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| FM/DM threads Everything about FM/DM in CoD |
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#1
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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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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders |
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#2
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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
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
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#4
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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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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. |
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#5
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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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klem 56 Squadron RAF "Firebirds" http://firebirds.2ndtaf.org.uk/ ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders |
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#6
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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
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WWII flight testing for the most part was not sophisticated.
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If you did that, you would know this issue.
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#8
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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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