If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|
Thread Tools | Display Modes |
#9
|
|||
|
|||
On Sun, 16 Nov 2003 21:11:40 -0800, Mary Shafer
wrote: Every "game" simulator I've ever flown seemed to use the same math model, one that, as you say, was not dynamically possible. Fun's fun, but physics is physics. .... yet any game uses a completely different engine to create the flight model. The differences are where the game engine does its short cuts to allow realtime operation. The sims are too generic, partly because there just isn't enough time and space for a detailed math model, because the FCS is proprietary and much too big to be modeled, because the control surfaces aren't modeled correctly, the mass model isn't right, and so on. The main problem of PC flight simulations is that the performance of a PC is not sufficient to calculate a realtime aerodynamic simulation. Mass models are ok these days in most flight sims, as well as performance and envelope data which are in some cases very close to reality. Only few PC simulations even try to simulate engine torqe effects on prop aircraft. The problems start if the simulated aircraft does non-linear maneuvers (post-stall, spins) - this is when some PC simulations can get very erratic because their simplified physics model needs to rely on pre-calculated data (to save computing time). The result is either a "standard" stall routine (always the same spin, independent on how you entered it), or erratic movements that does not even look close to what a real aircraft would do. So far the only PC simulations that attempt to simulate post-stall effects are MS Flight Sim 2002 and 2004, MS Combat Flight Sim 2 and 3, and X-Plane, but the results are not entirely convincing yet. Any PC simulator is (of course) handicapped most by the input devices - a PC joystick and a mouse simply cannot give even a similar feeling to the stick of a real aircraft (or a full cockpit simulator).This is the cause why the characteristics of a PC simulated aircraft cannot be even similar to the real thing, even if the performance data throughout the envelope are very similar. However, learning to "fly" with a fixed-base, low-fidelity sim game isn't going to happen. All that will happen is that the student will pick up responses and habits that will have to be unlearned before the correct responses and habits can be acquired in the actual airplane. I've heard flight instructors complaining about how they can always tell if someone plays with MS Flight Simulator a lot, because it takes a lot longer to teach them how to fly the actual airplane. Indeed. The training effect concerning a PC simulator is that of a procedure trainer. You can learn to fly standard procedures (even with ATC these days), learn to program an FMC, to learn where to look at to keep the plane under control, but the feeling of flight cannot be learned. Flying a PC simulation too often indeed tends to teach a couple of bad habits that are hard to train away again (looking a the instruments too often is one of them). There are a number of pretty realistic combat flight simulators out there that simulate aerial combat. If the game engine is good, real-world combat tactics need to be flown in these games to win a dogfight. It might be interesting to compare such a game to real-world dogfighting. Bye Andreas |
Thread Tools | |
Display Modes | |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
AOPA Stall/Spin Study -- Stowell's Review (8,000 words) | Rich Stowell | Aerobatics | 28 | January 2nd 09 02:26 PM |
new theory of flight released Sept 2004 | Mark Oliver | Aerobatics | 1 | October 5th 04 10:20 PM |
Flight Simulator 2004 pro 4CDs, Eurowings 2004, Sea Plane Adventures, Concorde, HONG KONG 2004, World Airlines, other Addons, Sky Ranch, Jumbo 747, Greece 2000 [include El.Venizelos], Polynesia 2000, Real Airports, Private Wings, FLITESTAR V8.5 - JEP | vvcd | Home Built | 0 | September 22nd 04 07:16 PM |
FAA letter on flight into known icing | C J Campbell | Instrument Flight Rules | 78 | December 22nd 03 07:44 PM |
Sim time loggable? | [email protected] | Instrument Flight Rules | 12 | December 6th 03 07:47 AM |