Author Topic: More realism...  (Read 2417 times)

Offline lunatic1

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Re: More realism...
« Reply #15 on: February 22, 2017, 03:29:40 AM »

•non-standard temperatures - cold in winter, hot in summer, cooler in morning, warmer in afternoon.  Affects performance.  Potential for icing up high as temperature falls off and IFF humidity is appropriately high.  Humidity should increase with altitude until above the cloud layer.  Potential for multiple layers.
•Pressure zones - wind flows from hi-pressure zones to low pressure zones (affects direction).  Pressure zones move in semi-random directions on map.  Closer the pressure zones, the higher the wind between them.  Winds at altitude are generally higher than surface winds (drag affects direction and speed).
•Surface winds - Include wind socks and/or chimney smoke trails and surface winds up to 5-10 mph.  It's nuts having people takeoff and land from opposite directions on runways.  Let's get a little wind at ground level to make people think about what they are doing.
•Clouds based on weather conditions - clouds condense into layers when it cools (night, mornings) and are thicker in lower pressure zones (where humidity collects) and least thick in high pressure zones where dry air sinks.
•Low level turbulence - I don't think I've ever flown a plane in RL that didn't get bounced around at least some when below 3000'.  The more wind or more heating there is, the more turbulent down low it should be.


I once ask for rain-but was told it would be a problem with some of the players computers--and you want all that ^^it's not needed
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Offline RedBeard

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Re: More realism...
« Reply #16 on: February 22, 2017, 08:47:58 PM »
The auto features (trim, fuel, etc.) were implemented for game play reasons.  This is a combat sim, and as such game play concessions were made for the player to focus on the combat aspects of game.  That is why we have a simplified engine management system, auto-fuel, etc.

There's nothing wrong with having the auto systems.  What I was trying to say was that they should be sub-optimal to allow those that want to take over control to get the optimal performance.  It's just another challenge and wouldn't require anyone to use it.

Offline Fletcher

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Re: More realism...
« Reply #17 on: February 22, 2017, 10:17:20 PM »
I for one am skeptical of the modeling of manifold pressure in the game due to the fact that in the game, it reads 0" engine off at sea level, and 0" at engine idle.
« Last Edit: February 22, 2017, 10:23:41 PM by Fletcher »

Offline SIK1

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Re: More realism...
« Reply #18 on: February 23, 2017, 12:22:14 AM »
There's nothing wrong with having the auto systems.  What I was trying to say was that they should be sub-optimal to allow those that want to take over control to get the optimal performance.  It's just another challenge and wouldn't require anyone to use it.

Honestly I would be fine with that if it was just those that wanted to.
The problem is I don't really want HTC to do all the work required to make it possible only to find people don't want to be bothered with adjusting manifold, mixture, rpm, cowl, inter cooler, oil cooler flaps every two or three thousand feet, and the associated failures for not doing so properly.
Instead maybe we could get the beaufighter in game. That would be awesome.  :airplane:

If you really want to see what it took to fly one of these old warbirds check out http://www.zenoswarbirdvideos.com/ There are some really cool videos of the actual training films on many of the aircraft we fly in AH.

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Offline OldNitro

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Re: More realism...
« Reply #19 on: February 23, 2017, 06:39:11 AM »
Geez, there isn't enough to remember in this game already?  :O

If I had to deal will all the little details of flight management?
It wouldn't be worth the trouble! I have other things to do in life.

How many months of REAL MILITARY TRAINING did a pilot have
to endure, before they would turn over a REAL P51 to him? :joystick:

Or launch him off a carrier in a Hellcat?

I like realism, and immersion, but IMO (as a noob),
it can be carried too far. :bolt:
« Last Edit: February 23, 2017, 06:45:26 AM by OldNitro »

Offline Bushmills

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Re: More realism...
« Reply #20 on: February 23, 2017, 07:21:41 AM »
This request is quite amateurish in terms of realism, I would go one step further and have a pilot's bar simulator, if the pilot is drunk flying this should reflect on screen take gta5 for example, and no getting off with it easy! If you have been drinking it should take maybe 8 hours to leave your bloodstream!

Offline Dobs

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Re: More realism...
« Reply #21 on: February 23, 2017, 10:58:48 AM »
Wind effects which change your nose position vs causing drift..

Torque effects in the air vs just on the ground...

Not sure why you would need variable stadiometric ranging gunsights when we have perfect ranging available to us via icons...other than immersion.

Equal visibility for air and ground in respect to icons...
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Offline hitech

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Re: More realism...
« Reply #22 on: February 23, 2017, 11:13:53 AM »
Wind effects which change your nose position vs causing drift..

Torque effects in the air vs just on the ground...


Both are already completely modeled.

HiTech

Offline DeadStik

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Re: More realism...
« Reply #23 on: February 23, 2017, 12:03:14 PM »
There's a trade off with increasing realism. It makes the game inherently more challenging, decreasing the appeal for new arrivals. Already the aerodynamics are real enough to scare away those used to arcade style environments. I like the idea of increased realism from an immersion standpoint, but don't think player to player skill should be measured by aircraft "housekeeping" aspects. It should boil down to energy management and situational awareness in 3D space.

