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Legacy of an old Pilot

Sarg Willy

SOH-CM-2014
Legacy of an old Pilot





Factors in adjustment in regard to Loop Stat,s , Due to the many differnt types of air file,s ,
we run into ,
I keep learning new thing,s ,
Loop charts are an attempt to regulate a balanced platform , Where balance is consistant ,
operational , performance ,
between ai,s , and player control function ,

I think you half to grasp , the designers, limited functinal -Ai controls , to understand the air files ,
as they applied to Ai aircraft ,
This is a theological study in concept design of Microsoft-- M$s --Ai control factors ,
It has a most usefull function , as a balance factor , to mission and campaigne structured files ,
and therefore fits On-Line ---Mission--- related gaming as well ,

A charted loop stat rationalizes , 2 unknown gaming factor,s , and is a metholidgy of balance fit ,
No 1 is performance fit between player to PAi ,
and no 2 is PAi relation ship To EAi ,

It,s a revearse application of known factors , Used by M$s , never disclosed ,
Some people were aware of the advantages , as applied to air file construction for player aircraft ,
yet failed to fit the Ai linkage , Evidence abounds when you start investigating older good to
Great player aircraft air files , and looking at Ai Loop stat,s , -- one word fail ---

Only a couple of air files , check out , were close to the markers , meaning a neutral positonal
balance point , Player to PAi , an attempt at equalization , An offset to the PAi caused by
the weight loss differential , weight vrs gravity ,

Admiralble attempt , at regulation , where that fails , is when you pit the Pai against ,
a leveraged EAi --- 30 %-vrs 70 % kill ratio goes to the EAi ---

The leveraged EAi will out loop the PAi -- and this part is critical ,,
The EAi will bank turn faster than the PAi ---
Where does that leave your wing man , " He,s hitting me "---"I,m out of here"---
"I,ve got to hit the silk "----

What is the deffination of leverage then ?

cause and effect in simple form , a teeter totter , school yard ,
The sliding center of gravity -- that off sets -- weight distribution --

How does that relate to Cfs-2 ?

Through changes of weight , corner speed , loop height ,(Altitude ) and Time , over gravity ,
by sliding the center of gravity --fore and Aft -- you get chart data -- loop spec,s ,
that change , all 3 loop spec,s Player -/ PAi- / Player + Trim spec,s --

The 3 item,s charted , show the projected , perfomance level , that is adjusted by COG ---
differences -- Via weight possitioning

Test Data confirm,s -- the correct relation ship - Of PAi and EAi control setting,s ,
and therefore , how to make a balanced platform ,,

The advantages are competive PAi ,s your wingmen , and there ability to help out --

The EAi,s a formidable opponent , and a corrective reponce system , that throw,s out Star War,s
handeling , using the limits of balance , / COG / positioning --

First ,
You need to install Ava History -- Trim / COG / display to every aircraft panel ,,

You have to look at the original M$s -- Stock air craft and Cfg ,s --Air files --Dp,s
Run 2 tests from Free flight ,, 100 % fuel -+- 100 % gun,s --

Thinking back to Ava History -- This is why they said not to , mix and match files ,
Ei , drop in just thier air file , leaving your own Dp and Cfg ---
The Cfg Cog set point could be different -- and your Dp -- weight Cog could be different --
and you wind up with an aircraft that stall,s on loop , --
It had nothing to do with thier air file magic ,
It was the balanced 3 that we crossed up ---

Now I,ll point out , they didn,t consider Ai,s--- period ,
Thier stated mandate was ON _LINE usage __ONLY --

So there approach was a method of equality -- to stop cheating --
Player vrs player --- Ok

One look at thier Trim allowance --
320 Trim allowance limit angle (rad)= 0.369
is a case in point of contention --
Bear stated that trim was used in combat , true , but also added it could not do ,
anything more than what elevator position could do , a 20 % leverage of
Elevator position , -- but implying -- Underline --implying -- Equality
of max Elevator travel ,, Leaving out ,,
" ( On a Real Air craft with a real pilot )" I had to add that ,,

