Quote:
Originally Posted by AbortedMan
Why is it so hard for 1C to get the RAF speeds and flight models right? The numbers are all over the internet and various other historical references.
A simple reference to the source that you, the CloD developers, took from and modeled this information into the game would be all that is needed to assuage the raging frustration from players...or just simply state that you "have not created a flight simulation, but a representation of a world where the WWII aerial theater never happened as it did."
This is getting ridiculous.
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Now to put these sort of posts hopefully to an end, here is the flight model and engine model from an aircraft in IL-2 1946:
And yet Oleg himself stated that the models in CoD are calculated at many many more points, and these calculations are also more complicated...
Code:
[Aircraft]
Type 1
Crew 1
Wingspan 8.11
Length 6.38
Seaplane 0
Canard 0
Jet 0
JetHiV 0
[Mass]
Empty 639.0
TakeOff 880.0
Oil 14.5
Fuel 246.0
[Controls]
CAileron 1
CAileronTrim 0
CElevator 1
CElevatorTrim 0
CRudder 1
CRudderTrim 0
CFlap 0
CFlapPos 2
CDiveBrake 0
CInterceptor 0
CEngine 1
CVectoredThrust 0
CUndercarriage 0
CLockTailwheel 1
CStabilizer 0
CArrestorHook 0
CWingFold 0
CCockpitDoor 0
DefaultAileronTrim -0.021
DefaultElevatorTrim -0.12
DefaultRudderTrim -0.098
[Squares]
Wing 22.67
Aileron 1.5
Flap 1.0
Stabilizer 1.5
Elevator 1.2
Keel 0.9
Rudder 0.83
Wing_In 3.78
Wing_Mid 3.78
Wing_Out 3.78
AirbrakeCxS 0.0
[Arm]
Aileron 3.18
Flap 1.0
Stabilizer 4.2
Keel 4.3
Elevator 4.55
Rudder 4.78
Wing_In 1.31
Wing_Mid 1.0
Wing_Out 3.5
Wing_V 0.0
GCenter -0.05
GCenterZ 0.00
GC_AOA_Shift 0.20
GC_Flaps_Shift 0.10
GC_Gear_Shift -0.15
[Toughness]
AroneL 50
AroneR 50
CF 200
Engine1 30
Engine2 30
Engine3 30
Engine4 30
GearL2 200
GearR2 200
Keel1 30
Keel2 50
Nose 100
Oil 50
Rudder1 50
Rudder2 50
StabL 50
StabR 50
Tail1 150
Tail2 150
Turret1B 30
Turret2B 30
Turret3B 30
Turret4B 30
Turret5B 30
Turret6B 30
VatorL 50
VatorR 50
WingLIn 100
WingLMid 90
WingLOut 50
WingRIn 100
WingRMid 90
WingROut 50
Flap01 30
Flap02 30
Flap03 30
Flap04 30
[Engine]
Engine0Family Hispano-Suiza 8:SE5_FM
Engine0SubModel Be
[Gear]
H 1.54
Pitch 16.8
SinkFactor 500.0
[Params]
CriticalAOA 16.00
CriticalCy 01.50
CriticalAOAFlap 15.50
CriticalCyFlap 01.65
SpinTailAlpha 17.00
SpinCxLoss 0.06
SpinCyLoss 0.03
Vyfac 1.0
Tfac 1.1
Vmin 100.0
Vmax 200.0
VmaxAllowed 285.0
VmaxH 230.0
HofVmax 3500.0
VminFLAPS 75.0
VmaxFLAPS 250.0
Vz_climb 15.0
V_climb 260.0
T_turn 18.0
V_turn 300.0
K_max 11.0
Cy0_max 0.15
FlapsMult 1.0
FlapsAngSh 4.0
Range 483.0
CruiseSpeed 180.0
