Author Topic: The Complete Aces High 2 Fighter Turn performance (revised 2.06)  (Read 4018 times)

Offline Kweassa

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #30 on: March 07, 2008, 11:06:28 PM »
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Kweassa, I'll trade you another graph like the above vs. 1 notch and full flap data.

 I dunno what suddenly got you interested in the results of a bit outdated data,  but the results you want are right there, moot.

 This 2.06 revision of "The Complete Aces High2 Fighter Performance" does not include the results of the recent FM change. What it is, is that it includes the turn performance data for the revised roster of the Bf109 family and the Spitfires, due to addition of new variants such as the G-14, K-4, Spit8 and 16 and such. The second post in this whole thread, is the overall results that contain data for turn radius under; normal flight conditions, one-notch flaps, and full-flaps. The results are displayed under the following format:

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Plane Type (Stall limiter angle used)
- time to complete turn under normal setting (average turn speed), radius
- time to complete turn under one notch of flap (average turn speed), radius
- time to complete turn under full flap (average turn speed), radius

*Individual Notes

 Therefore, all you have to do is take the 2nd and 3rd listed numbers for 1-notch and full-flaps, and then sort them around in numerical order to get the list.

 

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The only real factor I'd like to have added is fuel loads.  I don't know the historical conventions for fuel loads during testing, but I do know that in AH the 25% increments don't fit all the planes.  Some planes were meant to maneuver only under a certain amount of fuel in certain fuel tanks, which probably doesn't coincide with 25% multiples...  Some planes are great turners only once you've drained volumes of fuel meant for endurance, not combat ACM.

 I've clarified the fuel settings under the "Test Parameters" section, which states:

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Fuel
1. Fuel is set to 75% for all tested types
2. Individual fuel settings were not considered for the purpose of general comparisons for average
   fighter performance. Therefore, some types have been slightly effected for worse.
  (ie. The F4U-1 at 75% fuel, carries more fuel load than the F4U-1D at 75% fuel)[

 Mosq's data uses 25% fuel, which is a setting I do not agree with. My interest was in a bit more realistic condition which fighter aircraft would meet, were they on real duty. 25% fuel left in the tanks is not a combat fuel load - fighters would long be on the way returning home if they only had 25% fuel in their tanks. Thus, my reasoning was that a fuel load between 50~75% would be more realistic to consider, since this would be the condition the fighters would be in when they've reached the mission destination and started combat.

 Thus, 25% fuel and 100% fuel were omitted - and I chose 75% for the testing parameters.



 

 

Offline Kweassa

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #31 on: March 08, 2008, 01:30:53 AM »
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trotter: Krusty, maybe some of the oddities you perceive come from the fact that this testing was all done with the stall limiter on. Some planes (even assuming equal pilot skill) will ride closer to the stall better than others, with or without flaps deployed. Stall limiter keeps them all above that point, but of course that's not what one sees in game.

 trotter, the key concept in this testing is understanding the difference between a "turning method used in real combat" and a "pure physical turn".

 Real combat situation warrant different types of plane control and micro-management. Like you said, in many cases a plane can "ride closer to the stall", "mush through the stall", or even "tighten the turn using stall". These are all very practical methods of maximizing your plane's capability to turn, but unfortunately it does not give you an objective comparison on how your plane can turn.

 In testings done by pure hand, when you tighten a plane's turn there are moments in which your plane might buffets wallow around a bit, perhaps even starting wobble a bit on the roll axis, indicating an imminent stall. Any pilot will have to counter it by adjusting his flight controls. The problem is, every time a minute change is made, the test results are more and more botched, as the turn process is effected by pilot input. On the other hand, if the pilot tends to avoid this from happening in the first place, his grip on the plane might be unconsciously affected - he might be loosening his turn a bit. In this case the results are also botched since the plane may not actually be pushed to its extremes.

 In short, its the human factor. A good pilot may considerably better manage his plane during a turn, however, even the best of AH pilots aren't familiar with every plane there is... not to mention they are also prone to making mistakes in turning.


 Thus enters the stall limiter method.

 The stall limiter is basically a stick-pull limitation system which inhibits your plane to stop X degrees before the stalling AoA defined by the game. Every plane has its own AoA in which the plane would fall under a stall - and the stall limiter stops your stick effect at the set angle before that AoA. The beauty of the stall limiter(henceforth referred as "SL") testing method, is that the inhibition angle can be custom set.

