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Author Topic:   Suggested standard test for planes before submittin to plane pack
alpharomeo81
Pilot
posted 01-01- 04:59 PM     Click Here to See the Profile for alpharomeo81   Click Here to Email alpharomeo81     Edit/Delete Message   Reply w/Quote
I've been testing planes from PP6, I suggest the following standard tests for planes to be included in future packs:
- Press F10, if you don't have a zoom of the aiming reticle, you need to work on it. (EG. Spitfire)
-Try level flight at low speed. Then set full throttle. If plane don't gain speed then it needs more work. (Spitfire)
-Try aiming a ground target, no wind. If plane tends to pull up/down (F4U) or roll left/right (Go-229) then it needs more work. If plane is unstable and hard to aim, then it need some work (He-163)

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ArgonV
Pilot
posted 01-01- 05:03 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Have you tried the latest Go-229? Some planes tend to rotate a little due to torqe or wind speeds dont forget.

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ArgonV
Pilot
posted 01-01- 05:15 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
P.S. I agree that the planes need more testing before they are put into plane packs. Only thing is... not too many of us have a fast connection to download "testing packs" I know if I had a fast connection, I would of downloaded the Beta plane packs and posted my thoughts on them. But Im on a 56k and thus could not do so. Those are some pointers to look for in the planes, and Im sure a list of plane pack standards and what is expected exists somewhere.

P.P.S. You can find the updated Go-229 at my site: http://ArgonV.tripod.com/My_Page.html The Go-229 is now FINALLY plane pack ready/worthy. A few more details are in the works. A new (Fixed actually) mapping by Nat, a new night figther skin by Diego and a radar array by Aladar.

[This message has been edited by ArgonV (edited 01-01-2001).]

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jedi
Pilot
posted 01-01- 06:29 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Try aiming at a ground target. If your plane does NOT tend to pull up/down (the plane IS accelerating after all) then you need to work on it Now you know why they put trim tabs on the plane.

At the moment, there's not really a "quality control" test on planepack planes (and there only really was one when ALL the planes in the pack were modified by the same team). Now they're included if most folks want em, warts and all. Most of the planes are also still "works in progress." I guess you have to decide whether a "standardized" He-162 that's not a stable gun platform (and is that a bug or a realism feature?) is better than no online He-162 at all.

The other thing is that when you find a suspected error, you need to post it, and why you think it's an error. If you've tried to work on one of the models, you know they can be pretty complex, especially with some of the stuff that's being added now. Sometimes you just miss something.

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--jedi--

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Tailslide
Pilot
posted 01-01- 06:31 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

I'd much rather have proper turn rates/climb rates/top speed for planes if you were to have a standard. It would prevent uber-planes from unbalancing missions.

TS

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Nat
Pilot
posted 01-01- 08:02 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I fully agree with Tail here, in some cases hard data is hard to get hold of, but then you try to be as realistic as you can be, I don't think there can be a standard test other than the feature Tail has mentioned, aircraft all react differently.. put a Lanc in level flight at low throttle, then push it to full.. see how quick that thing speeds up! Thing is, all engines are different, all aircraft have different flight characteristics, different balace, torque, aifoils etc etc etc Now in some cases I have no doubt there are things on aircraft that could be improved, but still, there is no good way of setting a standard other than performance related.. and hell, if my IL2 didn't pull when firing at ground targets I'd be worried, guns and cannon cause recoil that will push the nose up or down depending on the alignment of the guns, your speed, angle of descent, fuel load and so it goes on

the F views are a nice addition, but I don't think we need start a panik if they aren't there or not set right, but yes, where possible it would be much better to have them, still, my personal thoughts are that these aircraft have been built or improved by someone, someone that has spent alot of ttime on it, and I personaly would not be the one to turn round after he's done all the work and tell him he needs to go fix the F views.. lol friendly pointers/tips are fine, but I would never set a builder to standards such as these, all I ask is that the aircraft flys as realistcaly as they can make it

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alpharomeo81
Pilot
posted 01-01- 08:06 PM     Click Here to See the Profile for alpharomeo81   Click Here to Email alpharomeo81     Edit/Delete Message   Reply w/Quote
Gameplay is more important for me. If it has accurate turn rate but I can't reach a bomber, then it needs more work.

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Snickers
Pilot
posted 01-01- 08:39 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
The more I learn, the more I realize I don't know. It would probably be a good idea to come up with guidelines like these, but they could only be guidelines.... (Obviously if a gun sight is missing it should be there, etc. but thats the PM or Physical Model) Handling is a different issue. I am learning quickly that each plane had its own "personality" Some were forgiving, some were not. Some had to be continuously flown, others could be trimmed and would stay fairly straight and level with only occasioanal corrections from the pilot...

