Ok, you asked the question. Grab a set of actual test data for any given plane we model and you will find we are +/- 1% across the board on the flight model. If you find we are not, then post the source of the data. Note: It must be a single source. We do not cherry pick data and we do not use anecdotal expression.
Also note, HiTech has flown a P51D. And note, he also happens to own two planes. One of which is modeled in the game. It represents how the flight model engine compares to the real world. How many other games have their personal real world aircraft modeled to use as a basis for flight testing their game? Legitimate question, as I have not idea who might.
Then there is our network stack. Ours is superior to everything else out there. It is why we can support 1,000 players in an arena. It also allows us to show every plane/vehicle within a 17 mile diameter range, rather than dropping them out when there are too many (whatever than is). Is IL2 still using DirectPlay for their network stack?
Hi Skuzzy, anything within a +/- 5% margin for a flight sim I would consider reasonable, and I think that's what sims such as IL2 and DCS follow as well. The IL-2 devs have access to the Russian Ministry of Defense archives from WW2 as they are located in Moscow. They do not cherry pick data either. Though DCS you could argue against because many of the flight specs related to modern aircraft in that game are probably still "classified" in some way.
I do not know the scope of his experience, or what aircraft he may fly, but the IL2 team has a pilot working with them. They also had access to a real MiG-3, I16, and an IL2 for research before including them in the game, you can see this in these videos. (turn on close captions)
https://www.youtube.com/watch?v=_wTZjYGyl-4https://www.youtube.com/watch?v=-Ah8PtBnHO8&thttps://www.youtube.com/watch?v=AdBDE_84l4wAbout the net code, I do not know what they use, and if or not it's inferior/superior to AH, but aircraft in IL2 do not "drop out" when there's a bunch of players in the same vicinity. Collisions are very accurate there. If you ram somebody's right wing with your left wing, you will both lose the correct parts, not one of you will fly away unscathed. Aircraft movements are also very fluid, a player can throw the stick around and not worry about "don't move your controls so rapidly" or micro warping. When you throw the stick around or snap roll in Aces High, this is what it looks like to the other player
https://www.youtube.com/watch?v=Jame7mb4Q7Y. Not very fluid.
This is all with an average of 100-250 ping between NA and EU/RU in IL2, where in AH the majority of players are in NA it's a 30-100 ping average. They've also found a way to implement destructible trees without a performance hit, something that you guys said is impossible to do here.
While Aces High can support 1,000 players, if you throw even 50 of those players into the same area, such as taking off or furballing in an FSO/Event, there will be significant frame drops for everybody. The same thing will happen in IL2, and many other games out there. With that said, nobody's net code is going to be perfect. Hopefully I answered some of your questions.