Below, in quotes, is the answer from the fluid dynamics engineer, John Cagle:
Benny Moore,
Please accept my apologies for a belated response, your letter caught me in the middle of my Holiday travels. I won't comment on the flight models of other simulations, it's simply not something I view as professional (although you are welcome to voice your own opinions). With that in mind, your notion of vectors contrasted to Fluid Physics should be rectified. An aircraft in flight is essentially a complex 3-D mechanics problem. Vectors are at the heart of all mechanics; Speed, Acceleration, Forces, and Moments (Torques) can only be expressed as vector quantities. Therefore, every simulation must use vectors at some point or another.
I think you are concerned with the simplifaction of physics into mathematical trends. For example, the concept of a Mass Moment of Inertia as a vector is flat out wrong. Newtons second law can be expanded to rotational behavior, and it's simplified version is: M=I*a. Where M is the sum of all External Moments (torques), I is the Mass Moment of inertia, and a is the Angular Acceleration. M and A are vector quantities which have identical directions. Given this, I must be a scalar quantity, because the dot product of two vectors is a scalar. Consequently, if the Mass Moment of Inertia were a vector, then torque would be scalar quantity.
This type of simplification will not be made in Jet Thunder, however, simplification is a necessity in the practical world. The trick is determining what is a reasonable simplification and what is not. If nothing were simplified, and true Computational Fluid Dynamics (CFD) were used, it would take minuets to hours to compute each frame. I am still early in the development process for Jet Thunder's physics, but I can tell you variables such as Reynold's Number, Lift Coefficient, Drag Coefficient, their related and dependant variables will be calculated according to the principles of Fluid Dynamics and Flight Mechanics every time the physics file is run (about every frame) for every independent surface on the aircraft. Right now, I am working on the A-4 and it has about 27 surfaces taken into account.
Hopefully this answered your questions. If you have any more, please feel free to ask me, I will be much quicker to respond in the future.
Best Regards,
John
By the way, thanks for the suggestion and link to Idea Games. Operation Flashpoint was great, commercial success, and done with a budget of just 600k dollars (according to Gamasutra's Post Mortem on it) - it's about 1/10 of the average budget of a game industry's typical action title, but it shows about 10 times more project scope than your average mass-appeal action videogame.
Ah, we won't be self-publishing only in Argentina, if we go this route, we must ensure worldwide spread, probably through a viral marketing campaign, banners and all paid out of our own pockets will be the rule of the day.