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FM/DM threads Everything about FM/DM in CoD

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  #1  
Old 04-11-2011, 03:35 AM
IvanK IvanK is offline
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Point 1 yes agree but thats as I flew the test on the day.
Point 2 Yes aware of that, there is a pretty reasonable chart of this in the AP2095
Point 3 No PEC as I don't think (but will confirm) its modelled in the game (No in game data)
Point 4 Not yet
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Old 04-11-2011, 05:04 AM
Viper2000 Viper2000 is offline
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Quote:
Originally Posted by IvanK View Post
Point 1 yes agree but thats as I flew the test on the day.
Point 2 Yes aware of that, there is a pretty reasonable chart of this in the AP2095
Point 3 No PEC as I don't think (but will confirm) its modelled in the game (No in game data)
Point 4 Not yet
Various observations in no particular order:

I've been trying to replicate your test with overheat enabled, and the results are somewhat "interesting".

Even if I climb somewhat fast and open the radiator all the way, there's quite a high probability of something breaking by the time the aeroplane gets to 15000' indicated.

I am using the free flight over the channel QM.

It isn't a standard day; setting 1013 millibars on the altimeter and then flying suicidally low & slow results in an indicated altitude of 500 feet.

The standard guess of 30'/mb gives QNH of 996 mb, which checks out in the sim. I don't know how to work out OAT or humidity to perform a density altitude calculation, and at this stage I also don't know whether the ambient pressure is global or local. I was planning to test this by flying low over the sea in the south-west and north-east corners of the map, but that's a long way to fly in a Spitfire, especially given the problems with setting cruise power correctly.

Come to think of it, I should probably copy some of this stuff over to my flight testing thread at some point...

Interestingly, the "no cockpit" altimeter displays true altitude above the sea "out of the box".

Likewise, the "no cockpit compass" displays true heading, whilst the compass in the aeroplane appears to suffer from quite a lot of magnetic variation (almost 20 degrees West; I was expecting more like 10 for 1940, though it's really hard to read the compass in 720p resolution...). [There is no compass card in the cockpit, so I assume that the difference between indicated and must be entirely due to magnetic variation.]

Looking at the engine exhaust, it seems that we only get a sensible mixture at sea level, and the sim doesn't understand auto rich & auto lean.

Negative g rich cut also seems to get worse at higher altitudes, which would support this hypothesis.

I also note with interest that leaning the mixture affects the boost pressure, which I don't understand...
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Old 04-11-2011, 05:23 AM
IvanK IvanK is offline
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I was running 997mb.
Pretty sure Magvar is not modelled. 10W is what it was in 1943

There is an OAT gauge in the HEIII up over your right shoulder. A similar one in the JU88 on the right side wall.

Last edited by IvanK; 04-11-2011 at 05:35 AM.
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Old 04-15-2011, 01:10 PM
b101uk b101uk is offline
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Quote:
Originally Posted by Viper2000 View Post
Likewise, the "no cockpit compass" displays true heading, whilst the compass in the aeroplane appears to suffer from quite a lot of magnetic variation (almost 20 degrees West; I was expecting more like 10 for 1940, though it's really hard to read the compass in 720p resolution...). [There is no compass card in the cockpit, so I assume that the difference between indicated and must be entirely due to magnetic variation.]
perhaps the 20 degrees West is some confusion between magnetic North vs. NAD27/OSGB36/WGS84/ETRS89 ellipsoid OSGB/UTM and other 2d geographic projections based on a cylinder

i.e. the map system and the location of magnetic North is plotted in 3d space using a 2d geographic projection (the distance between 1deg latitude at the equator is show the same as 1deg latitude near the poles) however the game world uses an ellipsoid so the more north/south you are from the equator the shorter the distance between each 1deg of latitude.

The above would cause magnetic north to appear hundreds of KM further west than it was, this could also account for some speed errors as to get a “speed” you must be travailing relative to something and the problem could come if it’s a distorted geographic projection vs. a true representative ellipsoid dependent on if your in the south or north of the map travailing east><west.
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