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Author Topic: Latest word from Oleg Maddox  (Read 4434 times)
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« on: March 18, 2005, 06:06:11 pm »

...this fresh off the wire from Oleg concerning the upgrade...

Hi all.

I was sick more than one week, howere the work was not stop

So from today (or Monday) we will begin to test 4.0 version. Yes 4.0, but not 3.05...
Simply because it deserve to name as new thing...

The main change - new general FM.
The description from readme:

V4.0 introduces the pre-BoB Flight Model (FM). In this add-on we are partially introducing FM from our next simulation (BOB) for worldwide test in our current engine. Flight model in the version 4.0 was already extensively tested by nearly 40 real pilots from around the world and we received very positive feedback.
It is likely that some people may have a problem in their first attempts to fly with the new flight model, especially with take-offs and landings when FM is set to ‘realistic’. However, once you understand the differences and get used to it, everything will fall into its place. We would like to point out, that the new FM will take more system resources to run, especially when many aircraft are in the air at the same time. It doesn’t matter if it is human or AI, because our AI pilots use the same FM!


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There will be several new positions of new Aircraft (3 of them AI), cockpit and new modifications of existed, many new ground objects (for both Pacific and Europe/Russian front), new maps for both Russian and Pacific theaters.

New campaign(s)

Also there are great number of small changes and fixes. Maybe not all, but most that to polis sim.

The size will be ~110 Mb for a Merged install and a bit smaller for PF only.

Thats all I like to tell for the current moment.
Please no questions and speculations. We are testing.





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« Reply #1 on: March 18, 2005, 06:58:43 pm »

I've got a queasy feeling in my stomach...perhaps the butcher bird will finally be done right, but I have a bad feeling that it won't be. Sure hope I'm wrong.Zen
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« Reply #2 on: March 18, 2005, 08:03:00 pm »

I've got a bad feeling about this....TX-Deck out.
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« Reply #3 on: March 18, 2005, 08:36:08 pm »

....same here Gents...but I'm just passing it along for your information.TX-CudaMinister of Information
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« Reply #4 on: March 18, 2005, 09:21:04 pm »

I would guess that the main changes are related to the increased inertia that was mentioned a few months back. . .remember those tracks that we posted??  If they were using FB as the testbed then, that is proabbly sorta what we are hearing about now. If so that's probably pretty cool, the physics would factor in mass a little better and that could do good things for the P-47 and 190 zoom climb, it will proably give a little more stability to the aircraft (in particular the 190) perhaps at some expense of roll transition response, it will lessen the bat turn capability of the planes, it may also make it easier to model the aircraft such that all aspects of their FM are closer to reality. . . perhaps then the spits and hurris wouldn't climb vertically like they do,  this should also increase aerobatic fidelity (maybe we could do hammerheads at long last) , it may also have the unwanted effects that the already strange spiral spin dynamic has even greater inertia once in the developed phase of the spin and therefore be more recovery resistant. . which would be wrong in general. In any case, I think this is exciting!S!TX-EcoDragonBlack 1TX-Squadron XO
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« Reply #5 on: March 18, 2005, 10:10:17 pm »

I'm ready for a change, it will be a new sim for all of us. If it will get rid of the UFO's, Im there.White 6
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« Reply #6 on: March 19, 2005, 08:02:01 am »

Hey and Eco, maybe the P-39 will be back as the extremely agile hard to fly bird again.... WOOT... I can't wait. We will all have to learn a few things...S~TX-FlightRisk "If my plane is smoking it can mean one thing...I have been hit in one of my ass cheeks and I am cauterizing my wound....."
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« Reply #7 on: March 19, 2005, 03:24:45 pm »

This new FM stuff, could be the coolest thing to hit this sim since the FW.I only have one expectation;  that I will get more, not less control of my A/C, even if I have to work harder.  Somewhere back at AEP 2.0 as I recall, I thought the FM had been "smoothed out".  Stalls were less frequent, rudder did'nt have as much authority, or relavance.  Planes became noticibly, "easier" to control.The "more docile" FM produced easier to fly A/C, but the downside was a loss of control.  I could put FW-190 A series into stalls and unstable flight much easier, therefore I believe my evasions were more effective.  You should'nt have to do the negative knife, to create a facsimile of the "Harmann evasion".  In a more complicated flight model, if you push your stick to the corner, apply hard rudder (theres the rudder thing again), your A/C should roll, and dive inverted.  It won't do that now.I think now, that the rudder authority is way too low.  It should be easier to "sideslip", for some period.  Sideslip now, is very slight, and temporary.  You should be able when landing to "crab" (I think that's the proper term), yawing the aircraft in one direction while applying rudder in the opposite direction, slowing the aircraft down while maintaining your approach path.Right now what I do when landing to compensate, is to sometimes horizontally scissor on my approach, to "bleed" speed down.  Kind of goofy facsimile.I also wonder if the high-altitude FM has been addressed.  Man that would be nice.Anyway, at least we are getting something new.S~Black 2 TX Flight Leader"In a match, the pilot who kills only one enemy and lands safely is priceless beyond measure, while the pilot who kills two and dies once is almost worthless, as he has lost a plane, a pilot and forsaken his wingman"
« Last Edit: March 19, 2005, 03:26:09 pm by TX-Gunslinger » Logged

