Quote:
Originally Posted by Holtzauge
I'm not arguing to introduce something to upset the balance of gameplay.
I used to fly IL2 a lot back when I had more time and in that sim there were things that were off that really affected gameplay. I think the elevator authority on the Me109 was one example. IIRC this was more connected to TAS than IAS.
I still think it would be good to get everything on the table (also the stuff you mentioned) but compressibility is one component there as well. As I said, I guess there are more pressing fixes to do to get the balance in gameplay right but that does not lessen my curiosity as to how the currently modelled planes behave in high speed dives 
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I want most things modelled too. Compressibility is one of these, of course.
And I don't want an arbitrary game balance: do I have to fly in a crap plane? I do it and I'll try to fly it in the historical way. (for example I16 vs 109).
The thing I don't want is implementing something that heavily affects the combat simulation over more important things.
Because in real life "Good Tactic" >>>>> "Raw Performance"...
Anyway I don't think the elevator authority issue was about TAS or IAS: it was modelled like a loss of control surface effectiveness instead of a simple stick heavyness... in the game it was impossible to operate the stick with the strength of 2 arms like the real pilots did... they roughly modelled a pilot's strength related aspect without taking in account the pilot's stamina/fatigue modelling.
I hope it will be possible in CloD's future.