AI landings again

Sure, I've wonderd about "default vertical speed" when it's set to 1000ft/m. Makes me wonder, is this their default climb and descent rate? If so, that might be why they drop so steeply. never compared it to better landing ai.

Which file is that in, Squiffy?

Lol...gonna admit it drives me nuts, with all the interacting files CFS3 uses.
 
It's either the aircraft.cfg or the .air file , or both :D Still busy with another project. Hoping Foo Fighter has time for the skin.
 
What exactly does the MOI do? I do know that if it's at to low a number for PITCH, the plane tends to bounce rapidly in the nose at certain speed.

How do you guys figure out where to set these numbers? Is it just a "feel" stat? I tend to put bigger numbers with heavier planes, but I'm not sure this is right.

Someone educate us on the MOI numbers, please!:help:
 
MOI stands for moment of inertia.


http://en.wikipedia.org/wiki/Moment_of_inertia

In its most dangerous form, it was also part of "inertia-coupling" and is responsible for the destruction of many high-speed aircraft most notably the X-2. It was clearly a problem on the X-3 and F-101 and all "long" aircraft, which was most of the century series.

http://en.wikipedia.org/wiki/Inertia_coupling

AirWrench will calculate these for you based on your current entries, but only applies them to the FM if you choose to do so. You can save the FM with the old MOIs but with new data to get a better performing, if not completely accurate FM. It helps smooth out the limitiations in our non F-22 computer software. :D In fact, it might big a big part of the dead barrel roll bug in our enemy ai.
 
MOI stands for moment of inertia.


http://en.wikipedia.org/wiki/Moment_of_inertia

In its most dangerous form, it was also part of "inertia-coupling" and is responsible for the destruction of many high-speed aircraft most notably the X-2. It was clearly a problem on the X-3 and F-101 and all "long" aircraft, which was most of the century series.

http://en.wikipedia.org/wiki/Inertia_coupling

AirWrench will calculate these for you based on your current entries, but only applies them to the FM if you choose to do so. You can save the FM with the old MOIs but with new data to get a better performing, if not completely accurate FM. It helps smooth out the limitiations in our non F-22 computer software. :D In fact, it might big a big part of the dead barrel roll bug in our enemy ai.
WOW...
after reading those Wiki articles, I remembered being on the Honor Roll my junior year of High School-1987, and also remembered that I was only educated for 1 more year and have been a hard labor guy for the next 20 something years.:faint:
 
What exactly does the MOI do?

Kinda hard to describe, but MOI's in the FMs, are simply 'mass' numbers. They are figured using the a/c's weight, length, and span, and give the sim the basics for how an a/c with 'that' mass to react in the air, under given circumstances.

Rolls, pitch, etc.

There is a older tool the 1% guys had, named CFSCalculator, that gives you basic numbers, including MOIs.

Another (maybe more accurate) way is via one of the later FM spreadsheets, that have entries for CFS3, since their different. Simply punching in weight, length, and span sets up MOI numbers.

Simply matter is the more accurate ALL numbers are, including MOIs, the better the FM is.
 
No problemo Old Crow. Crossram has it loud and clear. When I updated my MOIs on the latest air file, it bogged down pretty badly and was a concern during low speed carrier landings. I'm not sure how the real FM worked on the Panther. Since we're short real landing AI, landing gear, and arrester hook, I dont' feel bad about 'modifed' MOI settings. And I'm done tweaking this for now!

:faint:
 
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