NOT A SIM --- That,s a pretty Grey area -- fact is the loop test --
prove it wrong -- I,ve been around long enough to play with Cfs-1 too ,
and they did files for it Too ,, = 0.149--0.169 Trim Values ,
But they changed other values as well for Cfs-2 ,, Ok I went along with
the compatibilty changes ,
Until I started the Loop test,s , and logging the finding,s ,,
Test data -- is not a Grey area -- the method of testing may result ,
from pilot error , to squew the result ,,
but you,ll catch it from the logged files ,
and that,s how you,ll find the error ,,


Check the player aircraft--record the COG -- from runway entree --
I used player Note pad -- to record it --

Now load the same aircraft -- 0 % fuel + 0 % gun,s and read the COG display --
log that finding -- the numbers are different are'nt they ---

Why --?

Because of a weight shift -- altering the COG reading --
Caused by what , Fuel positioning Load out , and 100 % gun,s --Ammo Weight ,
The Ai -- fly,s at 0 % fuel + 0 % gun,s -- causes a COG difference ,,
Notice the direction of COG - Ai is alway,s + a higher number --or should be
Which really mean,s the weight shift went Back wards ---
towards the tail end --- ( Stock Aircraft ) --M$s

Now the Ai COG recorded entry -- is 28.5 plug in number --
Take the player aircraft ---Cog 26.5 100 % fuel and gun,s ---
At corner speed -- do a 1/4 loop over Horizontal , 3,000 ft , trimed to 0 ,
or neutral point , Trim ..VIP--repeat -- neutral Trim

It,s a no trim test marker --- up and inverted , neutral aileron input ,, You need to keep track on
3 thing,s speed input , and finish speed , Altitude 3,000 ft--- to top of the inverted loop altitude
--horzontal
and mark the Time to do it = 16 seconds

Inverted top of the loop at horizontal level , hit the pause key -- log the time in seconds
mph finish , altitude gain ,


Start example 5,500 lbs aircraft , 3,000 ft --265-mph -/-or best corner speed

Player= finish 124- mph --1,858 ft gain --Time 16 seconds --

The finish mph has to be above stall point , or your Time marker will be off the scale ---
so you have 1,858 ft height gain , at 16 seconds --

Repeat the same test for Ai -- 5 % fuel -- 0 % guns, cog = 28.3 -- ( no trim )
Ai=265mph--1,625--ft 132mph --Time =14 seconds ----

3rd test
Player / + Trim /COG=26.5
P/T= 265mph--1,488-ft --128-mph--- Time ---12.5 seconds ----
Trim usage = 6.5----- Trim max 10.0---(= 0.169)

The teetor Totter is the COG difference between player and Ai

Player = 26.5 COG
Ai COG =28.5 --------( Ai Differential potential Advantage = 2.0 ) <<<<<<<<<<

The wording potential , offers a refferance to , Initial set up , and that,s because .
M$s , uses 3 levels , of skill , 0,1,2,3,--3 meaning Random --re-setable --
At 0 -- Rookie , the same aircraft responce on Ai is poor , no useless ,
So how is that accomplished ? Food for thought , think on that ,
I,ll get back to it ,

The differential Advantage =2.0 is a number marker that is offset of weight ,,
the lower the number -- closes parity to player performance --
So you could in effect creat an Ai equal to player --0.0 offset --
there is a problem , the Ai,s responce is poor , no terrible ,
If you want your Pai or wing man capable , to help you , He,ll fail ,, hands down ,,,

But as you progress Diff Adv = 1.0 he gets better , shoots down his first aircraft ,
push the evelop to = 1.5 and he improves more ,
Push that to =2.0 and you have an asset as a wingman , shoots down 2-3 aircraft ,,
A loop chart record,s the differences , 200 ft shorter loop height , 2 sec,s in time faster ,

so in effect it,s a scaling device , for Ai improvement --Yes

what kind of window are you thinking about ,

So far, I have insufficient test data to make that call ,
There are a lot of aircraft to run through ,
35 aircraft , tested and adjusted , is only a beginning ,
Allen,s A6M7 Zero with a combat flap = 2.8 is probably the limit top shelf ,
but other factors need consideration , you have fighters that range at
12,000 lbs and 2,000 Hp , P47N,s , that need placement too ,
to make an effective Ai , pushing the limit perhaps higher = 2.8--3.2

