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#26
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Obviously these are quite substantial design changes, and for this reason it isn't obvious that the Hurricane II would have the same trim behaviour as the Hurricane I. I'm all in favour of making the sim as good as it can be, but I don't think that there's much to be said for deliberately asking for trim behaviour to be based upon that of a substantially different, albeit related, aeroplane. Given a comprehensive "changelog" between the Mark I and Mark II aeroplanes (which I don't have, before you ask; I know the broad brush strokes, but I can't immediately bring to mind the sort of specific details required to get trim behaviour right) we could potentially try to reverse engineer Mark I data from the Mark II data that you've found. Quote:
The problem is that there are lots of variables to consider, and depending upon the underlying flight model of the simulator itself it may or may not be possible to accurately match all of the available test data. For example, you can't make an accurate WWII fighter in X-Plane without recourse to plugins because X-Plane just can't model a WWII engine properly; you can't get realistic supercharger behaviour because it only allows for turbonormalising, and you can't get a satisfactory model of exhaust thrust either. Which means that most people end up with inaccurate airframe drag and/or an inaccurate propeller model in an attempt to match the headline top speed of the aircraft. This then results in incorrect cruise and glide behaviour. Essentially, the tighter you squeeze any one parameter, the more likely the others are to slip through your fingers. The most dramatic instance of this I ever encountered was a Corsair which flew nicely and looked pretty but was almost impossible to land. What happened was that the guy who'd made the model didn't realise that the R-2800 has a 0.5:1 reduction gear. So he had a very supersonic prop with awful performance, and this had forced him to dramatically reduce the airframe drag in order to match the stated top speed; it was therefore basically impossible to get the thing to descend for landing! Until such time as the SDK is released and documented, and the major engine bugs are squashed, it's pretty difficult to work out the specifics of the model used in CoD, and therefore it's hard to form a sensible opinion as to how good the models are given whatever the limitations of the overall FM are. |
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