SensYaw 0.4
SensPitch 0.62
SensRoll 0.5
[Polares]
lineCyCoeff 0.087
AOAMinCx_Shift 0.0
Cy0_0 0.13
AOACritH_0 16.0
AOACritL_0 -16.0
CyCritH_0 1.3
CyCritL_0 -0.7
CxMin_0 0.0305
parabCxCoeff_0 4.3E-4
Cy0_1 0.58
AOACritH_1 14.0
AOACritL_1 -20.0
CyCritH_1 1.45
CyCritL_1 -0.7
CxMin_1 0.076
parabCxCoeff_1 6.2E-4
parabAngle 10.0
Decline 0.002
maxDistAng 38.0
draw_graphs 0
[SOUND]
Engine Std
Code:
[Generic]
Type Inline
Autonomous 1
Cylinders 8
Carburetor 2
Direction Right
TowFactor 1.0
PropMass 150.0
EngineI 1.0
EngineAcceleration 6.0
Extinguishers 0
CompressorType 1
CompressorSteps 2
AfterburnerType 0
MixerType 1
cThrottle 1
cAfterburner 0
cProp 1
cMix 0
cMagneto 1
cCompressor 1
cFeather 0
cRadiator 1
TESPEED 0.01
TWATERMAXRPM 95
TOILINMAXRPM 70
TOILOUTMAXRPM 99
MAXRPMTIME 280
MINRPMTIME 999
TWATERMAX 135
TWATERMIN 60
TOILMAX 105
TOILMIN 40
SoundName Bristol-Mercury
PropName middle
StartStopName bristol-hercules
[Be]
Carburetor 3
HorsePowers 220
BoostFactor 1.1
Thrust 0
PropMass 15.0
EngineAcceleration 2.0
cRadiator 0
cProp 0
RPMMin 440
RPMNom 2300
RPMMax 2750
RPMMaxAllowed 3320
Reductor 0.75
PropDiameter 2.8
PropAnglerType 0
PropAnglerSpeed 0.06
PropAnglerMinParam 900
PropAnglerMaxParam 2750
PropPhiMin 25.0
PropPhiMax 25.0
PropAoA0 11.0
CompressorPMax 1.5
CompressorAltitude0 4200.0
CompressorMultiplier0 1.00
CompressorRPMP0 1800.0
CompressorRPMPMax 2750.0
CompressorMaxATARPM 1.5
CompressorSpeedManifold 0.5
CompressorRPM0 400
CompressorATA0 0.65
DisP0x 2550
DisP0y 0
DisP1x 0
DisP1y 140
BOOSTFACTOR 1.0
TESPEED 0.01
TWATERMAXRPM 90
TOILINMAXRPM 65
TOILOUTMAXRPM 97
MAXRPMTIME 280
MINRPMTIME 999
TWATERMAX 115
TWATERMIN 60
TOILMAX 130
TOILMIN 40
And then we can take a look in the java files, and we have a plethora of calculations that all work together, this one being a rather simple example for engine inertia:
Code:
public void setFricCoeffT(float f)
{
fricCoeffT = f;
}
private float getFrictionMoment(float f)
{
float f1 = 0.0F;
if(bIsInoperable || stage == 0 || controlMagneto == 0)
{
fricCoeffT += 0.1F * f;
if(fricCoeffT > 1.0F)
fricCoeffT = 1.0F;
float f2 = w * _1_wMax;
f1 = (-fricCoeffT * (6F + 3.8F * f2) * (propI + engineI)) / f;
float f3 = (-0.99F * w * (propI + engineI)) / f;
if(f1 < f3)
f1 = f3;
} else
{
fricCoeffT = 0.0F;
}
return f1;
}
private float getJetFrictionMoment(float f)
{
float f1 = 0.0F;
if(bIsInoperable || stage == 0)
f1 = (-0.002F * w * (propI + engineI)) / f;
return f1;
}
So take all of that, complicate a few times and this is what the devs are dealing with, the 3d model has no effect on the flight dynamics. So I am sure you can imagine just what they are working with here.