Author Topic: A game designer's viewpoint on AHWiki's aircraft descriptions.  (Read 5437 times)

Offline hitech

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #45 on: February 04, 2009, 01:22:19 PM »
Quote
    - "No WWII aircraft could maintain CV; they all had to spiral downward". The primary maneuver recommended by Steinhoff in combat with the Me-109G against the P-51 and P-47 was the CLIMBING spiral. This was THE major advantage of the 109G over almost all foes. Steinhoff went on to point out the P-38 was a particularly dangerous foe because it was the only (American?) aircraft capable of matching or exceeding the 109's spiral climb. (Borne out by the P-38's climb rate if not its kill ratio!) Not a maximum rate turn, I know, but from lower speeds the acceleration was there...

Gaston when you wish to learn and expand your knowledge, let me know, because your response to my statement "No WWII aircraft could maintain CV; they all had to spiral downward".
Has absolutely nothing to do as to why a climbing spiral is a good idea in a 109.

Your statement that any plane in WWII had its tightest turn radius at speeds about 400 mph is just simply insane, and shows a complete lack of any understanding of the theory of flight, and hence what ACM is all about..

So as long as you wish to state facts that have nothing to do with a discussion I am finished with this thread. You can try baffle the clueless with useless information, but many people here see the truth behind the BS.

P.S. Would you happen to know a man named crumpp?

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Offline Simaril

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #46 on: February 04, 2009, 01:59:04 PM »
Gaston:

Unlike many who post here, I'm not an aeronautic engineer, math guru, or trained pilot. However, even as an "Aircraft and Vehicles Forum" amateur some of what you're saying doesn't make any sense.

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Offline eddiek

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #47 on: February 04, 2009, 04:41:15 PM »


P.S. Would you happen to know a man named crumpp?

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Offline fudgums

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #48 on: February 04, 2009, 05:08:55 PM »
Gaston when you wish to learn and expand your knowledge, let me know, because your response to my statement "No WWII aircraft could maintain CV; they all had to spiral downward".
Has absolutely nothing to do as to why a climbing spiral is a good idea in a 109.

Your statement that any plane in WWII had its tightest turn radius at speeds about 400 mph is just simply insane, and shows a complete lack of any understanding of the theory of flight, and hence what ACM is all about..

So as long as you wish to state facts that have nothing to do with a discussion I am finished with this thread. You can try baffle the clueless with useless information, but many people here see the truth behind the BS.

P.S. Would you happen to know a man named crumpp?

HiTech




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Offline Murdr

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #49 on: February 04, 2009, 07:50:44 PM »
Quote
I disagree the maximum rate of turn on WWII aircrafts is airframe limited.
What's relevant to the discussion is that it is G limited.

Quote
I think this concept is inherited from jet air combat, where "energy" has a great role to play,
This is backwards.  E-M plots exist from early war, which were of course classified information at the time.  The concepts were a little more widely disseminated and somewhat tweaked during the jet age.

  -"Cornering Velocity has no practical value"; I meant it has value for determining the peak rate of turn of the ennemy, but in the case of SOME WWII aircrafts, the tightest radius of turn is near 400 MPH! The Me-109G can be trimmed tail-heavy to have two peak turn rates, and though I don't know the exact figures, I don't think its 420-480 MPH turn rate is hugely wider than its 200-250 MPH turn rate. If the Mustang can turn like a Zero at 400 MPH TAS(!), then be beaten by a tail-heavy 109G at 420 MPH, surely the 109's 420 MPH turn can't be much wider than it's own first peak, or then the first peak would be Zero-like at Zero speeds; unlikely.

Maximum rate of turn or Cv is going to be where the stall and G limits are both met simultaneously.

And here is a plot from 1940.  The top is clipped, but it is clear that the peak (Cv) is Below 250 CAS.  On the left line is the stall limit, on the right line is the G limit.  Time to turn 360 can be read on the right.  Radius is marked with the dotted lines.


But for even better clearity.  Badboy took the Spit E-M diagram from the same document, and produced one for the Spit1 under the AH flight model.

Quote
But let's compare that with the diagram for the real Spitfire MkI.