 The reason people misunderstand my testing, is because they assume the SL setting I've used for my testings, would be the same as the SL setting currently experienced in MA - which, it is not. The SL setting I've used for the testings are all individually tested out in each plane to the lowest point possible, so that I may be able to just ham-fist pull back on my stick in a turn and yet the plane would not wobble or destabilize, experiencing stall effects. The figures I've used are also recorded, in which case most of them are 0.05 - this means, the SL inhibition effect casted upon the individual tested plane, is merely 0.05 degrees before the stall AoA. If I'd pull 0.05 degrees more on my stick, the plane would stall out. In comparison, the MA SL figures are around 2~5 degrees IIRC, 40~100 times higher than the setting I've used in my testings.

 In short, all the planes in my testings are mechanically geared to stop around 0.05 degrees before stall AoA by the system - which is practically about the lowest point a human pilot would also probably be able to stop the plane before it stalls. By all practical means, my tested planes are turning as about as well as any human pilot would turn his plane - except my testings are mistake-free, devoid of the human factor. They make no mistakes - the turns are constant, without worrying about the human factor in which case may sometimes pull harder, or weaker, than necessary. They don't "mush" through the stall, nor "ride" through the stall - all of them stop about 0.05 degrees before stall.

 


 
 
 


Offline Kweassa

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #32 on: March 08, 2008, 01:46:25 AM »
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Krusty: I believe 2.06 (or right around that) is when the airflow was redone, and this says "revised 2.06" so I assume it's revised for the new numbers...

 2.06 was the version which introduced the Bf109G-14, Spit8, and Spit16, and then redesignated the Bf109G-10 as a Bf109K-4.


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I think the flaw is in the method used to attain them. For one, it doesn't sound like he's equalized the speed (sustained vs instant turn rates)...

 All turns have been timed/measured after the plane has stabilized into a steady altitude/speed after doing multiple 360 revolutions.


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...and for another the stall limiter itself does not level the playing field, and may make aircraft turn at a worse rate than they are capable of sustaining.

 This is explained in the above post. SL is a not a singular system - its parameteres are customizable.


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The first point maybe he can clarify, but I don't agree that using the SL is the key, especially since it's giving results inconsistent with history... and with how the game feels when you fly it.

 ...such as...?

 

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Not his fault, I just think he's got a flawed process.

 Funny you should mention, since my "process" was approved by HT himself.


Offline moot

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #33 on: March 08, 2008, 02:35:30 AM »
Thanks Kweassa, I misread that. I'll do a chart for those too, unless you think it's not worth it.

I think the charts deserve another data series that's more adapted to AH's dogfighting condition, i.e. light fuel loads..  They aren't uncommon given the proximity of fields and furballs.  I think it's worth doing.. It just requires a few clicks in excel to give everyone a clear look at how the planes compare.
« Last Edit: March 08, 2008, 02:37:41 AM by moot »
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Offline Kweassa

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #34 on: March 08, 2008, 05:23:27 AM »

 moot,


 These sort of testings and data is all I can offer to AH2 and its wonderful community. Whether the community thinks its worthy or not is entirely up to them. So feel free to use it as necessary, moot - I hold no objections to any kind of use or distribution of the testings whatsoever. If you think its worth something, then its all flattering to me :) .

 ...

 However, in perhaps a loose defense for myself my own data, the recent FM changes have been noted for making drastic changes for certain planes but I myself remain more or less skeptical to just how drastic it is. To be specific, I myself maintain that any sort of FM changes made by HTC would probably have a more global effect on most of the planes by its nature, and although it is possible that a few planes may be feeling the effects more or less, my assumption is the relative "scale" of performance is largely unchanged. The testings are of v2.05 and v2.06, but its not as if a recent version of a Spitfire is suddenly going to show drastic changes in relative turn performance when compared with 2.06 Spits.


 With utmost respect for Mosq and his testings as a premise, his and my testings have somewhat different parameters and level of tolerance, and like all would-be researchers might naturally be :) , I also tend to trust the objectivity of my own data then others.