I will agree with tail and Nat. If you get the plane to match (within a certain percentage) the performance curves, the rest will mostly fall in place.

As an example, if the speed curves are correct for the plane and you cant reach your target, then work on tactics, not the model....

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Snickers
=FC=

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alpharomeo81
Pilot
posted 01-01- 11:53 PM     Click Here to See the Profile for alpharomeo81   Click Here to Email alpharomeo81     Edit/Delete Message   Reply w/Quote
Don't misunderstand me. I think the plane packs are just GREAT! However, if I want my friends to play that game in my 2 computer network at home, they need a flyable plane.

That's what I mean.

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wakeup tailgunner
Pilot
posted 01-02- 05:45 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
No plane is ever really truly 'finished'

When you build a plane for the game, you have to accept compromises. This is inevitable. People are trying to make the game engine do things it was never designed for, to simulate realtiy better. Sometimes, you lose something to gain something.

With the things you mentioned, recoil should be there. very few planes were stable enough or heavy enough to avoid recoil. Also, with zoomed in gunsights, I never use zoom. I think it's 'cheating' a little. I zoom back to see the cockpit detail, and it makes things lots more challenging. Especially when you don't ID your targets.

Plane handling should be as near to 'right' as possible, but still flyable by the AI. Apart from that, it's all pretty much a matter of opinion. Some planes don't pick up speed quickly. Some need to be flown carefully to keep the energy up. I wouldn't like to say if this is right or not.

Planepack readiness is always controversial. If people are playing with a plane, having no problems, and enough people ask for it, then in it goes. If you want to organise a standard, and enforce it, you need to volunteer for the planepack team and get stuck in!

Also, post pp6 release, there were posts aplenty on issues, most of which got sorted. None of these cropped up then......

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Nat
Pilot
posted 01-02- 07:06 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I guess we don't have any flyable planes then? Not a single one meets your standard, then I'm sorry but I'll have to appologise for myself and everyone else thats ever built a new aircraft or tried to improve a stock aircraft.

Now don't get me wrong in anyway here, if you aint happy with them, fix them, it's one thing to point out problems with certain airacraft, but it's completely another to say we haven't got any worth flying, thats an insult to anyone thats ever made an aircraft for SDOE, ven if it's not perfect, the guys done his best, accept it that way, or improve it yourself.

Currently we have at least 30 aircraft for SDOE, there must be something other than the 2 aircraft you've mentioned that will fly to your liking. More work this, more work that... damn, go fix it, don't you notice that people here are actualy trying the best to produce new and better things here.

The guys do their best man, cut em some slack, fly something else if you don't like those 2, hell I haven't flown the 109's in ages cause they handle so bad, but on the other hand I don't post about it being so bad, and I know that each plane is always being looked at in one way or another, everything can't be made perfect all at once.

Sorry if I sound annoyed, but hell I am.. working our butts off here to improve this game.. shit

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Hawk
General
posted 01-02- 07:50 PM     Click Here to See the Profile for Hawk     Edit/Delete Message   Reply w/Quote
alpharomeo81 maybe you should try something more standardized like BOB or Janes WWII where nothing new can be added to screw up your play.

SDOE is like CFSI and CFSII, open to users planes and ideas. We really love the fact that we can choose from so many planes and that a new one may be around the corner. If that plane is not perfect in flight or design so be it, fly it and enjoy it as is.

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Hawk
Forum manager and bar keep
http://rcwarbirds.com/

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ArgonV
Pilot
posted 01-02- 10:34 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Uh oh... Were not starting this "If you want it done, do it yourself" B.S. are we? I thought we passed that period up long ago. Cut the man some slack guys... he just wants this game to be/get better just like the rest of us. It aint gonna happen overnight granted, but telling this guy to piss off (In essence) isnt the answer either.

Simply put, just about everything about this game is a work in progress. Some planes may never progress any further, others will. Most every builder here tries to build up to a standard that he/she has in his/her mind. Most peoples standards are the same, and thus most of the beta aircraft that have ben around long enough are "complete" to everyones liking. Alot of the newer aircraft are still being worked on because... well, they are new! Just wait around a while and things will get done.

Ok enough of that... I have to get back to flying these babies!

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Da Jug head
Pilot
posted 01-03- 01:07 AM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Argon, Hawk, Nat,and everyone else that's contributed. Don't let one "aw shit" spoil the hundreds of "attaboys" you've gotten.

