Huntn, on August 1st 2006, 05:20 AM, said:
If there is indeed a virtual wind tunnel for testing virtual aircraft, I'm interested in hearing about it. My understanding is that many/most entertainment flight sims use charts of data to determine how a plane should act. For a realistic sim, those charts would be based on the real aircraft. The weakest aspect of charts is that the aircraft is only going to do what the charts say. In cases of unstable flight like stalls and spins flight performance is not usually realistically represented.
One exception that I know about is X-Plane where the program actually reads the drag/lift coefficients of different parts of the airframe to determine performance although I won't claim it does a better job of simulating unstable flight.
If you're still interested in the Windtunnel used by the developers to WWII Online should you check out this site
. It is created by the fellow that wrote the Windtunnel for CRS.
There is lots of other good stuff at that site too. Like how the damage model and bullets work. Just an introducing excerpt to tempt you with:
In a World War II aircraft simulation, accuracy of the aircraft weapons is paramount. To that end this involves modeling every round, ensuring accurate trajectories, using accurate ammo sequencing (belting), and providing an accurate collision detection and terminal ballistics system.
Accurate trajectories required a high-quality bullet position and velocity model. To accomplish this, WW2OL uses the G1 ballistics formula, which accurately models the drag applied to a bullet during flight. A simple drag formula can be written as:
Drag = 1/2 * density * v^2 * BC (where BC is the ballistic coefficient).
The problem with this method is that drag rises sharply as rounds fly supersonic, then returns to a (higher) velocity squared curve at higher supersonic airspeeds. The G1 model uses the following formula:
Drag = p/p0 * G1(v)/BC * v
(where p = air density at current altitude, p0 = sea level density, G1 is a speed-dependant constant that models the variations in drag due to mach number, and v is the speed of the round at that instant)
Btw, I don't think I said that CRS head-coder RickB is a die-hard Mac-fan, that wont touch a Windos machine with a six-foot pool. Hence, WWIIOL's code is a written on a Mac which I think is rather keen (and not very common in the gaming industry, I've to assume?).
And now has the CEO at CRS stated that he is planning to by himself an Intel iMac.