Hummmm...not meaning to dismiss your good work artik but why not just use the EM diagrams Badboy (and I think some others) produce? You can read all that info (and more) directly off the chart. This chart has the P-51D and Yak-9U (sorry, couldn't find a copy with just the Pony.)
To use this for a stabilized level turn (i.e., constant speed, constant G), just pick your speed at the bottom and then go vertically to the P
s=0 line. From that point you look across to the left and you can read the Degrees per Second (DPS). Follow the curved G line to determine your available G and follow the diagonal lines to determine radius.
So, for the P-51D at 200mph with 25% fuel, at sea level and mil power we get: 17DPS, 2.8G and 1000ft radius. Convert that to a 360 degree turn and meters and you get 21.2 sec for a 360deg turn at 2.6G with a radius of 304 meters. Also, as others have asked regarding numbers associated with a specific G, the chart can do that as well. Let's pick 3G. Follow the 3G line to where it intersects the P
s=0 line (ok, it's just a tiny bit away from intersecting but close enough for government work) and we get 250mph. Degrees per second is 14 (25.2 sec for 360deg) with a radius of 1,500 ft (457 meters).
These charts can also tell you lots more. For instance, you can't sustain a level turn above 3G at all (it's all above the P
s=0 line so you don't have enough power to sustain a level turn above 3G). Also, if you're at full power at a constant 2g level turn you'll accelerate to about 345mph (you're below the P
s=0 line so you have excess Power). You can also lots of other things, for instance your available instantaneous turn rate anywhere in the envelope (23DPS at 325mph with a 1200ft turn radius) and lots more...it's like magic! It's not only easier than doing a flight test for every number you'd like to know there's no math required.
All that said, there really isn't much use for numbers like constant speed and G other than where they are maximized. In ACM you always strive to maximize your plane's performance either in acceleration or turns so these "in between" numbers aren't as useful as say, corner and max sustained speeds. Generally speaking, you're either trying to accelerate in a straight line or using your maximum performance instantaneous or sustained turn rates. If you aren't max performing your turns you increase your radius (called "arcing"). Arcing will often give your opponent an advantage as he can more easily position himself within your turn radius to cut you off or lead turn you. That said, it's certainly interesting and beneficial to study these types of performance numbers as they show you the tradeoffs you make when you don't max perform your plane.