Here we can see that both the real Spitfire and the AH Spitfire have the same corner velocity at that altitude and configuration, so let's compare a turn. Just for example I've selected a 5g turn at the corner speed of 250mph. I've indicated on the diagram for the real Spitfire that it would need to descend at 16 degrees below the horizon to sustain that turn and it would turn a full circle in about 14.5 seconds with a radius of about 850ft. You can see from the diagram for the AH Spitfire that it would also make the same turn in about 14.5 seconds with a radius of 850ft, and that it would need to descend at an angle of 23 degrees below the horizon, a descending turn only 6 degrees steeper than the real aircraft. But the turn rates and radii for the turn, along with the corner speed are amazingly close. The difference in the angle of descent is probably due to differences in engine power available at that altitude between the real world tests and Aces High, and perhaps some differences in weight.

It is interesting that both diagrams are essentially the same shape, and that they agree quite closely in many respects, indicating that the flight model in Aces High has accounted for all of the aerodynamic factors that would influence the shape of the curves to any significant degree. A worthy achievement indeed. Kudos to HTC.

This is even more significant, because I've made a similar comparison with the Spitfire and 109e from other simulations, and so far Aces High has first place for accuracy.  I'm just thinking of writing up the whole comparison for an article on SimHQ.

Merry Christmas guys...

Badboy


You seem to have latched on to odds and ends of details, but are not putting them in the correct context or even within the flight envelope.  With that first image for the 109E we can follow the 6G line through various speeds and see that the turn radius and turn rate do not "re-peak" in some way.  Even with a mechanical control peculiarity specific to an aircraft model that limitation is going to take place inside the stall limit and G limit (within the flight envelope).

Maybe that will help.


Offline Shane

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A game designer's viewpoint on AHWiki's aircraft descriptions. Back on topic..
« Reply #50 on: February 04, 2009, 10:32:46 PM »
blah blah blah...  we're talking about a 2d board game (fun as hell).. after going to the site, I eventually discovered Mr. Martin's "Advanced Air Force" page and examples of new data cards.

I like the game and see where he's going with this technical blahdebalh (I just fly either game and shoot stuff down :noid ).  My only "meh" is the data cards... for some reason I find the arch format hard to read at a glance.  I like the old grid style.

I agree the cards need to be a bit bigger for the data. The color is cool, keep that, but more $$. I think you could benefit from editing some of the data presented. You also might want to spiff up the bomber cards with colors and field of fire arcs like the old data cards did.

Are you working on a rule book too? Or are your efforts contained within the data cards utilizing existing rules? Another question I have is the planeset. Air Force and Dauntless, both with expansion packs, iirc, covered just about everything, lol. Not to mention various ship classes, ground targets, AA, etc... (I was planning to buy little miniture planes to use instead of the little printed cutouts - never got around to it.) Are you updating them all or just a certain planest, ala Aces High?

You may now return to your technical blahdeblah.    :cool:
« Last Edit: February 04, 2009, 10:36:30 PM by Shane »
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Offline Saurdaukar

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #51 on: February 05, 2009, 11:02:42 AM »
I don't know if I'm one of the clueless, but I found this thread to be very interesting.  I actually read through all four pages, word for word.  So, even if I'm overly gullible, thanks Gaston. 


"...but an overlooked aspect of this "energy fighting" is the exaggerated effectiveness of the gun armament in computer games; in reality, the higher the relative speed, the weaker the armamament strike. The more energy you have compared to your opponent, the more bullets/shells will miss. In WWII they HAD to stay and maneuver to finish the job, and they could not attack at too high a relative speed."


This, however, doesnt make much sense to me.  Like many others here, Im far from an aeronautical engineer - Im a finance guy.  I just love war birds and AH gives me the chance to get about as close as I ever will to driving one.

I do agree with Hitech that "energy" is a clearly defined term and you seem to be using it incorrectly... but, that said, and especially in the case of the effectiveness of non-incendiary, non-explosive ammunition, I don't understand the math behind the statement that a higher relative speed results in a decreased armament impact value.

While I'll buy that higher speed may result in greater projectile dispersion simply due to airframe stress and the corresponding changes to strike points, I think your statement that more rounds would "miss" assumes two things which are qualitative, not quantitative: a pilot's ability and the tactical situation.

Excluding those qualitative variables and approaching the statement purely from a mathematical perspective, I believe that the higher the relative speed, the greater the impact of any projectile weapon deployed. 

