Author Topic: Wake Turbulence  (Read 1076 times)

Offline gatso

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Wake Turbulence
« Reply #15 on: February 26, 2005, 09:11:03 PM »
Wake turb is not that hard to experience in RL.  Sure HT and anyone else who has done any aeros will have experienced the 'bump' you get when pulling a loop and you meet your own wake on pull out.

Scared the heck outta me the first time I did it.  Try and aim for it now :D

Gatso

Offline TBolt A-10

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Wake Turbulence
« Reply #16 on: February 27, 2005, 03:43:08 AM »
Quote
Originally posted by gatso
Wake turb is not that hard to experience in RL.  Sure HT and anyone else who has done any aeros will have experienced the 'bump' you get when pulling a loop and you meet your own wake on pull out.

Scared the heck outta me the first time I did it.  Try and aim for it now :D

Gatso


:eek: Didn't even know about that 'bump' at the end of a loop.  This should be interesting if it gets modelled.  Thanks for the input, Gatso.

lol, Ren...yes...bring back PNG & friendly fire.  :)

Offline straffo

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Wake Turbulence
« Reply #17 on: February 27, 2005, 04:16:57 AM »
Please HT add Wake Turbulence, Lag'n warp don't piss me enought !

:D

Seriously : no wake please.

Offline LLv34 Jarsci

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Wake Turbulence
« Reply #18 on: February 27, 2005, 05:38:33 AM »
Hmm, does people here mistake WW2 prop wash to wake turbulence? When attacking B17 formation the prop wash should be the cause of bumping around... you can feel it easily in gliders when youre attached into your TOW plane. Fly just below the tow plane and your ride is definately really bumpy.

You can test it with even Cessna. Pull 60 degree or steeper  turn and keep it level (here you can test your flying skills.. ) and when you complete your turn you should feel your plane hitting turbulent air. Feels nice after you have gotten through the initial shock (if you didnīt know whats coming).

Real wake turbulence is really a bad thing... it can flip your plane inverted instanly. Saw a film during my ATC training where a business jet was flown during tests at 25000 ft  1 mile behind and couple of hundred feet below DC10 (or similar) and when it hit the WT it just flipped over..

Thats why there has to be 2 or 3 min wake turbulence separation between light and heavy/medium class AC.

Offline Overlag

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Wake Turbulence
« Reply #19 on: February 27, 2005, 05:57:26 AM »
doing this would be a waste of resources that could otherwise be spent on:

1: new planes
2: new maps
3: tod
4: bug fixes

this sort of silly addon much like the shootable 0.45 is a waste of time and wont add ANYTHING to the game.
Adam Webb - 71st (Eagle) Squadron RAF Wing B
This post has a Krusty rating of 37

Offline TBolt A-10

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Wake Turbulence
« Reply #20 on: February 27, 2005, 11:35:17 AM »
Quote
Originally posted by LLv34 Jarsci
Hmm, does people here mistake WW2 prop wash to wake turbulence?

Real wake turbulence is really a bad thing... it can flip your plane inverted instanly. Saw a film during my ATC training where a business jet was flown during tests at 25000 ft  1 mile behind and couple of hundred feet below DC10 (or similar) and when it hit the WT it just flipped over..

Thats why there has to be 2 or 3 min wake turbulence separation between light and heavy/medium class AC.


I saw the same video during my previous training, LLv.  And, yes...that's the phenomenon that I was asking to be modelled; not prop wash (thought we had that already ??).  

I'm envisioning 3 sets of heavy bombers on final approach to A:### while all small fighters deliberately choose a different runway to land/take-off from.  Or, the fighter pilots would have to be smart enough to land beyond the buff's point of touchdown (just like at real airports).

Others here have noted that wake turbulence can even be found during aerobatics, etc.

Personally, I don't think adding wake turbulence would be "a waste of time."  But, we'll have to see what HT and his co-workers think.  :)

HT?

Offline TwrATM

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Wake Turbulence
« Reply #21 on: February 27, 2005, 12:30:05 PM »
Quote
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.[/QUOTE


Wake turbulence happens in all modes of flight, it starts at rotation of nose wheel and ends at touching of nose wheel on landing. (Of course slow and dirty does cause the bigger effect as in takeoff or landing phase)  Jet blast or prop wash was the name given for that portion of flight prior to and after those points of flight.  In Air Traffic we deal with this everyday.
As LLv posted earlier wake turbulence in flight is a big factor when in-trail and slightly lower of the larger aircraft in front of you. Wake Turb moves outward and down from the wings in a counter clockwise rotation.

