| Feature Article
Falcon4 RP4.1: Viper versus Fulcrum 1 on
1
by Mark
"Boxer" Doran and Leon
"Badboy" Smith
Falcon4, the game, is more
than two years old now. For most flight simulation games a
title that old would already be gathering dust. However, Falcon4
is among that elite club of "classic" simulations
that endures rather longer, thanks mostly to a dedicated fan
base and the creativity of those fans in enhancing what was
already a great game with a steady stream of refinements.
One of the most influential trends
in the Falcon4 community is the Realism Patch Group
that has now delivered four major updates for the original
game. More are in the works. As the name implies, these updates
have refined the realistic behavior of weapons and produced
ever more faithful representations of the aircraft and vehicles
modeled in the game. The most recent update Realism Patch
4 (current at revision RP4.1) introduced a new selection
of flight models. Mostly aimed at the Western (US/NATO) aircraft
to date, the eventual goal is to update all of the flight
models for aircraft in the game to the best possible state,
given the limitations of publicly available and unclassified
information.
With this renewed emphasis on flight
model tweaking in the Falcon4 community, we thought
it might be interesting to take a look at the theoretical
view of how the newer flight models stack up. The aim is to
examine what you might expect to see in practical terms for
players engaged in 1v1 dogfights using the new flight models.
The approach we will take is to start
with the values from the data files, as tweaked, and use those
to derive performance curves for the aircraft in question
and then compare them to project how the fight should play
out in the virtual air. It is also instructive to look at
the curves derived from the actual data files and compare
to what such curves should theoretically look. This can shed
light on how well the data file tweaks are coming along and
what areas might still be open for further refinement.
For the purposes of this article we
will focus on the F-16 and the MiG-29 as modeled in Falcon4
RP4.1. The same techniques however can in theory be applied
to any combination of aircraft modeled in the game.
Doghouse Plots
The curves drawn on the performance
graphs will look familiar to those of you that have seen Badboys
work in places such as the EF2000 strategy guide and more
recently in feature articles here at SimHQ.com. They are a
representation of the energy-maneuverability state of the
aircraft drawn onto a two dimensional graph.
Rather than explain again how these
work, you should refer to the feature article where all is
revealed about how to interpret the lines and numbers. If
you are interested in learning more about the theory behind
these diagrams try looking in the back of your copy of Robert
Shaws "Fighter Combat" the appendix
has an approachable description of how the forces of flight
affect energy and maneuverability considerations and gives
some of the equations that go into making graphs like these.
If you want the really in depth treatment, you can look out
a copy of the "Aerodynamics
for Naval Aviators" book published by Aviation Supplies
& Academics (ISBN 1-56027-140-X, but be warned its
pretty dense stuff!).
Note that we will draw curves for
both the Viper and the Fulcrum overlaid on each other. This
makes the graphs a little busy but its by far the easiest
way to get a good visual picture of how the two jets match
up. The F-16 will be blue lines and the MiG-29 will be drawn
in red. Heavy lines will mark the flight envelope limits determined
by aerodynamic design, structural g load tolerance and maximum
design speed. The lighter lines will represent neutral Specific
Excess Power (Ps = 0), the curve representing the point at
which available thrust is not able to generate further acceleration.
The calculations used to derive the
data for these curve plots are made using the same level of
complexity as the flight model in the game. As such, the curves
will be a true representation of what you will see in the
game. That said, there are some assumptions made in performing
the calculations that are used to plot the curves but these
are situational. The same treatment is applied to generating
curves for both aircraft. For example, in each case we start
with clean aircraft, free of external stores but with 100%
internal fuel aboard. All the calculations are done with maximum
thrust available used also, with the engine in full afterburner.
We will also only consider level turn performance for comparative
purposes. Lastly, we assume a standard atmosphere.
Down in the Weeds
Starting from the data in the flight
model files, you can derive lots of interesting performance
numbers for any of the aircraft in the game.
For example, at sea level the flight
model data gives us a number of data points to play with.
The Viper has a gross weight of 25089lbs and a maximum speed
of 783kts or 653kts at full military power. Corner velocity
in this configuration is 372kts. Maximum rate of climb from
sea level comes out at 51945ft/min with an absolute ceiling
of 60701ft. With power reduced to full military, maximum climb
rate drops to 47307ft/min with an absolute ceiling of 53430ft.
For the purposes of this article though
we want to focus on aerodynamic limits, structural limits,
airspeed limits and sustained turn rate (achieved at Ps =
0) as depicted on the energy maneuverability chart. Here is
the chart for mean sea level for the two aircraft.

The curves seem almost to be overlaid
right on top of each other. From this its easy to see
that the fight will be very close, all other things being
equal.
Looking first at the Ps curves, the
MiG-29 has slightly worse sustained turn performance through
most of the envelope as the red Ps curve stays below the blue
curve. Only at the very low end of the speed range, where
the engine/inlet design of the F-16 reduce its sustained
turn rate, can the MiG-29 hold a turn better than the F-16.
For the most part though, the F-16 can hold turn rates marginally
better provided the fight stays above 220kts. However this
advantage is razor thin for the F-16 pilot and for all practical
purposes wont really be exploitable.
The left side of the limit curves
shows the aerodynamic limits of the two jets which govern
the amount of lift that can be generated and hence the instantaneous
turn rate. In this case, the MiG-29 has advantages in both
higher instantaneous turn rate and smaller turn radius at
any given speed up to corner speed for the F-16 (recall that
corner speed is the highest apex of the limit curves).
From the F-16s corner speed
up to the design airspeed limit (the vertical line at the
right hand side of the limit curves) of the two airframes,
turn rate and radius are in lock step for both aircraft. Notice
that the F-16s top airspeed is a smidgeon higher than
that for the MiG-29 but once again, making advantage out of
that is likely to be difficult.
The Heart of the Envelope
The heart of the dog-fighting envelope
at least is in the medium altitude range. For our purposes
we will use 15 thousand feet as the reference altitude.

