Author Topic: Pilot modeling- effect on realism  (Read 1767 times)

Offline Enker

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Re: Pilot modeling- effect on realism
« Reply #45 on: November 09, 2008, 01:18:07 AM »
On the subject of looking around at G's, I was at space camp a while back, riding the centrifuge to 4 G's, when all of a sudden I thought I heard a voice talking to me, looked around, and ended up having to stop. I dashed out of the door, ralphed my roast beef sandwich and fries into the nearest trashcan, and fell asleep on the ground for about fifteen minutes (as said by the other kids). So if  we can't have G force feelings of sluggishness, we should at least feel some resistances of the looking around.
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Offline Stoney

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Re: Pilot modeling- effect on realism
« Reply #46 on: November 09, 2008, 01:08:34 PM »
Bottom line is that it would be almost impossible to realistically model the physical "pilot" in a way that would be meaningful and we're not going to get full simulator cockpits in the near future so we have to go with what we have.

This is the definitive post on the topic.  Thanks for the perspective Mace.  Nothing like hearing from someone that's already bought the T-shirt...

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Offline Stang

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Re: Pilot modeling- effect on realism
« Reply #47 on: November 09, 2008, 01:19:58 PM »


The fight models are not realistic. Many of them are either over modeled or under modeled to make for a more even playing field. At one time they may have been closer to the real thing but complainers have changed that.

How many stage flaps does a real spit have?

How fast can a f6 go in level flight?

Why is that when you pull just slightly back on the stick in a 51 do the rounds fall like they were cannon being fired at 2 G? It's not that way when using other 50's in different planes.
 
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Offline BaldEagl

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Re: Pilot modeling- effect on realism
« Reply #48 on: November 09, 2008, 01:42:11 PM »
100 Krusty's I say!

Poor Krusty.  You know that one's gonna stick.
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Offline Bronk

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Re: Pilot modeling- effect on realism
« Reply #49 on: November 09, 2008, 01:42:54 PM »
See Rule #4

Offline Mace2004

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Re: Pilot modeling- effect on realism
« Reply #50 on: November 09, 2008, 06:48:34 PM »
On the subject of looking around at G's, I was at space camp a while back, riding the centrifuge to 4 G's, when all of a sudden I thought I heard a voice talking to me, looked around, and ended up having to stop. I dashed out of the door, ralphed my roast beef sandwich and fries into the nearest trashcan, and fell asleep on the ground for about fifteen minutes (as said by the other kids). So if  we can't have G force feelings of sluggishness, we should at least feel some resistances of the looking around.
It's not unusual for someone to become nauseous when first feeling the effects of high G but for most people that goes away.  I got sick my first five flights in the training command but never got sick again in over 2,000 hours regardless of how many G's I pulled.  With regard to creating some sort of "resistance" to looking around the question remains how that would be done and how effectively you would be able to simulate RL.  There is a huge difference in feeling actual resistance to movement under G and just slowing or locking the views while you pull.  I just don't see this as realistic.  Also, even with your head locked in one position (RL) you can still move your eyes which gives you an effective 180deg field of regard without ever moving your head.  If you lock the view in AH you'd be limited to 90deg so it would be far more constrained that RL.  Also, the tunnel vision effect in AH does a good job of limiting what you can see to the center of your vision.  This is fairly realistic in that you do get tunnel vision under high G.  Even here though you have a problem because that tunnel you're looking for is centered on the particular view you've selected with the Hat Switch while in RL you can usually keep the target in the center of the tunnel.  This is one of the areas where Track IR lends quite a bit of realism to the game as you can still maintain good sight even though you're maneuvering at high G in a dynamic environment and aren't limited to specific view angles.
« Last Edit: November 09, 2008, 06:50:15 PM by Mace2004 »
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Offline hitech

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Re: Pilot modeling- effect on realism
« Reply #51 on: November 10, 2008, 10:10:33 AM »
Mace2004: Your description of G pulling and fighting has brought back a lot of memories.

Offline Saxman

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Re: Pilot modeling- effect on realism
« Reply #52 on: November 10, 2008, 10:56:49 AM »
I'm sure there's a way to implement such a thing in the game. Maybe by locking out operation of flaps when flying under high G loads, or making it easier to black out under sustained Gs? Maybe exhaustion could be simulated by the virtual pilot's ability to pull Gs being reduced? As the pilot is more exhausted he blacks out or gets tunnel vision at a lower and lower threshold under instantaneous Gs. Additionally, the pilot would also black out sooner under sustained Gs, until eventually he's so "tired" he can no longer tolerate significant acceleration.

This could also be varied by aircraft to account for things such as boosted controls and pressurized G-suits.
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Offline SD67

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Re: Pilot modeling- effect on realism
« Reply #53 on: November 10, 2008, 02:21:27 PM »
IIRC the blackouts already do become more frequent and longer in duration if you persist with them.
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Offline Saxman

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Re: Pilot modeling- effect on realism
« Reply #54 on: November 10, 2008, 02:48:55 PM »
What about making it so you don't have to go into full blackout? What if just pulling sufficient G's to make your vision tunnel is enough to trigger the process?
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Erkel

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Re: Pilot modeling- effect on realism
« Reply #55 on: November 10, 2008, 10:24:39 PM »
I can't wait till someone comes up with a "Bio-port".  Instead of using a joystick you just jab a USB Bio-plug into your belly button (or where ever). 
Think of the posibilities for realism with something like that!!!
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Offline Stoney

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Re: Pilot modeling- effect on realism
« Reply #56 on: November 10, 2008, 10:43:14 PM »
I can't wait till someone comes up with a "Bio-port".  Instead of using a joystick you just jab a USB Bio-plug into your belly button (or where ever). 
Think of the posibilities for realism with something like that!!!

That would certainly revolutionize Internet Porn...
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Offline BillyD

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Re: Pilot modeling- effect on realism
« Reply #57 on: November 10, 2008, 10:47:19 PM »
(O)(O)  ----------------> direct interface detected. Boobies sequence initialized....
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