Originally posted by Gunslayer:
For Swulfe, I don't believe you have to see the source code to judge a game engine. Yes, Deez has to go by his own experience to compare the feel of the game engines. But most poeple that argue about Aces versus WB versus WW2 online have never flown in real planes. He has enough flight experience to convince me he at least has a decent understanding of what real flight feels like. And he by no means is trying to pretend that he knows what is going on behind the scenes. Many poeple have heard Pyro and Hitech say that aces uses a tables based flight model. I have read it in some of thier posts.
Gunslayer, Deez has about as many hours in aircraft as I do... I have more in 152s, but I have about 12 hours in a Cozy.
I also have 6 hours in a Boeing 737, 747 and 777 full motion simulator (not 6 hours in each, 6 hours altogether).
I can guarantee you, there is no "feel" in it. AH uses table based flight models in some aspects, but if it hits the numbers and they perform like real world data says (or within 10%) then that's pretty freakin good for a PC. Fact of the matter is, you put X-Plane data in here and you might have something that does NOT hit the numbers in some areas while it does in others. This is no different than the way AH models it.
Now, there was a
game(no where near simulating real aircraft) called Flying Circus. This thing had some of the most fluid flight ever... but the planes were all based on the same sets of data. There was no torque. There were spins (and very beautifully modelled spins at that), and "limits" in the flight model (e-loss, etc)...
Case in point, that thing FELT really good to me at simulating flight. It was far from any numbers on the "planes" it was "simulating", but it had a good FEEL.
I'm just saying, there's no way you can FEEL what is right or wrong, there or missing, modelled or not... it's all in the eye of the beholder.
-SW