#1389060 - 07/27/03 11:30 AM
Re: Knights Over Europe Interview continued
|
Joined: Jul 2001
Posts: 1,080
FlyXwire
Member
|
Member
Joined: Jul 2001
Posts: 1,080
St.Charles, Missouri U.S.A.
|
......or modeling rotary engines with limited throttle capability via adjustment of their air/fuel mixture lever(s). In fact, as altitude was gained the fuel mixture ratio had to be adjusted periodically to prevent rough running of the engine or a rich cutout could occur (of course preventing lean cutout was necessary when descending). These rotary engine controls would be nice to model for the sim's "realistic" flying mode. I'd also like to see the pilot's flight input realistically modeled to reflect the fact that most WWI aircraft suffered poor control balance between the 3-axis of input. Modeling flight control stiffness would also dove-tail nicely with an effort to design in realistic control balance, or a lack thereof. Having the pilot "simulated" (as per the "Wish List" thread on the Frugal's Sim World KOE board) would be nice: Basically, I'd like to see the "work load" of flying a WWI aircraft simulated, so that we would have to master our planes both for flight as well as for combat.
|
|
#1389061 - 07/27/03 02:05 PM
Re: Knights Over Europe Interview continued
|
Joined: Nov 2001
Posts: 8,746
Guderian
Hotshot
|
Hotshot
Joined: Nov 2001
Posts: 8,746
People's Republic of Sweden
|
Goo points. Given that WWI planes didn't have trim or superchargers to fiddle with anyway, managing mixture wouldn't be that overwhelming. Did WWI planes have adjustable prop pitch?
Good idea about control stiffness as well.
"I prefer to fly alone ... when alone, I perform those little coups of audacity which amuse me" - René Fonck
|
|
#1389063 - 07/27/03 05:34 PM
Re: Knights Over Europe Interview continued
|
Joined: Nov 2001
Posts: 8,746
Guderian
Hotshot
|
Hotshot
Joined: Nov 2001
Posts: 8,746
People's Republic of Sweden
|
Thanks for the info FlyXwire. One question: Very few WWI aircraft had angle of incidence adjustment from the cockpit (some did for tailplane AOE via a stick or cockpit wheel adjustment), while some could be preset on the ground only.
Let me see if I got this: you are saying that some WWI planes had elevator/pitch trim in some form, right? [P]rops with different fixed pitch angles were often available for the same particular aircraft/engine combination. Some pilots and squadrons choose combinations that favored climb, or top speed.
It would be kewl to be able to have this in the game, but it may be asking for too much. It would let you tailor your plane to the opposition or to your flying style!
"I prefer to fly alone ... when alone, I perform those little coups of audacity which amuse me" - René Fonck
|
|
#1389065 - 07/28/03 11:36 PM
Re: Knights Over Europe Interview continued
|
**DONOTDELETE**
Unregistered
|
Anonymous
Unregistered
|
I'm curious about a few things: 1. How will damage be calculated? Will there be hit bubbles or will you actually have to hit the plane? Can you hit a strut and cause a wing to collapse? 2. How will weather be modelled? Will we have to deal with low viz conditions and strong winds at times? 3. Will it be possible (and I know this is a long shot) to have the AI unable to see through clouds? It seems like in WWI air combat, clouds would have played a HUGE part in maneuvering - more so than WWII (I dunno if that's true or not, just seems so to me ). 4. I've gotta agree that skins will play a big factor in the appeal of this game. I know it sounds superficial, but it's true
|
|
#1389067 - 08/01/03 02:33 AM
Re: Knights Over Europe Interview continued
|
Joined: Nov 2002
Posts: 57
Moritz of JG1
Junior Member
|
Junior Member
Joined: Nov 2002
Posts: 57
Chesterfield, MO
|
The primary weapon, killing machine of the First World War was field artillery. Artillery pummelled the lines, dugouts, rear trenches, rail lines, and, quite often, other side's artillery.
The most important functions of the aircraft were reconnaissance and artillery spotting. The first was needed for identifying changes in the enemy lines, equipment, supplies,etc. and targets for the artillery. The second was a direct teamwoork with the artillery.
It would be really neat to have field artillery that functioned not only as a backdrop to the game, but a function of the game. If a recon plane brings back target photos, an artillery barrage will try to take out the target.
Artillery Spotting would open up a whole new area in gaming. Imagine standing in the back of an Albatros C.VII(or the front seat of a BE2e, that's scary!) and direct artillery with signals from your telegraph key. You can even see your army's artillery shells whizz by. Hope one does not hit your plane or it will smash it up there only to fall to earth.....
|
|
#1389068 - 08/01/03 05:09 PM
Re: Knights Over Europe Interview continued
|
**DONOTDELETE**
Unregistered
|
Anonymous
Unregistered
|
That would be a most interesting mission type, Moritz. I sincerely hope they include it.
|
|
|
|