Yes, the initial reduction in projectile speed would be accelerated in response to the higher initial drag against the atmosphere, but you would still be deploying the projectile at a higher rate of speed from your own aircraft than you would from a standstill and, relatively speaking, if the other aircraft is traveling at a reduced rate of speed, the impact effectiveness would be amplified in comparison to a steady-state speed differential of zero.

Im thinking of it like a car accident.  I'd rather be rear ended, going 30 MPH, by an Asian, female driver on a cell phone going 35MPH than be rear ended, going 30 MPH, by an attorney chasing an ambulance going 100MPH.

The relative speed of the attorney is higher and so too would be the impact effectiveness.


Now... someone more knowledgeable... am I over-simplifying this, missing something or am I on the right track?

Offline iTunes

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #52 on: February 05, 2009, 03:33:12 PM »
Tell you who we need to pop up on here, Remember the Eingineer who really knew what he was talking about? The guy who started the discussion about the ME163 engines and their fuel consumption? Now that's guy I belive, in fact wasn't he some sort of Aero engineer?
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Offline moot

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #53 on: February 05, 2009, 04:24:45 PM »
Race?  Pyro and HT prolly are as good as engineers, and if they don't, they certainly qualify as far as coding is concerned. And that's what it always comes down to, how to code it.
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Offline BnZs

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #54 on: February 05, 2009, 04:33:39 PM »
.50 cals were *quite* deadly in Korea at jet speeds. 'Nuff said.

Modern rotary cannons and what have you with insane ROF, the problem is not the effectiveness of the individual projectile, so much as that they need that ROF to make the bullet stream "thick" enough that a fighter moving very fast doesn't stand a good chance of "threading the needle".



I don't know if I'm one of the clueless, but I found this thread to be very interesting.  I actually read through all four pages, word for word.  So, even if I'm overly gullible, thanks Gaston. 


"...but an overlooked aspect of this "energy fighting" is the exaggerated effectiveness of the gun armament in computer games; in reality, the higher the relative speed, the weaker the armamament strike. The more energy you have compared to your opponent, the more bullets/shells will miss. In WWII they HAD to stay and maneuver to finish the job, and they could not attack at too high a relative speed."


This, however, doesnt make much sense to me.  Like many others here, Im far from an aeronautical engineer - Im a finance guy.  I just love war birds and AH gives me the chance to get about as close as I ever will to driving one.

I do agree with Hitech that "energy" is a clearly defined term and you seem to be using it incorrectly... but, that said, and especially in the case of the effectiveness of non-incendiary, non-explosive ammunition, I don't understand the math behind the statement that a higher relative speed results in a decreased armament impact value.

While I'll buy that higher speed may result in greater projectile dispersion simply due to airframe stress and the corresponding changes to strike points, I think your statement that more rounds would "miss" assumes two things which are qualitative, not quantitative: a pilot's ability and the tactical situation.

Excluding those qualitative variables and approaching the statement purely from a mathematical perspective, I believe that the higher the relative speed, the greater the impact of any projectile weapon deployed. 

Yes, the initial reduction in projectile speed would be accelerated in response to the higher initial drag against the atmosphere, but you would still be deploying the projectile at a higher rate of speed from your own aircraft than you would from a standstill and, relatively speaking, if the other aircraft is traveling at a reduced rate of speed, the impact effectiveness would be amplified in comparison to a steady-state speed differential of zero.

Im thinking of it like a car accident.  I'd rather be rear ended, going 30 MPH, by an Asian, female driver on a cell phone going 35MPH than be rear ended, going 30 MPH, by an attorney chasing an ambulance going 100MPH.

The relative speed of the attorney is higher and so too would be the impact effectiveness.


Now... someone more knowledgeable... am I over-simplifying this, missing something or am I on the right track?
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Offline texastc316

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #55 on: February 05, 2009, 05:52:18 PM »
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Offline SmokinLoon

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #56 on: February 05, 2009, 06:15:37 PM »
See Rule #4
« Last Edit: February 06, 2009, 06:05:39 AM by Skuzzy »
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Offline BnZs

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #57 on: February 05, 2009, 06:36:39 PM »
Yeah, I never question HTC for any reason.  :rolleyes:

I think I was rather polite. If I had chose to be less polite. I could have said a great deal of this stuff does not resemble anything from any valid source material I've ever seen and quite abit in fact contradicts other sources, or the obvious signs the OP does not know anything about ACM, such as framing his ideas about which speeds maximum turn rates may be achieved in terms of TAS instead of IAS.


