So again, all we're talking about is normalizing flap deployment speeds on all aircraft. I'll exagerate to make the point, but why not normalize turning radius? Why not normalize armament? Why not normalize speeds? The fact that the individual aircraft in-game are representative of their real-life selves is the only thing that makes this game what it is, and not something you buy for X-Box. Currently, HTC uses a standard criteria for all planes with respect to flap deployment speeds. No need to start making arbitrary limits that may or may not have existed in real-life. Other games do that, and we criticize them for it.
Why not normalize turning radius? Turning radius is a direct consequence of the physical model of the aircraft, not of some arbitrary limit we set as is the case with flaps deployment. E.g., this airplane had X horsepower at Y altitude, turning it Z AoA causes Q amount of drag which after we plug into the physics engine spits out P turning radius.
Why not normalize armament? We have standard loadouts that were historically representative (yes, this would be the argument to use AGAINST my suggestion). In some respect, it is also a consequence of the "physical model" ie that we're modeling WWII conditions. But then again, our model does make
some compromises for gameplay albeit reasonable ones. It is in this spirit of "reasonable compromise" that I made my suggestion.
Why not normalize speeds? Again, top speeds are direct consequences of the physical model, not an arbitrary limit. X horsepower, Y drag factor, plug it all in and it gives Q top speed.
So you see, there
is a difference between my idea and "X-box flightsims". Didn't you see my emphasis on the fact that this would not violate the
realism limit?
In essence, I'm taking the "physicist's order of magnitude approach" - if we can show the flaps structural integrity to be maintainable at conditions approximately an order of magnitude greater than the maximum "practical conditions", then we can ignore the extreme conditions without violating realism because you would never want to use flaps in those cases. Then, with flaps being shown to be "safe" under say 400 mph IAS, you could painlessly implement corner velocity combat flaps.
Just so you guys don't mistake my meaning, I mean "arbitrary limit" as in how the flap speeds were set in the pilot's manuals, not how HTC chose them.
Again I don't have the data, but going off the general direction of what thorsim has posted thus far, the structural limits by
far pass any necessary smell test for the flaps to be deployable under corner velocity which is where they would be most useful anyways. If this can be shown convincingly, we do not
need to go through the trouble of a full structural model for flaps because such a model would include flaps speed far in excess of what is useful.
Anyways, just an idea, but I think it's the best compromise between full blown structural failure and strict pilot's manual adherence. It's kind of a piggyback off of what Thorsim has shown us that would save HTC time and money in implementation/research yet still give useful gameplay results. On the other hand, if HTC would like to actually go and do the full blown structural model... more power to them.