having a sense of reality during approaches and lift-offs is what would add to the immersion factor. And, most of the time, we're near friendlies when flyin' low 'n slow.  
 


Agreed this is on Wake Turbulence but seeing as how you brought up "immersion factor" wouldn't it be nice to add to the immersion by turning killshooter off too? I mean we are talking about making it all more realistic :D

What would be more real than saddling up up on some enemy plane, hitting his wake turbulence and killing a friendly due to having your nose pushed to the right and killing the friendly? What realism!!!
:aok