I think it's useless to discuss how dev a and b obtain their flight data, I would suspect that both M$ and Maddox games know their stuff.
Point of interest is, how capable is the aero engine of Sim a and b to transport real world data into a PC game, where are generic tables used and what portions are modelled individually for each single plane, or just in other words, what amount of real world flight physics is actually modelled into the sim, in what detail and what is being left out?
There's also the issue of "playability", and Oleg will adamantly deny this, but I suspect that some of the AC in PF are "enhanced" for the sake of balanced game play. The dive speed of the A6M might be an example of this.
Thats the point. If your flying a Zero then you want to taunt your enemy into joining you in a low and slow turning fight. If your in a Hellcat then you'll want to keep your speed up. Enhancing aircraft so they can compete on an even keel is just wrong for a sim that prides itself on the accuracy of it's FD's.
I swear, you guys are going to force my to actually load CFS3 and IL2 back up, andBUY Pacific Fighters and conduct my own tests (which by definition shall become the standard by which the sims are to be compared )
I was thinking of maybe doing the same thing. May give me something to do.
Gladiators? How did you know I liked them? Sat in the one at Old Warden when I was a wee boy of 9...
But the Zero was more than a match for the Hellcat. It's roll rate was second to none and could outmanuvre anything going. If in a one on one dogfight the Zero always loses then this is the best example i've seen that PF's flight dynamics are suspect at best.
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