Author Topic: Flight model.  (Read 2369 times)

Offline Chauncy

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Flight model.
« on: January 30, 2012, 09:46:27 AM »
Sorry if this is already up somewhere or is general knowledge:

I know that the flight model is set in here to balance life-like flight with game play (ok I am sure most of us in here would become one of the eliminated Ensign's in an F4U in real life).  But I was wondering if somewhere there exists the settings for as accurate to actual flight...torque...lift etc.. as possible. 

If so, it it possible to create (if only a personal one...one of those temp arenas) an arena where the settings are set thusly?

I remember when this game came out and maybe my brain is foggy, but I do remember spending several early sortie attempts doing circles on the runway in single engine planes trying to get them to go straight down the runway.  I also remember several of us just sitting in the "officer's club" on a cv taking verbal bets on whether or not the next guy would crash on takeoff or landing.  So, much fun to watch.  Yes, we can still do that now, but it just seems easier.

I realise it would not be fun to crash every 5 minutes and I am not proposing a main arena for "full realism" flight, because I know that even when / if the best settings that could be obtained were put into an arena people would still complain about this or that.  I am also not asking for those settings to be developed if they do not exist.  But, if they do exist, even if only to be a base from which the game's arena settings are balanced from could we have the ability to do this.  It is not that I would enjoy playing the part of Charlton Heston in the Midway movie trying to land on a CV every time.  But like I said. 

"Just for giggles" is it possible.

Chauncy


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Offline Zoney

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Re: Flight model.
« Reply #1 on: January 30, 2012, 10:00:06 AM »
Crap!

I thought this was gunna be about hot stewardess' !
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Offline Citabria

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Re: Flight model.
« Reply #2 on: January 30, 2012, 10:04:59 AM »
I have 20 hrs of t-6 texan time now and can put it through its paces from takeoff to a full aerobatic routine to landing.

so pardon me but I think I can shed some light on this topic from personal experience since I also have 6000hrs playing Aces High.

this game is realistic. its not watered down. the watered down options like autotakeoff and stall limiter are controllable by you the player.

what is missing can not with current technology be implemented. things like G forces, the control response of the actual airplane is approximated to facilitate use of current game controller hardware etc. things that you think you are missing in coding are not missing. its modelled.

what you are missing is actually being there in the fire breathing oil spitting bird caged monster as you careen through the sky like a demon. and trust me it is awsome to experience and it is accessable to the masses thanks to the large supply of T-6 Texans still around. everything behaves the same as your faster p51 mustangs just the needles show lower speeds.
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Offline Karnak

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Re: Flight model.
« Reply #3 on: January 30, 2012, 10:16:11 AM »
There has not been any torque reduction for gameplay purposes.  IIRC pulling back on the stick to lock the tail wheel was added though.

Grab an F4U-4, Spitfire Mk XIV, Tempest or such and, without locking the tail wheel, advance the throttle to WEP and see what happens.
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Offline VonMessa

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Re: Flight model.
« Reply #4 on: January 30, 2012, 10:18:13 AM »
There has not been any torque reduction for gameplay purposes.  IIRC pulling back on the stick to lock the tail wheel was added though.

Grab an F4U-4, Spitfire Mk XIV, Tempest or such and, without locking the tail wheel, advance the throttle to WEP and see what happens.

He will learn a new term.

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Offline Zeagle

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Re: Flight model.
« Reply #5 on: January 30, 2012, 10:32:14 AM »
I wonder how many hours I have in sims? Probably not a number big enough.

But I have about 300 hours in a various real world ships including C152, C172, C182, C210, C177 and Cozy Mk IV. And I I think AH is pretty darn good simulator.

Thinking about getting a tail wheel checkout in the T-6 myself.
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Offline Tordon22

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Re: Flight model.
« Reply #6 on: January 30, 2012, 10:43:58 AM »
But our flight model keeps the ball centered for you, I've always wondered if there was any way to turn off this auto coordination. Maybe it doesn't, I haven't played in awhile.

Offline FLS

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Re: Flight model.
« Reply #7 on: January 30, 2012, 11:00:31 AM »
But our flight model keeps the ball centered for you, I've always wondered if there was any way to turn off this auto coordination. Maybe it doesn't, I haven't played in awhile.

Turn combat trim off.