 Likewise, the recent effect of "FM changes" are largely reported and propagated amongst the community through the efforts of one man - Widewing. Again, with my deepest respect to Widewing, I remain somewhat skeptical to some of his reportings and objectivity of testings, not to mention his reported facts on how the planes perform are not really validated or confirmed by others. People tend to just believe what Widewing says, and probably rightfully so. However, to really confirm just how much "FM" has been changed needs another global testing in the manner Mosq, or myself, have done in the past. This has never been done, and currently most people take WW's reports on 'P-51s, 109s, F4Us and their flaps' at face value. I myself, have doubts.

 Personally, I have a fleeting suspicion that another set of testings done under the same criteria as the previous two testings, will probably show that the reality of those individual planes might be different... but unfortunately laziness has kept me from doing another round of testings (that, and a broken stopwatch).


 Perhaps in the near future (maybe if I'm waylaid from my job again and have some free time :D ) I might try and update the results with a new round of global testings.. but for now, I leave this old junk to you moot :). I am very grateful you took the time to make it into a visible chart, since I don't know how to use such programs.


 - K out -


Offline Masherbrum

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #35 on: March 08, 2008, 09:04:44 AM »
The Ki 61 turned with FM2's in WWII.   I hope this gets fixed by HTC soon.   
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Offline Widewing

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #36 on: March 08, 2008, 11:30:40 AM »
In short, its the human factor. A good pilot may considerably better manage his plane during a turn, however, even the best of AH pilots aren't familiar with every plane there is... not to mention they are also prone to making mistakes in turning.

I understand your purpose, and it's quite valid within the concept that most players do not know the actual limits of the various aircraft. It removes pilot skill from the equation, thus eliminates variables associated with skill. This is important in relation to the community in general. I will go back to this further down in this post.

As for me, I can easily turn smaller circles in any aircraft with Stall Limiter turned off. Then again, I enjoy flying on the ragged edge and have become quite adept at it.

When Mosq and I compare our turn data, we find that there is little difference. There are exceptions, simply because you can fly too deep into a stall and actually reduce the turn radius as the aircraft mushes in the turn. There is a fine line and you can find it with a little practice. Basically, when the aircraft enters a slight oscillation where the wings generate a very slight rhythmical wobble in the roll axis, that's the practical limit. If you can hold it there, you have attained the best possible sustained turn.

Another factor not usually considered is flight hardware. Simply stated, the higher quality hardware you have, the better the result will be. A caveat to that is stick set-up. Damping, deadband and scaling will influence the result. When you are flying at the limit of the flight modeling, differences in hardware, although very minor, have a bearing on the result. Spiking hardware will absolutely ruin any ability to fly at the limits. You get what you pay for. A $35 stick will give $35 results. That's why I use only CH Products hardware (having tried almost everything else over the years). Twisty sticks are imprecise and invite unintended rudder displacement. Rocker type rudder control is better than twisty types, but it's still crude when compared to a good set of pedals.

That leads us around the circle and back to the issue of pilot skill. Smooth application of stick and rudder are paramount to being able to fly at the limit. Harsh stick inputs will induce stalls (wing dipping, etc) and waste valuable energy. Excessive use of top rudder to offset wing dip kills E via cross controlling and tends to decrease bank angle. Both increase turn radius, sometimes dramatically so.

Taking everything into account, all turn radius data that does not reflect using Stall Limiter, is the result of factors that will vary widely from player to player. Thus, knowing that your Spitfire can out-turn a P-38 does not guarantee that an individual pilot can do so. It depends on factors defined above, and some factors not yet discussed.

Kweassa's data is the perfect baseline upon which pilots can build their plane handling skills. That's where its real value lies.

Oh, and Kweassa, thanks for taking the time to compile the data. I know how much time was involved.

My regards,

Widewing
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.

Offline Oldman731

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #37 on: March 08, 2008, 12:01:38 PM »
Kweassa's data is the perfect baseline upon which pilots can build their plane handling skills. That's where its real value lies.

Oh, and Kweassa, thanks for taking the time to compile the data. I know how much time was involved.

Agreed on both points.  This is great stuff, Kweassa, thanks very much.

- oldman

Offline waystin2

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Re: The Complete Aces High 2 Fighter Turn performance (revised 2.06)
« Reply #38 on: March 08, 2008, 03:44:37 PM »
Thank you for the info and graph gentleman.

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