Quick ck on the mossey = 3.1 vrs P-38 = 3.0
show,s a neutral bias -- 50/50 split for PAi / Eai

probable close fit to Bf-110 --2.8
and the beafighter a tad lower --2.6

looks to me like your gona over lap catagories ---Yes --
that is a possibility , but empty weight now becomes an issue ,
A liability if you will , The sim uses gravity factor ,
so an aircraft at twice the weight is not gona react like Allen,s
A6M7 at = 2.8 --

You have 3 different catagories , to fit the aircraft to ,
Altitude , finish speed , Time factor , The heavier the aircraft ,
the more Atitude , and Time you

If your still not convinced run a fourth test --
this time use the CFG---COG--set to the Ai COG = 29.5 ------compensation for 5 % fuel weight
Player air craft = 5 % fuel -0 % gun,s but add in TRIM --
and log the difference ----
which should outperform player Stat,s + Trim ----

One thing it point,s out is trim is added to full elevator travel + 20-% value = 0.369 /320-controls
The Time factor -- and loop altitude --and MPH --all support that fact ---
Not as Bear stated , as aluded to from a real aircraft ,, If that were true , then ,
Play air craft No Trim should equal -- Player and Trim --The stats don,t support it ,

Overlooking that finding , We have another issue , Eai,s + Pai,s --
That Ava History , never looked at ---
I do consider thier pionering effert a major improvement to M$s Sim platform,s ,
of all 3 sim,s , and for that I,m most great full , The Ea,s and Pai,s sadly were outside ,
their developement , mandate ,
they left that part to us ,,


now the tuff part interprete those values --

how does the sim use that data ---

right off the bat we see the loop test shows differnt marker,s of all 3 test,s
Speed variance -- Altitude gain --Time difference ---
Which is the best--- = P+Trim ---

But your Ai --didn,t use Trim -- Thats correct -
-Now I,m going to address that and why not ,

The Ai , have no axcess to trim values
Player Trim was an intent for on-Line gaming --M$s --
So the coding to Ai is missing -- never implimented !

Take that hypothisis one step more , If the Ai had Trim input --
then the Ai due to less weight factor , would in fact be better than Player+Trim --
you could safely say ,
Therefore CFG-Cog Ai Advantage is ,
compensation for No trim --input to the Ai,s = True

If you fly with out trim - The Ai records show he can loop and bank turn better than you --
Player trim extends an advantage to player --over Ai,s -- = True !


The Cfg tune controls are there fore also suspect --
{*****) Specfically -- Elevator Trim = as not linked to Ai,s -- *****
It does work on player aircraft ,

TESTED BY Elev Trim CFG = 3.0 on PAi --
by use of player elevator , and I see no gain,s to it by PAi ,
It,s responce to follow player height gain , is still the same as = 1.0
using the rear view mirror --

Unlike--- The elevator efficiency is read by the Ai,s ----

You could alter effect,s that way ---
But it changes both player and Ai ----

I prefere the COG Ai advantage difference ---
to leverage the Ai performance ---

Tips on testing
Heavey aircraft need more MPH -- 280 --320

10,000 Lbs --13,000 lbs --
but watch the 1 % airfiles --- Elevator vrs speed -- may be impaired --
check for high speed limit,s --

Some body,s gona ask , A loop 1/4 test doesn,t relate to a bank turn radious ,
Truthfully I cannot answer , that question , There are very few Spec,s to
Bank turn Radious or diameter , published that I can find ,
I,ll answer that and say , It,s A relative guide , marker and certainly ,
fixed one issue , that was driving me nut,s ----

