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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 02-29-2012, 12:54 AM
Codex Codex is offline
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Quote:
Originally Posted by ElAurens View Post
But I'm not saying two identical machines, I'm saying different machines with identical (or close enough for the real world) performance numbers.


I realize this is a somewhat cerebral discussion.

There have been posts in the past, going back all the way to the start of IL2, where there are those that say that if two aircraft have the same wing loading and power loading then they will perform the same.

This is a common thread among many sim pilots.

I'm saying this is not necessarily the case. One could be so difficult to fly that achieving it's max performance would be nearly impossible, whereas the other could have such beautifully harmonized controls that relatively inexperienced pilots could achieve the outside of the envelope with ease.

In the sim this difference would be so slight that it would make no difference.

It this making sense?
Argh, I should have quoted excerpts of the thread to direct my responses.

I was wanting to present my experiences to CaptianDoggles point about two identical machines performing the same (post #16).

As for your initial post El, I understand where you're coming from. From the many posts, videos and books I've read / viewed over the years I think it boils down to wear and tear. It's no secret that pilots found things "different" when jumping into a new plane from their old one.

I do recall during my Airforce Cadet days when taking a joy flight in a Macchi trainer at RAAF East Sale. The pilot I flew with had recently transferred from F-111's to be an instructor, and he was having a hard time adjusting to the Macchi because he was accustomed to having his own ride (F-111). At East Sale, he had use what ever jet that was available on the day. He mentioned that he found himself always checking the IAS gauge before going into an maneuver not just because of safety, but also because all the trainers "felt" different to him. He knew all the jets could all perform at the same specs, but to him they all had their own "feel".
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Old 02-29-2012, 05:09 AM
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CaptainDoggles CaptainDoggles is offline
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Originally Posted by Codex View Post
No two engines were ever identical. In particular the power output and emissions they produced where all different. While they were within tolerances and differences were very marginal, there were differences non the less.
Right.

And it's those differences that can account for differences in performance.

The point I was trying to make is that people should stop using the term "identical" when really they mean "similar". Because if they were identical, they wouldn't have differences.
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Old 03-01-2012, 04:10 AM
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ACE-OF-ACES ACE-OF-ACES is offline
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Without splitting too many hairs..

Most of the attributes that set one plane (or car) apart from another can not be 'simulated' on a $1000+ desktop PC with $400 worth of joysticks, throttle, rudders

Why?

Because most of the attributes that set one plane (or car) apart from another is the way it moves..

And as we all know our lazy-boy ain't going nowhere when we fly our games.

A lot of people confuse flight simulation with flight simulators.. A modern PC flight simulation game can and in most cases does run a far more complex flight model than the air force F16 flight simulators of the 80s and 90s..

Mater of fact most military and commercial (read air liners) flight simulators care very little about how realistic the performance values are..

Why?

Well because most military and commercial flight simulators are more concerned with training the pilot on how to make use of all the systems on board..

That is to say most military and commercial flight simulators 'ASSume' the pilot already knows how to fly.

But there are things that can be done short of a million dollar motion platform to simulate motion..

How?

Easy, because the human senses are very Very VERY easy to trick!

For example, in a stationary jet simulator (F16 if I remember) simulated the sensation of the air breaks by simply attaching a small motor to the shoulder harness (seat belts for car drivers).. Thus when ever the pilot would apply the air breaks, these motors would simply tighten up (read pull back) on the harness, which to the pilot felt like he was being forced forward into the harness.

All the brain needs is the visual and the physical 'que' from the sensation of the harness and the brian will do the rest (read fill in the blanks)

That is just one example, there are tons of ways to trick the human senses into thinking the body is moving when in fact it is not moving at all.
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.

Last edited by ACE-OF-ACES; 03-01-2012 at 02:53 PM.
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