For Alpharomeo, sometimes it's not what you say, but how you say it. Also. if you run across an issue with a plane, provide specifics as to which plane (which model too). Someone else on the list is bound to take a look at it and see if they have the same problem. For graphics issues, sometimes it boils down to video card mfg, driver version, and directx version or Glide version.

Attitude towards the developers is important- these guys aren't paid. For example, I still think the P-47 rolls too slow, but instead of complaining about it, I stated my opinion, presented some evidence, and have chosen to not continue pushing this until I have more facts. (I've also downloaded all of the openplane info in the hopes I can learn it and contribute to the development). So now I spend some time plugging around on the internet, looking at websites, and putting out posts on message boards trying and get concrete info. If I get it I'll present it to the Jug development team in the spirit of trying to make the model better to fly. For now- I have a blast flying the "Jug" and I greatly appreciate all the work that went into it, as this was a completely new build from the ground up.

As far as your note on testing, there are a lot of other things that need to be considered. For example, shooting at ground targets. Were you level or in a dive? Are you aware that in a real P-51 it would ALWAYS pull to the right in a dive (not a lot, but noticeable in a more extended dive) and required light rudder pressure to keep in a straight line? As you dive you gain airspeed which may require down pressure on the elevator to keep the nose down. Did you also know you can "stall" in a dive when your angle of attack is too great? This will cause the nose to drop even more. There is also compressability, elevator blanking and a bunch of other variables you need to consider.

Next, did you level off and trim the Corsair or Go-229 at the altitude and speed you were going to be conducting your ground attack at? Even then, if you jockey the throttle while trying to line up your shot, the nose will pull up or down with the airspeed change, and some planes will tend to roll with the torque created by the engine as the throttle is jockeyed. (Especially those with a higher horsepower/torque to weight ratio).

Next, how long did you wait, what altitude were you at, and how much throttle change did you apply to the Spit to get to full throttle? Because of the increased drag caused by the thicker air at low altitudes, speeds tend to be slower for most planes and acceleration takes longer. Or, if you're close to the planes max ceiling, it doesn't have the guts to leap out when full throttle is applied. At low altitudes, sometimes you'd have to drop the nose to gain airspeed in planes with good higher altitude performance because of the drag created by the thicker air. The plane could hold this higher speedonce gained, but couldn't overcome the drag enough with the propeller alone to increase speed. This is because you add gravity, which is an acclerating force. (Velocity = speed/time, Acceleration= speed squared/time). In addition, you don't have a linear correspondence between throttle settings and airspeed; i.e. going from 50% throttle to 100% throttle doesn't double your airspeed. Tthe actual speed increase can be affected by the plane itself and depends on weight, drag (affected by external loadout), propeller characteristics, trim (a plane trimmed at a given altitude has less drag than if it was trimmed at a greater or lesser altitude), and airfoil. Also "low speed" varies depending on what altitude you're at.

I agree with Tail that turn, climb, and speed need to be worked on first. These characteristics define the plane being flown more than any others. I'd also add gun damage(which can be worked on seperately and is being worked on).

Are you aware that CFS2's goal was to get the planes to perform within 5% of the real performance curves? This seems pretty close until you consider that a plane with a top speed of 400 mph performing at -5% can be caught by a plane with a top speed of 380 mph performing anywhere between +1% to +5%. (OUCH)


Hope I didnt offend you, but you can see why airplane development using a real physiscs engine takes a while (and these guys don't have wind tunnels, engineering teams, and 8 hours a day for 3-5 years of development on these planes like the real ones did )

Cripes, can I get long winded or what
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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

[This message has been edited by Da Jug head (edited 01-03-2001).]

[This message has been edited by Da Jug head (edited 01-03-2001).]

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wakeup tailgunner
Pilot
posted 01-03- 04:48 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
Long winded Jug? Yep, but absolutely spot on!

The complexity of flight modelling has to be experienced to be believed! That is why I tend to work on bombers! Sure, the models are VERY complex, but the flight models are easier! No one moans that you have a slow roll rate, or that the plane doesn't pick up speed right...As long as it can pull itself into the air with a full load, and reach max speed, you can't go far wrong!

FM's will always be controversial, people have different ideas on how a plane should fly. Most of us have never flown the real thing, so at best, we have the opinions of others who have, or at worst, a complete guess based on a few published figures.

As long as criticism remains CONSTRUCTIVE, and informed ( note Da Jug Head's research before posting ) then no builder will complain. You are helping!

On the other hand, telling someone who has worked night and day for months on a plane that his plane is all wrong, will always get a sharp response!

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Zurawski
Pilot
posted 01-03- 11:09 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
OK, being one of the prime FM contributers in the past, I'll put my $1.50 in now...

