Suggestions for future flight modelling
Posted: 2008-06-01 23:44
Firstly, I'm sick of ppl using the lynx as an example on why helicopter can fly upside down in PR. A lynx can loop the loop. I know this, as I have seen one do it with my own eyes. As far as I know it can not barrel roll or maintain inverted flight.
However, the large majority of helicopters can not even loop without catastrophic failure. Other than that, I think the helicopters flight dynamics are really quite good, other than there being no torque effects. Unfortunately this is what makes helicopters difficult to fly, so any modelling without this is like a racing game with only automatic transmission.
(and I do have a little bit of flight time in Robinsons)
As for the jets, I've only flown Cessnas and Bulldogs, so I couldnt really comment with any authority. I'd risk saying their low speed handling is ****, and there is no real stall, just a progressively larger sink rate the slower you fly. The planes also do not deccelerate during steep turns. That is a fairly major omission.
I'd also be interested to know if each jet has an optimum speed for best turn radius. This is quite a big deal in proper dogfighting, as it means you can turn much faster than your opponent if you are at the right speed and he is not. This coupled with losing speed during high g manoevers means you have to juggle the throttle carefully to get the best performance out of your aircraft.....
So ye, I'd like to see optimum turn speed, deceleration during High G turns and helicopter torque. However this isnt a moan. Seeing as this aint flight sim, I think the devs have done a great job so far. I also know the bf2 editor isnt packed with options for flight dynamics modelling, but I thought seeing as you guys have packed so much in already why stop there??
However, the large majority of helicopters can not even loop without catastrophic failure. Other than that, I think the helicopters flight dynamics are really quite good, other than there being no torque effects. Unfortunately this is what makes helicopters difficult to fly, so any modelling without this is like a racing game with only automatic transmission.
(and I do have a little bit of flight time in Robinsons)
As for the jets, I've only flown Cessnas and Bulldogs, so I couldnt really comment with any authority. I'd risk saying their low speed handling is ****, and there is no real stall, just a progressively larger sink rate the slower you fly. The planes also do not deccelerate during steep turns. That is a fairly major omission.
I'd also be interested to know if each jet has an optimum speed for best turn radius. This is quite a big deal in proper dogfighting, as it means you can turn much faster than your opponent if you are at the right speed and he is not. This coupled with losing speed during high g manoevers means you have to juggle the throttle carefully to get the best performance out of your aircraft.....
So ye, I'd like to see optimum turn speed, deceleration during High G turns and helicopter torque. However this isnt a moan. Seeing as this aint flight sim, I think the devs have done a great job so far. I also know the bf2 editor isnt packed with options for flight dynamics modelling, but I thought seeing as you guys have packed so much in already why stop there??