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Chill31

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  1. Its accurate. We are saying the same thing in different ways. I was just providing an alternate explaination for anyone it might help understand. I think you are referring to torque effect where I am referring to mechanical torque in the engine.
  2. Yo-Yo, it has been my experience that the rotating propeller in an engine out glide situation is more drag than a stationary propeller. In that case, the L/D is higher for the stopped prop. The data posted shows a lower L/D for a stopped prop. Just wondering if its typo or actual data. Thanks Chill
  3. Think of it this way. MP is your torque control. Increase MP, you increase engine torque. HP is Torque X RPM. Increase Torque, even though RPM is the same, you must have increased HP.
  4. Does the AI suffer from engine overheat the same as the player? When I DF against the AI, his radiator door never even opens, yet mine is noticeably open.
  5. It looks like this video shows clearly that the P-51 should move backwards when the guns are fired. If you watch the main tires, they rotate. It is not just "shaking." While that first post of how much V change it should have is quite inaccurate, the undeniable effect from firing the 6 guns is that the plane should move if configured the same as that P-51.
  6. Ive watched a few of my dogfight tracks and the AI radiator scoop cooler door never opens. Yet, they are able to run the same aparent power as I am and not overheat. Does the AI respond to the same engine limitations that the player has?
  7. If math suits your understanding a little better, here is a little more info... piston engines are rated in horse power due to the difficulty in defining the thrust produced by the propeller. Easier comparison is made engine to engine by using HP. Power is a rate of energy transfer. A rate of work being done. Work is force times a distance. In the case of an engine, torque times RPM, which also includes a time element to yield power. This means that the most torque at the highest rpm gets the most power to the propeller for providing thrust at the highest rate (thrust itself is only a force and decreases with increases in airspeed in the case of prop driven planes). So now you can see that the highest torque (manifold pressure) applied over a distance (one rotation of the prop) at the fastest rate (rotations per minute) will transfer the most energy to the air around the propeller disk and subsequently give the highest speed. Thats a basic version that gets the point across perhaps?
  8. What is wrong with the FM up high? When I judge a flight sim, I go on FM, graphics, and then system management (like engine, hydraulics, etc). Cliffs of Dover's FM through 15k ft reacted the way I expected based on 28 years of flying airplanes. Maybe there is an area of innacuracy that I have not uncovered yet though. Graphically, it is on par with DCS and rise of flight. An argument for each brand could be made based on personal preferences. Systems modeling incorporated complex engine management to include controlling coolant temps, damageable hydraulic systems, individual gun convergence. Is it at the level of DCS? I dont think so, but it is still a very good simulation. For me, AI and radio comms are not as big a factor in rating the sim since I typically go with the MP mode of any flight sim I'm into. Though, I personally had no overwhelming problem with the AI. If WW2 is your era, then without a doubt, you should give CloD a try.
  9. Shock cooling on a liquid cooled engine? Shouldn't be a factor.
  10. I'm not sure pulling your money from the game devs will achieve the result you want. The message you would be sending, especially if everyone who shares your sentiment does the same, is that there is not interest in ww2 flight sims, and they will respond in kind by not making any ww2 flight sims. I played COD in the first build and it was so bad I didn't play it until the new patch came out. Now it is an excellent ww2 sim. SP mode is not as much fun as MP. Graphically (I'm running full graphics with gtx570 and intel i5 2570) it is top notch. On par with DCS and rise of flight. The FM is very convincing along with the sounds. I recommend anyone who tried it previously to give it another go. If you haven't tried it, now is a good time. I was very pleased with it.
  11. WWII is a classic era for aviation that needs a modern flight sim like this to tackle it again. I'd love to see eagle dyn have two teams with one modelling WWII and one working modern aircraft. Who knows if there is that kind of money in the flight sim market though...regardless, I'm happy that they produced it and will buy it regardless of price based solely on the outstanding products they have already turned out.
  12. Walking the throttles lets you use half of the thrust for the same amount of movement of the throttle. Good for new guys when they are tense and dont have the finess you get with experience.
  13. Given the kelly mcgillis comment, I figured F-14...given the retired status of the jet and general obsolete technology, should be easy enouugh to model, not to mention carrier born. Nothing like good speculation for the masses
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