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IL-2 Sturmovik The famous combat flight simulator.

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  #11  
Old 01-15-2013, 01:45 PM
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Janosch Janosch is offline
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When all else fails (one way or another), it's good to have a look at the good'ol Wikiperiferium:
http://en.wikipedia.org/wiki/Ta-152

It seems that none of the Ta-152 variants ever got to have much action. '46 stuff aside, this plane is one of the oddballs in the cast, just like the I-185, so you can't really expect it to be modeled as accurately as the rest of the German fighters in the game.
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  #12  
Old 01-15-2013, 03:22 PM
JtD JtD is offline
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It matches German data, based on technical specifications of Focke Wulf and test results. I haven't seen any data indicating that something is wrong with it. With the 4.11 flight model update, it is as accurate as it can be. What's missing is a large number of redundant historical test data, as can be found for other, widely used aircraft. So while you can't be sure if the historical data is in the +3% or -3% range, the flight model matches existing performance data very well.

What bugged me most in the up to 4.10 version was the lack of high altitude performance in the dedicated high altitude aircraft. It was essentially inferior to the early P-47D-10 at altitudes above 9 km. Now, even though carrying more fuel and MW50/GM1, it outperforms the P-47 easily up there. Finally.

Last edited by JtD; 01-15-2013 at 03:24 PM.
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  #13  
Old 01-15-2013, 05:19 PM
zipper
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It's interesting to me that there is exclusive interest in the top end of the envelope. For instance, a Mustang should be able to takeoff at 40"/3000rpm and not only maintain level flight at 29"/1850rpm, but climb ... I'm told 1500fpm in a full fueled modern Mustang (in game, say, 70% fuel and empty but this doesn't account for military equipment and armor so, for giggles, try 10% and empty). I've goofed around with takeoff distances and takeoff over fifty foot obstacles in all sorts of planes and I have yet to find anything that's close to reality, it's all about max's. To the point of the post the 152H was off the ground in 300 to 400 meters (depending on load) and could fly rings around anything (once established in a turn) according to the ever popular pilot reports. Trying to find hard data can sometimes be problematic.I imagine the game would get too bogged down in reality to be playable and, in the end it must be playable but if it can be shown the max's are good ... I guess that's enough.

Hoping one day roll inertia will finally be modeled in a combat flight sim.
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