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WWII 'prop' flight sim act like a KOREAN 'jet' sim..
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Not at all, power producers and thrust producers have completely different aerodynamics as well separate methodology for determining most performance parameters.
The whole premise is completely ludicris regarding a computer game.
Who cares how fast or slow a virtual gameshape is going as long as the it acts in relation to the other objects in the game in a reasonable facsimile of what it is trying to simulate.
In otherwords, it must behave somewhat like the real thing.