Quote:
Originally Posted by ACE-OF-ACES
True..
Which is just another good reason to not rely solely on the gauges!
Best to use some of the C# scripts aval (FST has one and klem has one based on FST's with some added features) that collect data in real time.
And not only the gauge values (I_*), but the internal game 3D world values (Z_*).
In the testing I have done so far, I have found the gauge values (I_*) to not only be off, but laggy and with offsets.
Where as most (not all) of the internal game 3D world values (Z_*), thus far, seem to match the real world data better.
On that note
All the game calculations are done using the internal game 3D world values (Z_*), the gauge values are derived from these. When I say derived, I mean they may add code to them to make them mimic real world gauges (laggy, offsets, etc)
Hope that helps!
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AoA would you look at some of your Z_IAS, Z_TASs and corresponding Altitude figures and give me your view. It seems to me that the Z_IAS and Z_TAS are too close together at altitude. I'd like to get another opinion.
Just playing with the numbers, I found that if I took the Z_TAS and the TAS roughly calculated from IAS (cockpit gauge) for altitude (~2% per 000ft) they weren't very far apart whereas the Z_IAS and IAS (cockpit) were a long way apart.
It left me wondering if perhaps IAS (cockpit) is derived from Z_TAS (with maybe a few more accurate atmosphere adjustments)