An EAi 109e that out banked my Hurricane , on a level bank circuit,
shooting my ass off , While using Player and Trim ,
I can appreciate and understand it, if the Eai climbed and dropped down from above ,
but not a level bank circuit , factually it never happened ,
The Hurricane could and did out bank it ,
The stat,s below , fixed that issue , 3 bank circuts , with Trim ,
and I was closing on him , the shoe was now on another foot ,
and what did he do about it , Looking over his shoulder
At 3 and 3/4 bank turn ,, something I didn,t anticipate , He broke
circuit and tryed to climb away ,, I leveled out and climbed under him ,
hosed him , Oil , gas , and flame,s , pouring black smoke , He rolled over ,
stalled, for bailout ,
And I had my answer -- The Stat,s prove the hypothisiss was a good one ,


bf109e----Ai Loop - 272-mph- 1,923 ft at 139 mph ---T-13-secs

242-IIA---Comb Opps 265-mph--1,657 Ft At 126 mph --T- 12 secs

The difference was 266 Ft -- and by the 4th circuit I would have got sites on --

Question -- do the Ai use Trim -----NO Sir ---No Way -- Impossible fact !


Player weight test
BF109e (Comb Opps)= Ply/Trim = -271-mph- 1,691 ft at 132 mph ---T- 12 secs

At this spec we would have had a merry-go-round till Christmas 2021--

242-IIA---Comb Opps 265-mph--1,657 Ft At 126 mph --T- 12 secs
The Differance is only 33 feet --altitude gain (less Height value )


Now consider Bf-109e Ai Advantage = 2.0 --( vrs-H-IIA = 1.5 Advantage Ai )
Less weight -- No Guns , No Fuel --Then Add Trim to the mix --

I,d still be hanging in the chute --- cursing !

--------------------------------------------------------
----------------------------------------------------------

Still want Proof -- take any player air craft --log the 1rst test --
Move the CFG Cog Set point -0.3 from the original marker --repeat the test --
compair the result,s ---
M$s used it for a reason --
simplicity --
less coding --
Wrap it up --
Rush on production --
Iniatially a Cfs-1 concept --compatibility in cfs-2
a one line code change -- for Cfs-2 , Quick , simple ,

Ok that desearves an explaination --
Cfs-1 The Eai , would stick like glue , Track and target the player faster ,
read the player gauge data , and copy + impliment course correction ,

Cfs-2 , was the better platform , a one line code change , Read gauge , copy ,
delay 1.5 seconds , --- The rear view mirror , show,s that delay , rate ,
Eai closing 800 , You have that 1 second delay , for violent evassive control ,
reaction , to shift away from his target lock , and lessen the damage ,
or avoid his bullet stream , completly , That was a stunning succesful ,
difference between the 2 Sim,s features --



facts and tests
--------------------------------
------------------------------------------

A6M2 - Zero - Jan 22 19
B-24 mdl--1,540-kb
Coloured via martin
Art by Smashing Time
Zero from Carrier Ziukaku -- Pearl and after

weight= 3944
Cfg-Cog = -0.06

Ply Cog = 25.5
Ai Cog = 27.3--Ai Adv - 1.8

Ply Loop -255 mph -1,696 ft= at 132- mph ---T-12-secs
Ai Loop -255-mph -1,450 ft= at 157- mph ---T-10-secs
Comb Opps -255-mph 1,397 -Ft At 150 -mph --T-8-Secs
Trim Read = 7.75

-------------------------------------------------------
-------------------------------------------------------------
Alens remake A6M5 to

A6M7_C Zero
Art By UT
Lt. Morioka 302nd Kokutai,3D-106, 1945--

Extra Fuel C-2 So added 3 mopar sw
Alens Dp 1 + 2, MG,s 2 outboard cannon // Selectable + Rockets + ( Dual drop Tanks )

empty_weight = 4519
Cfg-Cog-Set = -0.08
Ply Cog = 24.5
Ai Cog = 27.3 ---dif Adv = 2.8

Ply loop -250-mph-1,759 Ft At-122-mph ---T-12-secs
Ai Loop -250-mph-1,357-ft at-156-mph--T- 9 Secs
Comb Opps-250-mph-1,197-ft At 145-mph--T-9-Secs
max lock trim= 7.91
****************************
Combat Flap = Spoiler usable
--------------------------------------------------------
-------------------------------------------------------------