Not saying your ideas are bad ones. I think they're neat, but I fear the negative impact for many players. Especially newcomers.


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Offline Dobs

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Re: More realism...
« Reply #24 on: February 23, 2017, 12:28:16 PM »
Wind:  So your aircraft changes heading or ground track in the air?  Every aircraft I've flown drifted with airmass, you had heading and you had ground track. You crabbed to correct or you ended up homing to a point vs tracking to a point.

 
Torque is minimal at best..
Comments like this "It had one major drawback, however, in that if an inexperienced pilot gave it too much throttle on take-off, the powerful Pratt-Whitney R2800 engine produced so much torque that it could flip the plane over. "
seem to be common place.

The video h ere


at the 6:20 mark calls for 6 degrees of rudder trim and 6 degrees of right aileron trim to be set prior to takeoff.  Yet none is required in game...nor is right stick required...just a smidgen of right rudder to keep all 2000 hp straight....

I understand the taming down of the massive horsepower beasts to make it flyable for all...but the call was for increased realism. I'm not sure any of the aircraft will snap off to the left in a right hand turn near stall speed.  Just my observations to date...



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Offline horble

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Re: More realism...
« Reply #25 on: February 23, 2017, 12:58:22 PM »
Could combat trim be auto adjusting for most of it?
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Offline Mister Fork

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Re: More realism...
« Reply #26 on: February 23, 2017, 01:57:08 PM »
Could combat trim be auto adjusting for most of it?
All of it except some of the larger torque engine aircraft when you engage WEP - it'll require some stick correction unless you use 'auto level' feature. Tiffy, Bf-109K4 come to mind.

What I still want to see is rain and snow coupled with thunderstorms. I'd like to see 'temperature' modelled as well. Slippery/icy runways. But, I know Aces High is not FSX - still would be cool if we could simulate weather. Unfortunately, Aces High is always nice pleasant warm days.

Even with winter skins, aircraft engines act like it's a summer day.   

And then, most of us go...who CARES! ACES HIGH IS STILL COOL! Challenging to fly on any given day in good weather! ¯\_(ツ)_/¯
« Last Edit: February 23, 2017, 01:59:26 PM by Mister Fork »
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Offline hulk31st

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Re: More realism...
« Reply #27 on: February 23, 2017, 02:04:52 PM »
I agree and support parts of the original request:
Quote
"U-boats - It would be really interesting to be able to send out wolf packs of U-boats from sub pens to harrass fleets / shipping lanes (ocean equivalent of rail lines).
Direct control of destroyers with depth charges - Ability to take control of a fleet destroyer(s) to drop depth charges on suspected or spotted U-boats.
Cargo fleets - Ships supplies from factories across the water to island communities.  Equivalent to trains on land.

Strategic gameplay:
Make logistics / interdiction more important:
 
Factories provide everything and everything must be moved to each airfield.
Aircraft are drone ferried from A/C factories to fields.
Fuel, ammo, oil are supplied to airfields by rail and truck convoy.  Rail from factory to depot.  Truck convoy from depot to base.  Rail lines can have switches to allow more than one route to a depot.
Reduction in supplies to a field/base means less less capabilities (e.g. less fuel/oil means shorter flights and/or restriction in number of flights that may leave a field per given unit of time).
Staying alive becomes as important as getting kills.  Losing an A/C depletes the available aircraft supplies at a field.  Depleting them too quickly could mean being required to fly something else or fly from somewhere else.
Damage is important.  Returning a damaged vehicle to a field puts it out of commission for a period of time until it can be repaired and returned to the available fleet of vehicles."

And I would like to see the trees and ground change with seasons. Winter, spring, summer, etc.

But I do not support anything that makes playing the game any more complex than it already is. My tiny brain is maxxed out!
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Offline Dobs

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Re: More realism...
« Reply #28 on: February 23, 2017, 02:18:06 PM »
All of it except some of the larger torque engine aircraft when you engage WEP - it'll require some stick correction unless you use 'auto level' feature. Tiffy, Bf-109K4 come to mind.
...
And then, most of us go...who CARES! ACES HIGH IS STILL COOL! Challenging to fly on any given day in good weather! ¯\_(ツ)_/¯

Amen!  Great game for sure!
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Offline popeye

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Re: More realism...
« Reply #29 on: February 23, 2017, 02:36:21 PM »

Torque is minimal at best..
Comments like this "It had one major drawback, however, in that if an inexperienced pilot gave it too much throttle on take-off, the powerful Pratt-Whitney R2800 engine produced so much torque that it could flip the plane over. "
seem to be common place.

I understand the taming down of the massive horsepower beasts to make it flyable for all...but the call was for increased realism. I'm not sure any of the aircraft will snap off to the left in a right hand turn near stall speed.  Just my observations to date...

In the early days of AH, the F4U was truly an "ensign eliminator".  I probably crashed on the first ten attempts to get one in the air, and every takeoff was a nail-biter.  Maybe that was too much realism, but it did seem to jive with actual pilots' accounts.  Of course, the real fun is "in the air" not in trying to get there.
« Last Edit: February 23, 2017, 02:38:18 PM by popeye »
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