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FM/DM threads Everything about FM/DM in CoD

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  #1  
Old 09-22-2012, 07:55 AM
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klem klem is offline
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Hi Ivank

is it possible to determine the direction of the inherent wind in CoD or are you finding it varies depending on location?

If only 1C would tell us what they've given us!

Incidentally, rather than delete Flows I set all 'Flow' values to 0 in FMB and saved it. When I re-opened it and looked at them again everything was still 0 except gust angle and effect. I did not change anything and closed the mission at which point it asked if I wanted to save changes and I said no. So, I wonder if all the zero values were all still held in the mission and the gusts/effects are defaults in the Flow panel which, when you go into Flows, edits them into the mission but they don't really get applied unless you do save them.

Fortunately I don't think this will affect IAS/TAS tests, only navigation/bombing.
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  #2  
Old 09-22-2012, 09:28 AM
IvanK IvanK is offline
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Yes you should be able to calculate the wind Direction from the Trk and groundspeed. Though shudder at the possibility that wind input will use the Russian penchant to use were the wind is blowing to rather than the aviation standard of where it is coming from .... just leads to more forum discussion ambiguities. This directional thing has been discussed directly with Ilya a long time ago so hopefully its not an issue, though wind directional input is still some weird Angle expression rather than a straight Bearing !

In general terms we know its a "Northerly"

I will get my "prayer wheel' out and start doing some vectors.

Good idea on setting it to zero rather than just deleting it.

Last edited by IvanK; 09-22-2012 at 09:30 AM.
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  #3  
Old 09-22-2012, 10:36 AM
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Quote:
Originally Posted by IvanK View Post
Yes you should be able to calculate the wind Direction from the Trk and groundspeed. Though shudder at the possibility that wind input will use the Russian penchant to use were the wind is blowing to rather than the aviation standard of where it is coming from .... just leads to more forum discussion ambiguities. This directional thing has been discussed directly with Ilya a long time ago so hopefully its not an issue, though wind directional input is still some weird Angle expression rather than a straight Bearing !

In general terms we know its a "Northerly"

I will get my "prayer wheel' out and start doing some vectors.

Good idea on setting it to zero rather than just deleting it.
Could you still do my 3min / 250kmh test? I just dont see what I did different and get rather 'incorrect' data.
Thanks
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  #4  
Old 09-23-2012, 11:38 PM
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Quote:
Originally Posted by SlipBall View Post
I think KG_26 Alpha pointed out that the developers are aware of the gauge problem.
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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Old 09-24-2012, 10:30 AM
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Quote:
Originally Posted by ACE-OF-ACES View Post
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!
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)
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  #6  
Old 09-24-2012, 04:21 PM
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Quote:
Originally Posted by klem View Post
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.
Agreed 100%

Bare with me here, in that it was well over a year ago that I started looking at the CoD data.. And from what I recall, the Z IAS value made no since.. If I recall correctly, it had the same shape and values of the Z TAS, only with a little bit of an offset. There were also some issues with the I vs Z ROC value (Z TAS 3).. I recall taking the derivative of the Altitude, both I and Z and recall one of them making since, and the other not. There were a few more that were not what I was expecting, I would have to check my notes. So, all in all there are some issues with the Z values. Hopefully one of these days 1C will provide a read me that explains what they are such that we don't have to guess what they are!

On that note, due to these unknowns, my plan to leave the choice as to which value to use up to the users when using my CoD analysis tools at my web site
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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; 09-24-2012 at 04:30 PM.
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  #7  
Old 09-24-2012, 10:17 PM
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WWII flight testing for the most part was not sophisticated.

Quote:
Tagert says:
very few take the time to do the research on how the tests were actually performed during WWII
The first thing done in WWII flight testing is airspeed calibration by flying know points on the ground.

If you did that, you would know this issue.
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Old 09-23-2012, 11:56 PM
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Originally Posted by JtD View Post
I appreciate the information shared by those who take the time and make the effort to actually test in game performance. Very much.)
Your welcome!

But to be honest.. Doing the test is not a big deal.. Anyone can test an in game plane..

But I will say this, very few take the time to do the research on how the tests were actually performed during WWII to ensure the test method and plane configuration used in game is as close as it can be to the actual WWII test data.. That and I am the only one I know of, thus far, that has not only gone as far as to make the effort to actually test the plane performance, but also gone as far as to provided the tools to compare/graph the game results along side the real world results..

Which can be seen at my website, i.e.

www.flightsimtesting.com
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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; 09-23-2012 at 11:58 PM.
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