I would like to see this effect also introduced into the game, but without any wind as it is now, wake turb tends to hang around a little more before it  disipates, imagine what a furball would feel like after a few turns with 8 other planes...lol ( to heck with shooting anyone I just wanna find some smooth air). If you have ever done the hard 360 turn in a boat and hit your wake as you complete the turn(not really fast to create the 3 foot wave though...LOL) thats how it feels doing it in an aircraft (thats only if you have maintained the same altitude during the turn....lets you know if ya did it right...LOL)

The idea of adding noise into the flight model when in-trail sounds like a good place to start. As long as I retain my wings when I hit that pothole in the air I'll be happy.


Rob
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Offline jodgi

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Wake Turbulence
« Reply #22 on: February 27, 2005, 12:58:10 PM »
I'm sure HTC could model wake turbulence if they wanted to, but why do they want to?

To model wake turbulence would take up a great deal of processing power, and for what? To experience a wingover every now and the when landing behind a buff?

We don't even have general turbulence in AH (and I'm NOT saying we should) and wind is turned off. Only one (civilian) sim has decent turbulence modelling, and that is X-Plane. If you think MSFS has turbulence, think again. X-Plane actually models chaotic airflow around the plane.

I doubt that anyone has seriously considered wake turbulence for any sim, it would be a massive undertaking if you're to do it even just halfway decent.

The slipstream turbulence, the "bump" as someone called it, would be technically feasable to do. But why have the AH server keeping track of hundreds of slipstreams and giving people a little "bump" if they happen to fly though one? I bet HTC are already trying to ease the AH server load and these (pointless) slipstreams would only make that more difficult.

I'm not being negative, even if I don't think this is a good idea. I too want things to move forward, it's just not time for wake turbulence yet.

I KNOW beyond any shadow of doubt that wake turbulence, even slipstream turbulence, won't be modelled any time even remotely soon. Current home computers can't really handle it, would take quite an effort to do, it doesn't do much for a combatsim anyway, it would kill the online servers and so on and on and on....

Was that clear enough?
« Last Edit: February 27, 2005, 01:00:34 PM by jodgi »

Offline DamnedRen

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Wake Turbulence
« Reply #23 on: February 27, 2005, 02:05:16 PM »
Quote
Originally posted by TwrATM
In Air Traffic we deal with this everyday.
As LLv posted earlier wake turbulence in flight is a big factor when in-trail and slightly lower of the larger aircraft in front of you. Wake Turb moves outward and down from the wings in a counter clockwise rotation.

I would like to see this effect also introduced into the game, but without any wind as it is now, wake turb tends to hang around a little more before it  disipates, imagine what a furball would feel like after a few turns with 8 other planes...lol ( to heck with shooting anyone I just wanna find some smooth air). If you have ever done the hard 360 turn in a boat and hit your wake as you complete the turn(not really fast to create the 3 foot wave though...LOL) thats how it feels doing it in an aircraft (thats only if you have maintained the same altitude during the turn....lets you know if ya did it right...LOL)
Rob
TwrATM [/B]


Yeah, right! We should ask for a B757 drones flying approaches to all airfields on all approaches, nice, low slow and dirty, so everyone can experience the thrill of a rollover on final.:aok

Personally I'd rather dogfight new plane types than worry too much about wake turbulence or prop wash.

Hmmm, someone mentioned prop wash already modeled in the game. Really?  I normally get pretty close on a pass and the air is smooth as silk. I wonder they are comparing yanking and banking due to being excited and have the plane all over the place? Some guys get excited, pull the stick as they pull the trigger and may not even conciously realize they're doing it. :)

All in all, it might be nice for role play in TOD. Imagine flying a formation of 50 buffs and they're all bouncing like crazy trying to close up for mutual protection from swarming fighters. Makes ya kinda wonder how many waste gunners mighta wasted other buffs in those melees. Anyone ever hear of friendly fire from buff gunners?  :D

Offline TwrATM

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Wake Turbulence
« Reply #24 on: February 27, 2005, 02:30:09 PM »
I agree, there are more priorities out there right now than this, but it's an interesting idea. I am sure the original poster of this thread just wanted to bounce the idea around and see what came of it.


Rob
TwrATM

Offline Halo

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Wake Turbulence
« Reply #25 on: February 28, 2005, 01:13:55 PM »
What jodgi said.
Luck is what happens when preparation meets opportunity. (Seneca, 1st century AD, et al)
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Offline g00b

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Jodgi...
« Reply #26 on: February 28, 2005, 02:45:02 PM »
How do you KNOW? As stated before there are already games that offer online play with wake turbulence. Go play Extreme Air Racing.  So it's not impossible. A low fidelity modeling which just introduces some random jittering may even be fairly easy.

I think many people here are failing to understand what a large effect this had. It was impossible to shoot accurately while in the slipstream of any aircraft. Hitting another fighters slipstream while in the midst of combat was enough to flip you over. The slipstream from bombers was enough to send fighters completely out of control.

If this is purported to be a simulation we should see this eventually modeled as it was a huge factor in combat. And it would add greatly to the immersion.

g00b