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-   -   Flyable and non-flyable FM differences etc. (http://forum.fulqrumpublishing.com/showthread.php?t=39984)

The Stalker 05-26-2013 07:01 PM

Flyable and non-flyable FM differences etc.
 
I was always curious about this so might as well ask here.

Can someone explain the differences in the modeling of flyable and non-flyable craft in the sim, regarding the performance and behavior in flight. Are the ones that are flyable modeled in more detail, eg. their behavior in flight, performance, speed, stall, climb characteristics than the ones that are AI only.

I'm asking this because mods like UP for example make nearly *all* craft flyable, so I would like to know where are they "cutting corners" when they do this.
Obviously the first thing that comes to mind is that the cockpits are probably not very accurately modeled, but I wonder what else is suffering from such conversions of AI only to flyable?

So basically what are the differences in FMs of flyable and AI only craft, besides the cockpit interiors?

SaQSoN 05-26-2013 09:03 PM

Both flyable and non-flyable aircraft in the game use same algorithm for FM calculations. However, some non-flyable aircraft may have various FM parameters adjusted with less precision, then flyables. AI in most cases doesn't take planes to an extremes, like humans do, so looking at them from aside make their performance look realistic enough.

The Stalker 05-27-2013 11:09 AM

So basically the flight characteristics of AI only FMs are a bit more "raw" in terms of maneuverability, speed, stall, lift etc? As in more approximate than flyable ones?

JtD 05-27-2013 02:53 PM

More like they might be missing the proper frequencies for their oscillations, be a bit raw when it comes to damping, have unadjusted ground handling and things like this. It usually just is the real fine tuning that's missing, exceptions go both ways.


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