See Rule #4
« Last Edit: February 06, 2009, 06:06:01 AM by Skuzzy »
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Offline Gaston

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #58 on: February 05, 2009, 08:30:41 PM »
      To Shane; I added 3 pages of rules, with a new much more fun firing table, to modify EXISTING rules, and on top of that there are four pages of the most important rules clarified in "plain" language, with extra rule details, and an errata at the end about the H-loop rule. You DO need the original Avalon Hill or Battleline rules...

      Each of these cards is a titanic struggle to make sense of the mess of incomplete data that is out there, and there are actually few WWII aircrafts that could be made into an accurate, well-rounded Data Card, so incomplete is the available data. Excluding variants, British and Russian aircrafts, and staying in the late-war arena only, only the F4U and F6F come to mind as being even possible, without just guessing the whole thing, which I already did for much of the Me-163B... The F6F is the only undone aircraft that I REALLY like that could be done accurately. (Note that all but one of the 1/144 scale profiles are done by me, as no accurate thick-line profiles could be found, and this is a lot of work in itself... If I saw a lot of interest, I would do an F6F, and for fun would 70% guess a Ki-84 Frank.)


     To Karnak; +25 lbs Spit IX top speed is 1-3 MPH higher than lower power Mk IXs, IF that... Of course, speed was increased +15-20 MPH at lower altitudes. Still, is it not VERY significant that no MK IX ever went beyond about 405 MPH TAS, when the same-engine P-51B, or the MK XIV with little more power, did 440?... Why confuse the issue with what speed the Mk IX gained at SOME altitudes? Putting it another way, excluding the Japanese Military Power vs WEP debacle, show me a SLOWER top speed for a light weight fighter with 2000 HP... (Light weight excluding the Hellcat/Corsair etc...)

     To Saurdakar; at 2000-2700 fps of bullet/shell speed, the added speed of an unrealistically high 200 MPH overtake is minuscule. The issue is repeatedly ajusting the aim in a short time; most gun-cam footage show a very tepid overtake... Which is why the damage is more spectacular! And thus the footage is better-known...

      
      Murdr; "What is relevant to the discussion is that it is G-limited".

      Hightec; "Your statement that any plane in WWII had its tightest turning radius at 400 MPH is just simply insane."

      Well, I didn't quite realize that this was not an accepted fact... If you want the very first clue I had of this, it was a single post by Skychimp, a well-known simmer(discoverer of NACA 868!), 6-7 years ago where he posted two turning radiuses, both at 400 MPH TAS;

                                                                         Spit XIV; 625 ft.

                                                                         P-51D (probably metal elevators?); 450 ft. (!!!!)

      To put it in perspective, the lowest turning radius I have read for an EARLY A6M2 Zero is 650 ft. at 250 MPH, but I think even an early, lighter-variety A6M5 might do a little better at a lower 200 MPH, say maybe 500-550 ft., or maybe even 450 ft. for the A6M2 ONLY, but that is REALLY pushing it...

      So I had just learned that a P-51D at 400 MPH TAS could DEFINITELY out-turn ALL Zeroes at 250 MPH TAS. The world had fallen in...

      How come we don't hear of Mustangs beating the Zero's turn as they zoom by it? Well, if you remember my argument above about closure rates and gun effectiveness, especially in a confusing turn like this...


      I'm sure Skychimp can be contacted as to where he got the data. I am not making an obscure reference here...

      But there's plenty of other clues about this. We even have an extended series of tests done in the 1990s, for Pete's sake!

      THEY found out, to their surprise, that the tightest turns were made at or near 400 MPH for the P-47D and P-51D. I'm sure THEY can be looked-up. I don't think there would be that many WWII aircrafts dogfights tests done in the 1990s... The F4U and F6F were there also.

      And then, ironically enough, we have a genuine WWII Zero ace, Saburo Sakai, flying a P-51D (in the '70s!), expounding on these amazing turns he did at 500 MPH TAS (because of the speed, I am sure those were done with post-war metal-skinned elevators)... He then said, shortly after mentioning the turns; "Now I know I can place the Mustang in company of the Zero, as the two greatest fighters of WWII!".

