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JG27_PapaFly

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  1. I'm convinced that the new physiology model is a huge step in the right direction. IMO, the effects of most of the other factors you mentioned (length of mission, open canopy, exhaust fumes etc.) would be overshadowed by the effects of fatigue induced by the applied stick forces over time. It's not critical to develop every minute aspect of flying a warbird. Covering the key aspects is what makes a sim shine. IMO, the next big leaps forward in the physiology department are the implementation of fatigue due to stick forces, and a more realistic pilot damage model. I've submitted requests for both models years ago. The former can be achieved by integrating stick forces (which are already modeled in-game) over time, and coupling that to the recently added pilot stamina calculation. The stamina, however, would not only dictate the g tolerance, but also the available stick forces. The pilot damage model improvement would call for the calculation of fluid dynamics. The effects of blood loss (total amount as well as loss rate) on human physiology are well established. A simplified yet plausible model, which would also be connected to the stamina, g tolerance, and stick forces models, would be unique in the realm of flight simming.
  2. Everyone seems to sink their teeth into wing loading, CLmax, and power-to-weight ratios. Perhaps we should have a closer look at trim drag during max performance and best sustained turns. If we were to compare two planes with identical wing loading, the one with less trim drag (i.e. the one with the center of gravity further back in relation to the center of lift) will be the better turner. That's why modern fighters have relaxed subsonic pitch stability. I've seen and documented many EF2000, Rafale, and F-16 displays, and I've never seen any significant control surface deflection to maintain high performance turns at / near corner speed. We know that the 190 series was quite neutral in pitch. Are there hints on the tempest trim drag in the literature? Another important thing to consider is the air foil. Here, I'd expect the P-51 and Tempest to deliver less lift per square meter of wing than planes with thicker air foils.
  3. Beautiful plane for sure. One has to admire those clean lines. I'm afraid most will be massacred by the luftwaffe while doing low level raids. FW-190 drivers instinctively start to salivate as soon as they see a Mossie below.
  4. Thanks, it turned out that a Windows update messed up my PC again. In addition to the game not starting, there were BSODs and other issues. I rolled back the unwanted update and everything is back to normal.
  5. Mine just stopped working. The launcher shows no update, and the game fails to launch and freezes my PC completely. After a wait of around 5 minutes, I get following error message: Can not create Direct3DDevice: DXGI_ERROR_DEVICE_REMOVED (0x887a0005)
  6. Hi folks, I found out by accident that one of my squad mates and I appear to have different default key bindings for opening the in-game chat window. On my machine: numpad divide On his machine: enter Neither of us has changed the default binding. The weirdest thing is that he's able to assign numpad divide to the function, whereas I'm unable to assign any other key. We both have BoS non-steam as first game package. Can anyone enlighten me on what's going on?
  7. +1 Great fight, Salute! @54th_Hashashin @54th_Luso21 @54th_Rudi_ @54th_Zoltric @54th_ZeppiO
  8. I'd say if that happens to you all the time your positioning was poor most of the time. If the tectonically situation permits it, you should first position right above your opponent, and then start the attack. A lot of folks get that wrong by immediately diving towards an opponent irrespective of geometry. If you now dive towards an opponent in an attempt to get him in a high speed head on situation with very low kill probability, you invite the guy to do an energy-conserving guns defense jink at the merge and extend away from you in the opposite direction from yours. Now you find yourself in a bad position, screaming along at very high speed, in need of a 180 degree reversal in order to give chase. By the time you've finished your reversal the opponent will be several km away. For me, the fight is a constant loop: 1) anticipate 2) decide 3) act 4) check current status against the desired/anticipated status and go back to 1) If you find that your opponents trick you all the time, perhaps you are too predictable. You are then playing their game. Try to break out of your pattern by doing something unexpected. Then your opponent will have to adjust his pattern.
  9. +1 @Gate Anticipation of upcoming turning requirements and speed management are now extremely important. Many pilots must unlearn stuff that worked well before the physiology model was implemented, but gets them killed now. If you prepare to attack an opponent, especially if he is below you, you must maneuver yourself into a good position in terms of geometry, AND you must control your speed and g load during the attack. That often means throttling back, opening radiators, deploying flaps, side slipping, in order to be at the right speed and conscious the moment you press the trigger.
  10. And yet another hotfix, and the quick missions are gone again and a battered old I-16 waits for me 🤢 @JimTM I tried the workaround you suggested, but to no avail. I created a folder for the mission under data\missions, and saved the newly created mission in it. When I try to load the mission from the single mission menu, I only see the folder, but it does not open. I must be missing something. Any help would be much appreciated.
  11. When looking at FBP, oxygen plays a minor role. Stored chemical energy is the key to FBP. Like all our cells, neurons do have an ATP store, which is the main reason why there is a FBP in the first place. More precisely, the brain, like many other tissues, employs a two-stage ATP store. Most high-energy phosphate groups are stored in phosphocreatine (PCr). This molecule passes these on to ADP molecules to recycle them into ATP, the molecule that serves as THE energy currency of the cell. To my understanding, when intracranial O2 partial pressure reaches a critical threshold of around 35 mm Hg, the PCr levels begin to drop, while ATP levels are maintained for a few seconds. Once the PCr high-energy phosphate store is exhausted, the ATP levels drop very fast, and lights go out.
  12. Hooray, another hotfix today, and all quick missions were overwritten!
  13. Exactly that's what is happening on each game update, hotfix etc. Thanks for the workaround. There should be no need for such workaround, though. The beauty of the QMB is that I have my general setup involving 13 planes, and I can very quickly alter the scenario without needing the full mission builder. