Aces High Bulletin Board

General Forums => The O' Club => Topic started by: AKS\/\/ulfe on November 14, 2002, 12:51:16 PM

Title: Air Flight Combat What?
Post by: AKS\/\/ulfe on November 14, 2002, 12:51:16 PM
http://forums.ubi.com/messages/message_view-topic.asp?name=Olegmaddoxreadyroom&id=zxyeg

Takes a while to load.

Nothing really impressive there, until you arrive at this:

Supercharger Control

High-altitude engines are equipped with superchargers or turbochargers of different design. While many of those are automatic, others have manual control.
In this case, you have to use “Supercharger Next Stage” and “Supercharger Prev. Stage” to adjust the supercharger gear as the flight altitude changes. Most of the chargers are 2-stage, and only require one shift up of the gear when passing altitude at around 2500 meters.
This function will not work for the planes, that had fully automatic pitch or stages of superchargers (for Example Bf-109 or FW-190).


Mixture Control

Most of the engines allow the pilot to adjust mixture richness manually. While the nominal position of this control (Auto Rich) should provide normal engine operation in all flight configurations, some input may be required on high altitude or when the engine has taken battle damage. It is common to use increased (Full Rich) set-up during take-off or as a means of Emergency Power.

Radiator Control

New to the Forgotten Battles is advanced radiator control. In Advanced Engine Controls difficulty mode you now have 5 cowl or radiator flap positions to provide more accurate control over it, plus, on the aircraft so equipped, you may put the radiator flap in automatic mode.

Propeller Pitch Control

The way of controlling the Prop. Pitch and keys used remain the same as before the Forgotten Battles, with the addition of Increase Prop. Pitch and Decrease Prop. Pitch control keys for a more convenient and accurate propeller control.
However, the propeller governor routines has been reworked to achieve a more detailed and accurate model, plus several governor mechanism types were added.

Fixed Propeller

Some older airplanes found in the game (like TB-3) are equipped with simple fixed pitch wooden propellers. Those, of course, have no automation or control, and require no pilot input.

Variable Pitch Propeller

These propellers have variable airscrew blade incidence. In this case, Prop. Pitch Control directly varies the airscrew blade pitch, and needs to be adjusted constantly as the airplane speed changes. Note that setting the blades pitch too low may result in engine over revving.
Note that there was special equipment on the Bf-109 (F, G and K series) and FW-190 fighters providing automatic propeller control, however the pilot may input the changes of pitch and adjust blade angles manually whenever he finds necessary.

Constant Speed Propeller

The most advanced, yet most common through the aircraft of the WWII era was the Constant Speed Propeller. In this case, pilot uses the Prop. Control to set desired engine RPM, while the propeller governor attempts to maintain the set RPM.

Aeromechanical Screw

This type of airscrew uses balance of aero dynamical forces and propeller inertia to maintain optimal blade incidence. Thus, it requires no input from the pilot.

Propeller Feathering

Some propellers provide an option to ‘feather’ its blades that is to turn the blades parallel the airflow to reduce the drag. That becomes essential when an engine fails in-flight.


Magneto Control

Piston aviation engines use magnetos to drive the spark plugs. There are two magnetos, left and right, and normally both operate. However, you may set which is working using Magneto Next and Magneto Prev. control keys, or switch them off to shut down the engine.


Wow, I think air combat games just got timid! Seriously, I wonder how many of those furballs you would still see after a server enabled all that stuff...

Well, atleast the 190 will finally get the biggest advantage it had historically...

I do think that is an impressive list of features tho...
-SW
Title: Air Flight Combat What?
Post by: ra on November 14, 2002, 01:03:43 PM
Yes, very impressive.
Title: Air Flight Combat What?
Post by: udet on November 14, 2002, 06:58:16 PM
I suggest you buy one of those control panel boxes they use with IFR simulators. Has throttle, mixture and carb and a bunch of other buttons.
Title: Air Flight Combat What?
Post by: Gh0stFT on November 14, 2002, 10:14:12 PM
wonder how long it will take to start such a realistic modelled plane/engine ?
10, 15 or 30 min? *g*
Title: Air Flight Combat What?
Post by: Russian on November 14, 2002, 10:47:18 PM
Quote
Originally posted by Gh0stFT
wonder how long it will take to start such a realistic modelled plane/engine ?
10, 15 or 30 min? *g*


1C didn't want to make realistic start up, it will be one key "automatic start up".
Title: Air Flight Combat What?
Post by: Kirin on November 15, 2002, 01:09:09 AM
Kommandogeraet - yeah, baby, yeah!!! Heheh - my 190 will blast those ruskies away while their are fiddeling with their engines!!
Title: Air Flight Combat What?
Post by: Kirin on November 15, 2002, 01:17:10 AM
Honestly, advanced engine management will bring a lot more realism to dogfights! Not that arcade Wingcommander (with a little gravity & drag) stuff! The sole fact of overheating engines put IL2 dogfights way ahead IMO. As Wulfe said the 190 (and other planes) will be able to play out their strengthes and may live up to their RL reputation (unlike most sims, including AH).
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I am looking forward to Ilyushin Online War 2 - with realistic engine managment - !