Cfs-1 Hurricane Mk I
?-Sqn-unit AL_E
Nov-13-18

empty_weight=5945

Cfg-Cog set = 0.08
Ai -- Cfg-COG = 24.3 /-- Dif Ai Adv = 2.2 <<<<<<<<<<<<<<<
Play --Cfg-COG = 22.1 red shift

Ply Loop - 248 mph -2,028Ft --at -95-Mph -T-19 sec,s

Ai Loop -248 mph-1,794ft --at 126 mph -T-17 sec,s<<<<<<<<<<<<<<<<< Pai support Sqd ------

Comb Opps -256 mph - 1,501-Ft at 144 mph -T-14 secs

As good as I can get it

Speed ck 20,000 ft --325 mph
-------------------------------------------------------------------
------------------------------------------------------------------------
Cf1-Spitfire Mk I
-54 Sqn KL_T
for Collin Grey
Cfs-1 mdl -
size =
Jan-24-19 Updated

empty_weight = 5499

Cfg-Cog = -0.8
Ply Cog = 24.4
Ai Cog = 27.1 - Diff Ai Adv = 2.7


Ply Loop 267 mph -2,148 ft at 98-Mph --T-16-secs

Loop Ai 266 mph -1,931 Ft at 127 MPH ---T-13 secs >>>>>>>>>>>>>>>>

Comb Opps Loop- 266 Mph - 1,724 ft at 146 Mph--- T-14 sec,s

-------------------------------------
---------------------------------------------


Here we see A balanced Ai pairing --- PAi to EAi --- Spit vrs 109e --- 50/50 split --

which ever gain,s position for target lock --- will win --


--------------------------------------------
------------------------------------------

Bf109e-2
Brunno
Temps done
Cfs- 1 Mdl + Air file Jan-15-19

empty_weight = 4722 <<<<<

Cfg Cog set = - 0.22
Ply Cog = 23.5
Ai Cog = 25.5 ----Diff Ai Adv = 2.0

Ply Loop -271-mph 2,144 ft at 100 mph --T-16-secs
Ai Loop - 272-mph- 1,923 ft at 139 mph ---T-13-secs >>>>>>>>>>>>>>>>>
Comb Opps -271-mph- 1,691 ft at 132 mph ---T- 12 secs

Max speed at 2,000 ft = 300-mph

-------------------------------------------------
------------------------------------------------

Test case bank circut fix --------

------------------------------------------
------------------------------------------------

Vb Hurricane IIA _242-LE-A willy,s ride
Mdl -504-kb with Vc gauges
Hex = 05

empty_weight = 6240 <<<<

Cfg-Cog = 0.05
Ply Cog =22.9
Ai Cog = 24.4 empty fuel no guns -- Dif Ai Adv = 1.5


Ply Loop 265-mph--2,085 ft at 97 mph ---T-17-secs
Ai Loop 265 mph --1,845 Ft at 120 Mph ---T-13- secs
Comb Opps 265-mph--1,657 Ft At 126 mph --T- 12 secs

Speed Check 2,000 ft -- at 267 mph --

Ai Stability ck Excellant
Ai Gunnery ck Excellant -- 3.5 seconds first burst -- on He III

--------------------------------------------------------------------
-----------------------------------------------------------------------

P-40 B
Kwagamire Mdl Fds Vr 1 -Jamie Biscup 1rst P-40 B type
Painted for 7th ,Usa- Unit"51"

empty_weight=6848

CFg-Cog set = -0.08

Ply Cog = 26.1
Ai Cog = 27.7 -- / diff Ai adv = 1.6

Ply Loop -265 mph - 2,178 ft- at 84 mph --/-T -22-secs
Ai Loop 265 mph -1,867-ft at 116 mph--/-T - 17 secs
Comb Opps -264 mph --1,463 ft at 131 mph --/-T-14 secs

Q-Combat Ai ck = Ko 109e3x first burst !