Offline Krusty

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Re: Flight model.
« Reply #8 on: January 30, 2012, 11:59:14 AM »
Combat trim does not center the ball for you. You bank and you'll still slip. It just trims the rudder, as pilots would do (either via trim settings or pushing a little harder on the pedals -- remember real world doesn't "spring to center" like USB joystick controls do)


As good as the AH flight model is (best you can find so far!!) it does have certain observable lackings here or there. Mind you, not too many. It is still by far the best WW2 flight sim of them all.

One of them is this apparent lack or torque. HiTech says the torque is fully modeled, but something "dulls" it IMO. Compared to previous versions of Aces High, we have less noticable torque effect causing spin-outs on planes at slow speed turns, and on runways, and doing ground loops.

The P-51B used to be far better at turn fighting than the P-51D because it had the razorback and the spin was less likely to happen in tight stall fights. This was back in AH1, before the change. Now, it seems something has changed.

HT says the Torque is still there, so I can only say "something else" has caused it not to be as effective. Some underlying variable or code process makes the end result not the same as in real life.

Of course, this in no way helps HTC figure out what the problem is (if any) and resolve it, so there's nothing I can do about it.

Offline TequilaChaser

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Re: Flight model.
« Reply #9 on: January 30, 2012, 01:58:01 PM »

One of them is this apparent lack or torque. HiTech says the torque is fully modeled, but something "dulls" it IMO. Compared to previous versions of Aces High, we have less noticable torque effect causing spin-outs on planes at slow speed turns, and on runways, and doing ground loops.

HT says the Torque is still there, so I can only say "something else" has caused it not to be as effective.

I am of the theory that the longer one plays/becomes use to the flight model, the more a person might think stuff has changed or think that the modeling has been turned down or dulled down....... but in reality it is the case that they are so used to the flight dynamics that it causes one to imagine that the modeling has been relaxed, where as in reality it has never been messed with..... the player has only become used to it and therefore it becomes easier for them.....

to add,  HTC has always posted any changes to the flight model in the notes, when they have occurred

YMMV

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Offline PFactorDave

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Re: Flight model.
« Reply #10 on: January 30, 2012, 02:19:22 PM »
I think that the modeling is very good.  It lacks the g sensations and the little pockets that give flying that bumpy feel, but otherwise I would say that HTC has gotten it right.

I would be in favor of an optional more realistic engine controls system at some point in the future.

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Offline VonMessa

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Re: Flight model.
« Reply #11 on: January 30, 2012, 02:26:17 PM »
I think that the modeling is very good.  It lacks the g sensations and the little pockets that give flying that bumpy feel, but otherwise I would say that HTC has gotten it right.

I would be in favor of an optional more realistic engine controls system at some point in the future.

 :O

I'm trying to think of the most cost-effective and safe way to eliminate them from my homebuilt and you want to put them in a sim?   :furious

 :D
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Offline Citabria

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Re: Flight model.
« Reply #12 on: January 30, 2012, 02:29:20 PM »
I am of the theory that the longer one plays/becomes use to the flight model, the more a person might think stuff has changed or think that the modeling has been turned down or dulled down....... but in reality it is the case that they are so used to the flight dynamics that it causes one to imagine that the modeling has been relaxed, where as in reality it has never been messed with..... the player has only become used to it and therefore it becomes easier for them.....
to add,  HTC has always posted any changes to the flight model in the notes, when they have occurred

this.

it is called muscle memory and much of flying real airplanes revolves around the automation the human body is capable of.


let me give you the ultimate example. your a kid again and you just learned to ride a bike. you don't know what physics or bike modelling is but as you ride more it becomes very easy and now your doing tricks and going faster and faster. it all becomes second nature and it gets easier with practice.
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Offline VonMessa

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Re: Flight model.
« Reply #13 on: January 30, 2012, 02:37:32 PM »
this.

it is called muscle memory and much of flying real airplanes revolves around the automation the human body is capable of.


let me give you the ultimate example. your a kid again and you just learned to ride a bike. you don't know what physics or bike modelling is but as you ride more it becomes very easy and now your doing tricks and going faster and faster. it all becomes second nature and it gets easier with practice.

Yeah, but 30 years after I've learned that, why does it hurt more now when I fall and break my arse?   :D
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Offline Tigger29

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Re: Flight model.
« Reply #14 on: January 30, 2012, 02:46:26 PM »
I would love to see a little bit of turbulence modeled from time to time.  Maybe make things get a little rough when clouds are nearby.

Other than that the flight model to me seems top notch.  I have a few hours in a 172 (unofficially) but it feels pretty accurate considering all of the sensations that can't be modeled.. at least not in the same way.