i have been playing your games for 12+ years hitech ...
my question is about the relative reaction to forces of airflow on two similar structures and why they are modeled so differently in some of your games. it is a physics disparity and should have relatively very little to do with anything else.
i am sure you understand that when the same forces are treated differently on different FMs these things stand out as obviously incorrect. i have not after all brought up planes that did not have low deflection flap settings in my observation.
i have shown you the specific data sheet that both addresses the specific issue on one of the FMs in which i noticed the problem, and clearly shows the physics that are at the core of this imo incorrect representation in the game.
air resistance forces should be consistent across all the FMs, that is obvious.
the same structure should be able to handle the same force(at least), that is obvious
so when air flow resistance is decreased, speeds able to be sustained by the structure should increase, that is obvious.
this should happen across the plane set in proportion to every other similar structure modeled in the game, that is obvious.
what IMO you have lost in your more recent efforts that i have played as you have improved your offerings is the wonderful well defined envelopes of the aircraft modeled in AW, and the completely objective way the physics of flight treated the entire plane set.
as gyrene has stated we think that it is due to the availability of data on some aircraft, and so in this case you have taken an apparent training manual operational restriction and represented it as a design limit, which it is clearly not, as my data has shown, and quite frankly imo a little time thinking about the issue should have made clear.
that would be ok except that is not how you determine all the limits on all the aircraft.
because of that what you are left with is very poorly defined envelopes and planes that stand out as obviously wrong vs. other planes in the set which apparently operate under a different set of physical laws.
i am not intending to project intentional bias on your or your teams part, what i am trying to point out is that when the criteria for limits are different across the plane set then you make yourself vulnerable to an apparent bias in the resulted FMs.
please take this to heart and review the processes you used to determine the limits on the FMs because they do not seem correct, and in this particular case they seem to me to be obviously very incorrect and that disparity has a very real effect on the game play and therefore is undermining the immersion factor i am sure you are trying to achieve in the game.
thank you for your consideration in this matter.
sincerely most respectfully
t
aka. richard boswell
(thoraw, thorwb, -thor-, thorsim --- 159BK, <?>, =<LR>=, JG-51, JG-27, JG-Amerika-EMC, II-JG-27 AH)
a fan of your games ...
++S++
Thor:
Pyro and I have been creating sims for 15 years.
Who would you say has the burden of proof when making claims. With your very first post you state AH is incorrect, and on you 2nd post your reasoning is "It is obvious".
Can we be incorrect at times, absolutely, but I do believe 15 years of experience does deserve a little more credence and respect than you have give from your very first post.
HiTech