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« Reply #8 on: March 20, 2005, 01:58:01 pm »

You make some astute observations Gunslinger. . . that said this sim still handles the sideslip better than any other desktop sim out there when the maneuver is an intentional one. . . it doesn't happen inadvertantly like it does in real aircraft, but it can be done. The crab is simply flying an intended track across the ground (like runway centerline) while allowing the aircraft to weathervane. . .or point into the wind. . . this is more comfortable for passengers and a bit more efficient than the wing low slipping approach.  This is why normally a pilot will crab as long as possible. . . this way the transition to the slip lasts just long enough to touchdown aligned with the ruwnay.  Generally in cruise flight you are in a crab of some amount unless there is no wind, or it is pure head or tailwind. About the rudder and elevator and what should happen with those stick inputs. . . you're certainly correct. . .the truth is, in a real aircraft of the fighter type, slamming the stick to the top right and kicking rudder (for example) will lead to a violent snap roll or outside tumble. . . and possible structural failure. . . the way the sim handles it is to model pilot strength such that a full stick input simply equates to maximal pilot effort. . .not maximal control travel. . . and our pilots are rather weak. . .this combined with already poor elevator and rudder response gives a muted version of these sorts of maneuvers. . .and makes them far easier to perform without concern of departing controlled flight. The issues that I see with the stall/spins models are that there is no real 1G stall but rather a  snap or accelerated stall. . . a big part of this is that the rudder doesnt change the spin dynamic as it should. Fast footwork should be able to keep and many aircraft from spinning at all. . .even if you hold it stalled. . . provided that you keep the wings level and power is fairly low. . . in the sim full elevator leads to a spin. . . no matter what. Also, spin recovery from incipient spins, and even developed spins is a bit too slow. . . and recently in some aircraft has this strange spiral towards the end of recovery that looks like you have recovered as the AoA is low, but the aircraft contrinues to roll and spiral as if it's spinning. . .and in this state it tends to ignroe flight controls even though in an actual spirla the surfaces should have full authority. This last point could be made worse with more inertia in the FM. . . we shall see. . .S!TX-EcoDragonBlack 1TX-Squadron XO
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« Reply #9 on: March 21, 2005, 07:26:25 pm »

We're also getting V-2 Rockets........can we pumel the enemy base with them??Can we, Can we, PALEEEEEEEESE..White 6
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« Reply #10 on: March 21, 2005, 08:19:38 pm »

......V-2's!!! I had enough fun (I thought with the V-1's) to keep me going for a while. The V2's will be some no lag causing monsters as long as the mission builders don't have a ton of them crashing in from up above and the explosions/debris doesn't drag ya down. I can't wait to set some up and let 'em fly!!!TX-CudaMinister of Information
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« Reply #11 on: March 21, 2005, 08:36:38 pm »

You know Eco, I completely understand what you are saying. No really I do... You may have had something to do with that in our many conversations. But it has also been cool to find I work with two pilots.Well one has given me the chance to see first hand ...Although not from Wayne.....free is cheap when splitting the gas.... I do understand the yaw on landing, at least i do now.. Man flying in early spring I DO UNDERSTAND IT OUT HERE...WINDY..... AND FREAKY.... You were correct that landing is a misleading bastage in this game, although the handling in the air, in real life is of a much slower nature. In real life in these slow craft, at least in this case do not go out of control so easy. And they are so slow. No wonder you crave a 300... He has a 99 GOMY errrr GOMIE ...errr GOMI... (probably wrong)Piper  PA-28-140 which the snap is rather cool,but powerwise...... man it is slow...And you can't snap it extremely fast (as the owner told me not to) I scared the shat outa him LOL......I have a lot to learn quickly but he is impressed with my in air knowledge... WOOT....S~TX-FlightRisk
« Last Edit: March 21, 2005, 09:04:51 pm by TX-FlightRisk » Logged

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