Here again we can see by looking at
the aerodynamic part of the limit curve that the MiG-29 can
generate higher instantaneous turn rates and at smaller turn
radius than the F-16 up to corner speed for the Viper at around
440kts true airspeed.
However, the MiG-29 now also has the
advantage in sustained turn rate up to 485kts at which point
the F-16s sustained turn rate takes over the advantage.
The margin is still narrow but a little more pronounced than
that we saw at sea level for the F-16. Anywhere in the range
of 200-350kts, the MiG pilot should be able to gain advantage
in a level turning fight started from a neutral position.
At this altitude, neither jet can
sustain 9g with the F-16 topping out at 8.6g
sustained and the MiG-29 holding only 7.5g. The Ps
curves cross over at roughly 485kts and the gap widens out
from this point. As a result the F-16 will enjoy a significant
advantage if the fight stays fast and level.
Notice also that the Viper has a considerable
margin in top speed at this altitude. At the higher end of
the spectrum then, the F-16 pilot may be able to use this
in combination with higher specific excess power (applied
to straight line acceleration) to separate in a guns only
environment if the timing of the break is carefully arranged.
At lower speeds the fight is still
well balanced but at this altitude, the F-16 pilot would do
well to keep the fight at speeds above 500kts where his jet
will have a distinct sustained turn rate advantage.
Into Thin Air
Occasionally you may find yourself
high up where the atmosphere is thinner and the performance
both of the aerodynamic surfaces and the engines starts to
degrade.

At this altitude things are starting
to look positively dicey for the F-16. The MiG-29 enjoys a
noticeable sustained turn rate advantage at all speeds up
to 850kts. Both aircraft struggle to sustain g load
in the thinner air. Reading from the Ps curves,
the MiG-29 peaks at just over 6g at around 780kts.
The F-16 sustains less than 5g up to 750kts peaking
at a mere 5.7g at a whopping 940kts.
In this case, superior sustained turn
rate simply adds another advantage to those already realized
by the MiG pilot at lower altitudes. Here too the MiG-29 enjoys
smaller turn radii and instantaneous turn rates up to corner
speed for the F-16, although these margins remain pretty slim.
The top speed advantage also erodes
somewhat at the higher elevations but the F-16 still holds
the edge in that department. This is probably of little practical
value however.
Taken overall, the MiG pilot has decisive
advantage at or below the corner speed of the F-16 given greater
ability to point the nose with instantaneous turn rate, tighter
turns and better ability to keep the pressure on with high
sustained turn rates. Above corner speed the limits of turn
radius and instantaneous turn rate even out at the load limit
line but up to 850kts the MiG-29 still has the ability to
sustain higher turn rates than the F-16.
In practical terms, the F-16 should
try and avoid engaging at this altitude all other things being
equal. You are better off trying to drag the fight down to
lower altitudes if avoiding the engagement isnt practical.
Theory and Opportunities
With regards to what pure theory would
predict for these curves theres one obvious anomaly
in the Falcon4 data for both airframes. Generally, you would
expect the Ps curves to be smooth with no oscillations in
the curve gradient changes. Ideally, the data would need to
be adjusted to smooth out these bumps in the Ps curves. How
to go about that process is an exercise for another day however.
Another interesting question arises
in the sea level curves. Notice that the Ps for
both jets go up above the load limit portion of the limit
curves. In theory, if the load limit were not imposed the
jets could, according to these numbers, generate higher rates
of turn and even sustain them albeit while applying more g
load punishment to the pilot. Now for the F-16 the fly-by-wire
flight controls impose this limit at 9g.
For the MiG-29 however there is no
computerized limit. Reportedly the pilot can continue to pull
through the initial physical resistance limiter on the stick
to load up more than 9g (or at low speeds to go past
26° angle of attack). In this context the 9g load
limit line seems to hobble one possible advantage for the
MiG pilot, however brief that might be given black out modeling
is in play.
One other intriguing possibility given
the ability to derive these curves direct from the Falcon4
flight model data is that of comparing the jet as modeled
in the game to the real thing. For the most part, actual flight
model data for the combat aircraft modeled in Falcon4 is classified,
and with good reason given that the lives of air forces
pilots depend on it. However, many of these airframes have
been around and in public view long enough that reasonably
well educated guesses can be made as to their flight envelope
characteristics.
Such comparison might be useful to
the folks working hard to improve the flight models in the
game. It might provide another means to measure the flight
modeling to complement the more subjective virtual flight-testing
by experts in the field. Again this is probably an exercise
for another day however.
Conclusion
Overall, it seems that the current
modeling for the F-16 and the MiG-29 has them finely balanced
for the lower altitudes. Pilot skill is likely to be the dominant
factor all other things being equal. At medium altitudes the
Fulcrum will likely have the advantage if the fight slows
below corner speed so the wily Viper pilot will be looking
to keep as much smash on the jet as possible or drag the MiG
down low to level the playing field. Crossing swords with
a MiG-29 at higher elevations is a bad idea for the F-16 pilot
since at all but the highest speeds the MiG should dominate
the fight.
Commentary and analysis here notwithstanding,
the graphs themselves make useful intelligence for us virtual
pilots. This is the sort of data that the professionals would
be privy to for the real aircraft and their adversaries. In
modern times, its even likely that classified sources
in the West include extremely accurate data for Russian built
aircraft now that many are available for study to Western
air forces.
Let us know if you think there is
value in plotting out this sort of data. If there is interest
enough, it may be possible to make more charts to cover other
Falcon4 aircraft and scenarios.
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