How much time to do you have in an actual cockpit Boomer? (That's a question, not a flame)
Sorry, none here. Caught me redhanded
. All I've heard is anecdotal (yeah, take it with a grain of salt). But one can infer a lot from physics and simple real life situations (e.g., driving).
For me personally, when I'm flying, I don't notice small variations in coordinated flight. I'll caveat this by saying (1) I only have 130 hours of flight time and (2) all my experience is in small, general aviation aircraft, and not WWII era fighters. The only time I ever "feel" the effects of coordinated flight is usually during a steep turn, where I'll remeber to step on the ball, and can feel the plane turn a little better/faster. During normal maneuvering during cross-country flight, I fly with my feet flat on the floor of the cockpit because I don't need to ride the rudders. Feet go onto the pedals once I enter the pattern. Some planes I've flown don't allow you that option, but the plane I owned did. Baumer might be a good person to ask, as he has time in a couple of WWII aircraft.
I appreciate the real feedback here even if it contradicts my position to some degree. My only defense here is that those times you do remember (steeply banked) are precisely the main situations that I'm making this request for in the first place. Lose a bit of energy in non-combat maneuvers like course corrections, meh... In those cases I'm looking forward anyways.
My suggestion to boomerlu is to practice, practice and practice some more.... You'll find it eventually.
Granted. My question is then - why be opposed to making the learning curve less steep? Would you not have rather spent the countless hours practicing this doing something else, especially when this is the last 10% of ACM?
Also - what are the visual cues we currently have? Would certainly like to know what to look for in the future for all the practice I'll be doing... (note this is a serious question and a serious comment about practicing a lot, but the snide interpretation certainly does reinforce my point).
I'll add here one other possible criticism of the idea - I'm not sure if I'd remember to use it in a heated fight. I'm guessing that people who currently fly coordinated in AH battle "remember" to do so by muscle memory rather than by a conscious effort.
But in defense (relating back to realism), what I'm asking for would give an OVERT cue to fly coordinated (just as a stall horn is an overt signal about the AoA limits of the aircraft) in line with what I've read about pilots feeling and can infer from physics.
However, I do NOT expect "HUD" in WWII. So why ask for what is essentially a unrealistic hud?
This was the type of response I was expecting earlier. Instead of giving rhetorical questions I would have said...
It doesn't have to be as OBVIOUS as a HUD. It could be e.g. a very slight color change of the screen on the opposite side that you've sideslipped to (i.e., sideslip right, left screen darkens a bit because inertial forces have moved your pilot to the left of the aircraft). So, step on the ball, eliminate the visual cue. Sure my initial idea was "HUD" like, but the actual implementation is much less important than the idea itself - what I'm asking for can certainly stand refinement. So here's the first one - I don't care if it's HUD-esque. Just ANY visual cue. In fact you bring up a good point. Now that I think about it, I probably don't WANT it to be HUD-esque
Refinement 2 it doesn't need to be "LAZER PRECISE". You could even build in a degree of imprecision so that you eliminate about say 70% of the sideslip when the screen returns to normal and the last 30% (or whatever number properly reflects pilot feel) you're going to have to practice for.
And once again as far as realism - remember that we are trying to simulate the entire pilot/machine system hence we have blackouts, redouts, and immovable stick forces (e.g. 109 in a dive). Such a philosophy is the essence of Combat Trim. The general feature I'm asking for is perfectly in line with this ideal in spirit - implementation can vary.