      Let's examine now how this can be possible, and why the reference to G-forces and CV is ok for pushed-from-behind jet speeds, but COMPLETELY misleading for pulled-from-the-front WWII fighters.

      To begin with, this P-51 turn radius of 450 ft., at 400 MPH TAS, is probably not a perfect semi-circle, but more likely a somewhat elongated ellipse, which would "soften" the G-forces on the pilot with some sideways sinking of the aircraft, a-la-FW-190, but probably comparatively more shot-lived.

      Then, and probably even more important, is the fact that the Mustang is pulled from the FRONT, NOT pushed from the REAR, while being somewhat posterior-heavy as is well-known. This allows the aircraft to "pivot" around the prop (hence "hanging on the prop"), immensely relieving the pilot of the G-forces because this rotation is achieved by a pivot center close to him or directly on him. In addition, this makes the transfer of blood not constantly uni-directional but rotating/changing, and also more front-to back on the body instead of top-down all the way (especially in the second half of the 180°), softening the blow even more.

      You could even theoretically have a radius of turn of o ft. (with lateral mini-rockets as in Battlestar Galactica). The aircraft would then pivot on itself, the pilot as the point of pivot, decelerate BACKWARDS, then accelerate forward again with NO excessive gs on the pilot; 0 ft. 180° turn radius!

      Then you have to add that the P-51D also had the first G-suits...

      It IS quite shocking that this is true, but it does shows that the entire notion of using jet-era formulas in the prop age is a recipe for confusion. Jets operate in an unforgiving, cement-like air that is like another world from the prop era, and the fact that they are propulsed instead of tracted has a huge influence on how they can pivot on themselves to alleviate the pilot even at medium-low speeds. That the famous Cobra maneuver is seen as a major novelty shows just how uniform jets usually are in maneuvers most of the time, compared to the rambunctious bunch of weirdoes WWII fighters are... Also compare the handling of a front-wheel drive car to a rear propulsion car; quite a difference...

      When Kurt Tank said the FW-190 at high speeds could pull x gs per ONE Kilo of pull on the stick, either it was an internal document for a specific use, or the gs were very short-lived, or he was trying to impress an audience by using G-forces as a factor of confusion; it fooled me a long time into thinking the 190 was a tight turner at high speeds... But a SINKING aircraft CAN pull a LOT of gs, and with those types of machines, that doesn't mean it's NOT going down... I hope all those pancaking 190s were not thinking; "hey, with all those gs, I should be ok!..." For sure it was MUCH better, and slower, than hitting nose first like a frozen-stick Zero...

      Unlike the jet era, where a given amount Gs WILL match a given rate of turn (although maybe not always so at the very lower range of speeds; ie; the Cobra), in WWII, Gs are little more than a factor of confusion, because they don't tell you exactly what the prop-driven contraption is actually doing... For turn/loops, I always hope to find maneuver DIMENSIONS (more valuable than turn times), and these are not often available. Then I turn to psycho-analysing combat pilot anecdotes... Gulp!

     Gaston.

      

      

 


Offline thrila

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Re: A game designer's viewpoint on AHWiki's aircraft descriptions.
« Reply #59 on: February 05, 2009, 08:44:41 PM »
 
To Karnak; +25 lbs Spit IX top speed is 1-3 MPH higher than lower power Mk IXs, IF that... Of course, speed was increased +15-20 MPH at lower altitudes. Still, is it not VERY significant that no MK IX ever went beyond about 405 MPH TAS, when the same-engine P-51B, or the MK XIV with little more power, did 440?... Why confuse the issue with what speed the Mk IX gained at SOME altitudes? Putting it another way, excluding the Japanese Military Power vs WEP debacle, show me a SLOWER top speed for a light weight fighter with 2000 HP... (Light weight excluding the Hellcat/Corsair etc...)

You don't seem to understand the effects of 150 octane fuel.  It increases speed below critical altitude for a supercharger, it also reduces the original critical altitude, thus a figher will have a similar top speed but at a lower altitude. 
« Last Edit: February 05, 2009, 09:21:20 PM by thrila »
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