Coloured Mdl - Canopy tint Yellow -
--------------------------------------------------------------------
-----------------------------------------------------------------------

A cross section of testing and changes --
Looking for what seems to fit and an improved Ai responce ---
peeling the onion , to find M$s design limits , still locked in the vault ,


How far to take this , well certainly all the single engine fighters ,
on to the Twin,s would certainly improve thing,s --
Especially when I run across P-38,s that are under 900 ft Loop rates ,
X-Wing -- sorry wrong Sim --That was a really old file --
But it showed me something , that I had never came across before ,
Log That usefull tip , --- After you figure out why it was used ,


The 4 engine planes , Not really used for air combat ,, back of the bus ,,

These Adjustments are by no mean,s the soul arbitary fix to the sim ,
They should only be considered the starting point -- something M$s started with --

If you axcept , the facts , the Sim uses no trim for Ai,s then you have to under stand ,
that it probably uses a static value , generic , for roll rate , on Ai,s --
And that real world performance in regard to roll rate for player aircraft is
well for Luke --
Use Fs-9 -- Fs-2000 if you want 1 sec roll overs ,
out classing the Ai,s --proves what ?

Where to start with that , I,ll pick the 109e as a base line -- but leave room for better one,s ,
The p--40 b , Spit clip wing , some of Italy,s fighters ,
A 109e at 4.5 seconds -- with others better -- limit 4.0 -- Base line , remember your testing from
Player view point -- against an Unkown -- Ai input --

Given the sim,s limited structure for Ai,s , It,s highly doubtfull , if the Ai,s even attach Rudder control ,
So the player has another built in advantage ,

I put the Hurricane at 6,0 seconds , the spit at 5.5 seconds , player perspective ,

An attempt at balance -- vrs the Unkown --

It then becomes a lag responce feature , and vissual perception , Does the 109e roll climb ,
faster than you can retain a site on him ,, Yes ,,
You have to reaquire position and re site ,, to make hit,s ,,

Seem,s to be the best comprimise , solution , for visual confirmation ,

note the player rudder input can reduce the roll by 1 to 1.5 seconds --

in search of parity , trying to address the Ai limited function ,


What are your loop stat,s finding,s ,

A relatioship to bank radious .
An improved EAi --PAi
closer balance factors ,
where to split the attack fighter bombers ,
documenting Ai controls
The best use,s of resources M$s supplied ,
A Loop Base Chart -- To fit the same aircraft , for unity compliance ,

On that basis of thought , just how does M$s , impliment pilot skill ,
from mission builder ?? Dare to guess , obviously by -/+
but what are the option,s -- Drag-- Parrisitick drag -- Control Efficency --
dampening values , Control Limit,s , I,d have to go with the last choice ,
The novice pilot , just wanders away , A waist of processer usage ,
may as well add to the Dp Priority 1 ,
as long as it,s not your aircraft too ,

Or did M$s use the basic leverage princaple -- from with in the Ai.dLL --
Slide the COG -- forward -- + 2.0 = novice
0.0 = vetran
-2.0 = expertan
If you couple that to imposed control limit,s 1,2,3
you have a pretty good definition of a novice pilot failure ,,
purly speculative in nature ,, but the shoe fits,

I.ll stress this is not a fix all , by itself , there are hundred,s of other ,
things , that can up set the apple cart , Heavan knows , I,ve tagged at least
500 of em , Some were easy , Others test your patience , some
are hopless , frustrating , and finally you sh%t can the sucker ,


Curtisy of a seniour Pilot
Sarg Willy
 
Sarg, I see you're still at it. Very heavy stuff - interesting - like most things - over my head. Maybe a few beers will help. All kidding aside, thanx for a great look at the mechanics of CFS2 flight.
I hope you are doing well.:wavey:
 
Mr PSULLYKEYS , Aye and good to see your still droping by , Still have your Thicko hawker repaints ,
although they need dusting off , Home bound , but I,ll get to em , and Thanks nice art work ,
 
Interesting Discussion Sarg Willy,

I can't say I really understand it, but it is definitely something "new" to look at.

Thanks!
- Ivan.
 
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