I can only speak for Tailslide and myself here... But I can assure you 100%, that we "ALWAYS" apply known and documented flight-model specifications when available.

"Fudging" is a last resort solution when either there "is" not available data, or the OP engine does not support the specific application.

Problem arises in the fact that everyone has their personal "impression" or "interpitation" of what/how a flight model should be. This is furtheer compounded by those who attempt to use stories... recollections... and accounts to validate a flight-model neuance.

Simply put... developing a flight-model to please "everyone" is near impossible.

All FM-gurus can do is model to specifications as best as we/they can... If we model a FM as close as data and limitations allow. That quite frankly is "the best we can do".

As previously stated... Those who have delved into the FMs have done so whole-heartedly. Speaking only formyself, I know I've invested pallpark'ish 40 hours into "every" aircraft I worked on... This includes research and FM application.

...As you can see, it's no small feat.

...Jug,

I've got the roll-data for the P-47 from when I worked on it. It's correct for 300 mph @ 15,000 ft. (I used this as it appears to be the average engagment alt. in FS) Because FS doesn't model compression nor true rarified air, the roll will vary at different altitudes and speed. This is an example of "consessions due to FS engine limitatations". It's not because the data wrong or applied incorrectly.

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Da Jug head
Pilot
posted 01-03- 11:44 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Hi Zur-

So- messin with me huh ? When I posted you couldn't find the data and you had me check it a 20,000 ft. Tryin to mess with the old gray matter :-) ? Well, you're too late, I have 3 teenage boys- there isn't any left to mess with .

This explains the difference in the time you said you had tested it out to and what I got. And probably why my rolls were slower.

BTW I LOVE that plane- this is the first Jug in a sim I've flown (with all the realism turned on) where I could fight the german planes using real P-47 tactics and make it work.

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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Zurawski
Pilot
posted 01-04- 01:40 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
LOL!

No mess'n Jug... just "old'timers" kick'n in here as well...

Actually, I found the original sites from which I garnered the information...

If you want I'll send the links to you?

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Werner Molders
Pilot
posted 01-04- 01:44 PM     Click Here to See the Profile for Werner Molders     Edit/Delete Message   Reply w/Quote
ar81 - One of the things I learned real fast around here, by making the backing the wrong horse and then watching the slaughter as the forum degenerated into thermonuclear flame war, is that there is absolutely no way to harness, regulate or impose any sort of controls on what goes on, other than user demand, and even that doesn't always do it. For example, a group of OP-inclined folks created this thing called the OPP a while back. It was a group that collaborated to make OP projects, but it frequently drew fire from people who thought it was elitist, etc. etc. The value of teamwork was not lost on these people, I mean look at most of the planes being made today - it's a team effort, except that there was, and will always be a revolt against any kind of controls or regulations unless they are self-motivated. That's why with Nations my job, aside from some technical work at the end of each pack, is purely leadership. I have to do my best to rally the troops, help them with experience I've gained through Nv1 and Nv2, and on rare occasions encourage them to re-evaluate their work. I never demand they redo anything, I suggest it. This raises another point, that people around here are proud of what they do and what they build, and what you're flying around in or listening to is the product of their best efforts with the resources (time included) available to them. That is why people (myself included) get a little jumpy when people make sweeping criticisms.

You're original point is not lost, standardization of features and quality would be nice, but in order to acheive that you're going to have to use strong-arm tactics that will only drive away people from the game.

I didn't choose to write this as though I were one more guy standing in a line shaking a finger at you, but trying to explain this to you from my perspective because I felt the exact same thing you did, so hopefully by sharing my conclusions with you, the path to finding them will be shorter.

Werner

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Visit Abbeville Field Today!

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Da Jug head
Pilot
posted 01-04- 06:06 PM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
Zur- please do.

I got a list of some P-47 related sites from a guy at the P-47 Advocates site. I'll compare the two and send you any links if they're not on your list. Not a lot of technical infoon these sites, but some good stories.

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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jedi
Pilot
posted 01-04- 08:23 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
I think, for the most part, the OPP (and Team Jug) were the only "teams" that possessed ALL the requisite knowledge and skills at one time to create a relatively "realistic" model with little to criticize about it.

There are too many models now to expect the OPP guys to quality control ALL of them, and not enough guys who understand the flight model tweaking process well enough to get EVERY model "just right." The FM stuff is quite a bit more tedious and frustrating than the physical modeling IMO.

