Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Mister Fork on September 21, 2016, 11:50:40 AM
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I've been thinking about a lot of simulators lately, and in particular AHIII and how the game actually works. I go back to the Fighter Squadron: The Screamin' Demons Over Europe (http://www.old-games.com/download/6384/fighter-squadron-the-screamin-demons) game that was out from a company just was a short drive from HTC actually - they basically created a simulated environment with earth physics of air and gravity and all objects had data that entered into this.
All the aircraft had a individual data file that included weight, COG, drag coefficient (that changed with structural damage), engine HP and torque, structural speed limit (go too fast and you start damaging wings and stabilizer surfaces) - but the data was there for all to see. AWESOME sim for the time.
And I think that Microsoft sims are pretty much the same way - yet somehow they seem to forget about environmental physics as most planes in MSFS X fly on rails.
So, how is Aces High done? Environment and then depending on the weight assigned, drag coefficient, engine power, and other data assigned to the model, then determines how the model interacts with the airplane? Same for vehicles and ships?
Dale? Doug? Just curious. :airplane:
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Aces High calculates the physics of flight in real time based on your aircraft characteristics, altitude, and loadout.
I don't know what the other sims do but I think MSFS uses a basic flight model with a look up table for speed, turn rate, climb rate etc.
I believe the reason "nose bounce" is a frequent complaint when players come from other sims is due to the difference in flight fidelity.
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We divide the plane into many small airfoils as an example each wing is divided into 32 sections. But we consider all components of the plane to be airfoils including the fuse.
Then modify the needed sectional air foils for control inputs.
We then calculate AOA's and wind velocities for all sections and then do some fancy math to come up with force and direction for each section.
Add in a few other forces like gyroscopic and thrust (how much thrust and where is not a very simple computation) and gravity.
Sum them all up, and use the simple force = mass * acceleration. Walla the plane flys
The data we input for all this is not simply a lift and drag coefficient.
HiTech
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We divide the plane into many small airfoils as an example each wing is divided into 32 sections. But we consider all components of the plane to be airfoils including the fuse.
Then modify the needed sectional air foils for control inputs.
We then calculate AOA's and wind velocities for all sections and then do some fancy math to come up with force and direction for each section.
Add in a few other forces like gyroscopic and thrust (how much thrust and where is not a very simple computation) and gravity.
Sum them all up, and use the simple force = mass * acceleration. Walla the plane flys
The data we input for all this is not simply a lift and drag coefficient.
HiTech
Thanks HT... I figured as much as the aircraft bounces around like it does in real life if you happen to mash the controller - the aircraft doesn't react as a single entity like Microsoft flight Sim, but a collection of it's parts, hence the 'bouncy' effects you sometimes get especially if you cross wind barriers.
So what you're saying, you've modeled the environment to act on the surfaces on the aircraft as it would in real life. That way all you have to do is model the aircraft and the environmental coding takes care of the rest. Neat! Thanks for the info!
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We divide the plane into many small airfoils as an example each wing is divided into 32 sections. But we consider all components of the plane to be airfoils including the fuse.
Then modify the needed sectional air foils for control inputs.
We then calculate AOA's and wind velocities for all sections and then do some fancy math to come up with force and direction for each section.
Add in a few other forces like gyroscopic and thrust (how much thrust and where is not a very simple computation) and gravity.
Sum them all up, and use the simple force = mass * acceleration. Walla the plane flys
The data we input for all this is not simply a lift and drag coefficient.
HiTech
Think you forgot to carry the 1 when you did the Brew. :devil
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A full explanation of how aces high works would blow your mind.
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:blank: <--mind.....blown
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A full explanation of how aces high works would blow your mind.
Some day you will have to explain it to me, I never have been able to figure it out. :)
HiTech
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Some day you will have to explain it to me, I never have been able to figure it out. :)
HiTech
ROTFLMAO SALUTE
:x :cheers:
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I just wanna know whats with the big and small planes on yhe clipboard?
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I just wanna know whats with the big and small planes on yhe clipboard?
You mean bombers and fighters? Or are you just joking...
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He might be talking about when someone talks on vox their plane icon gets bigger on the map.
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Some day you will have to explain it to me, I never have been able to figure it out. :)
HiTech
This reminds me of a delta flight many years ago into Birmingham. I had a window seat on the left side of the plane. The weather was stormy. Nearing touch down, in a frighting moment, I had a much better view of the runway than the pilot had. A micro burst of wind turned the plane sharply as if it was a weather vane twisting in the wind. Just before the tires screamed against the asphalt the plane sharply came around in perfect alignment with the runway as if the event had never happened.
I stopped by the pilot on the way out of the plane, then shook his hand. "That was some kind of landing," I said.
The pilot glanced at the copilot leaning through the door then back at me. "Was it? he said. "I got scared and closed my eyes."