Author Topic: Pressure Systems and Wind Effect  (Read 216 times)

Offline earl1937

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Pressure Systems and Wind Effect
« on: April 15, 2013, 09:15:57 AM »
 :airplane: I applaud Hi Tech for adding wind to our game, as that does add a touch of realism to the game. One thing you have to remember about wind is that it is directly affected by different pressure systems in the atmosphere! In a low pressure system, in North America, the air flow within that system is to the left. In a high pressure system, the air flow is always to the right. After running some tests in the MA, I found that the wind at 12k was from180 degrees at 20MPH. At 14K it was from 090 at 20MPH, at 15K, it was from 360 at 20, and from 16K to 34,000 feet, it was 270 at 20MPH. As you can see, the one constant is the wind speed of 20MPH. If I was filing a IFR flight plan, passing through this type of winds aloft forcast, I would immediately assume that it was associated with an "Occluded" frontal system. That is where a cold front overruns a warm front and doesn't have the earmarks of either a warm or cold front, hence the name Occluded. Anytime you have a 270 degree shift in wind direction, it is usually found with a warm front or a cold front. Not sure what the computer programmer had in mind when he set up the wind in the MA, but we will have to learn to cope with it.
For anyone who has no pilot training, the problem is just this: If the track you want to make over the map to your target hangar or etc, and you are on a heading of 330 degrees, to make that track on the map, you are going to have to fly with your directional indicator on about 310 degrees,(just a guess on drift angle, don't have my E6B handy), to com-penstate for the drift that the wind from your left is going to "push" your aircraft off of your desired track on the ground or map of 330 degrees. If you do not want to try to figure the drift angle, just plan on attacking your target on a heading of 270 degrees,(directly into the wind), thus you will have no drift angle, or 090 degrees,( with the wind), again you will have no wind drift. The only problem with that is, into the wind, that will effect your bombs falling because they now have a "headwind" to contend with. Same thing if you approach your target on a heading of 090 degrees, now your bombs have a "tailwind". What I have done to compensate for the wind effect is to add more bombs to my salvo setting and increase the delay up to 0.10, thus assuring my hit on the target.
When bombing above the 16K altitude, if the programmer did his home work, the fact that the bombs are falling through 3 different wind directions, that will also affect the track of your bombs.
Hi Tech has accomplished almost a perfect "flying" game in this game and we should all be thankful we have a game like this to use for 15 bucks a month, (still think its to cheap for the great product we have), but as I have said before in posts, I would like to see some other things added to make the game more realistic, such as parked a/c on ramps, in hangars, wind sock on the indestructible hangar, etc.















Blue Skies and wind at my back and wish that for all!!!

Offline alpini13

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Re: Pressure Systems and Wind Effect
« Reply #1 on: April 15, 2013, 09:36:41 AM »
if there is no wind under 10K...why would be need a windsock? your not gonna ground loop. i would rather see a little weather under 10k......maybe rain and lighting over tank town...to prevent bombing of the great GV fights.