Be that as it may, there are probably a number of guys who can tweak "The Big 3": top speed, climb rate, roll rate, but you have to provide some usable data to back up your claim of "error." The original Corsair model matched "real" top speed and roll almost exactly, and the climb was about as close as I could get it, within the constraints of SDOE's bizarre atmosphere model and the "200 mph rocket climb bug" as I call it Turn performance isn't quite so easy to tweak, IMO, and there isn't very good data, except anecdotal stuff like, "The F4U doesn't turn like a Zero." Not very useful

So, if you want a builder to change a model, the onus is on YOU to come up with some data for him. Show me how many degrees per second a Corsair turns at what G-loading at 250, 200, and 150 mph, and I'll make the model do that. Otherwise, I'll just make it turn "worse than the Zero," and if it walks on an FW-190, too bad

And if you want me to make it NOT tend to nose up in a dive as it speeds up, or make it "easy to aim," well, I think maybe that's the Incom T-65 or the Microsoft Fighter Ace F4U you're thinking about, not the Chance Vought F4U (or any other aircraft ever flown in WWII)

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--jedi--

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alpharomeo81
Pilot
posted 01-04- 10:23 PM     Click Here to See the Profile for alpharomeo81   Click Here to Email alpharomeo81     Edit/Delete Message   Reply w/Quote
I said "Don't misunderstand me. I think the plane packs are just GREAT!" It means it is just the most Titanic gamer effort I've never seen.

When I said "However, if I want my friends to play that game in my 2 computer network at home, they need a flyable plane." I mean some of my friends just said "I don't want to fly this or that plane".

Nat, Hawk, I guess I ended up saying the opposite of what I mean. But I am sure you will understand my point now. I REALLY appreciate the TREMENDOUS effort made by the team. Many planes are flyable and enjoyable, I pointed some aspects where some improvements were required and I never said I didn't like it, in fact, I love that PP6 pack.

But we are going off-topic.

I just wanted to suggest some standard tests in order to make sure gamers will enjoy the huge and amazing design job. I belong to another forum and I learned that one of the secrets of a succesful game is gameplay. If something happens with gameplay, some gamers just say "damn bug" and the saddest story involving playability problems, is an old DOS game called Battlecruiser. "Great concept but poor implementation" was the general comment of CD Magazine.

Once I had the occasion to provide feedback to a 3D space sim developer. Some screenshots were presented and I said "Planet texture look like a Zebra". Really, that texture would destroy the whole enchantment of that beautiful sim.

I prefer to say some planes need some retouch (for future plane packs) instead of remain silent and just think "my friends will reject this plane".

You may take this suggestion or just ignore it. My opinion has been stated and clarified, I hope. So I would think you, guys, will understand the point instead of think "this is a destructive comment from some fool who hates such a wonderful game and pack".

I love the game. I love the pack. But I think those tests are necessary. END OF FILE.

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Spanky the Mad Dog
Pilot
posted 01-05- 01:58 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Oh how I've wanted some standardization in this games plane packs. Unfortunatly unless you learn how to and do it your self it will never happen without hiring some experts.

For some reason this great commmunity rejects the Idea every time it comes up.

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Zurawski
Pilot
posted 01-05- 08:31 AM     Click Here to See the Profile for Zurawski   Click Here to Email Zurawski     Edit/Delete Message   Reply w/Quote
Spanky, Alpha...

It's not a case of "not wanting"... It's a case of "If you want it volenteer".

It's all well and good to make the suggestion... however, as of date no one has volenteered to QA the entire PlanePack. (for the obvious reason that it'd a hellacious job)

As soon as some lab ra....er "volenteer" ponys up the time and effort... there will be standardiation.

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Nat
Pilot
posted 01-06- 01:14 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
hey, if I bit to hard I appologise, I get touchy sometimes but generaly don't like to maybe offend others, I guess a problem is for those that don't build aircraft they don't realise the difficulty in getting every aspect spot on, and also how tedious the whole thing becomes towards the end of a project making it even harder to make things perfect, but generaly I think the guys do the best they can, and as has been said aney times we've probably not got a single aircraft in the game that is even 90% complete, everything is ongoing and always under improvement, but like TG said, sometimes we get touchy at how a message sounds, and not necisarily what is actually meant.

Your point is a good one, but in practice it simply wouldn't work, myself I would probably say this is the best I can do, if you can improve it great, but I can't do anymore.. and I think most are the same, and thats why not all aircraft are as good as they should be, we build them so we atleast have them in the game, but most need touching up, nut it is a difficult task as Zur says.

~Nat~

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7./JG3 "Naturlich"


"SDOE... What and where would you like to fly today?"
http://members.nbci.com/naturlich/index.htm </B>

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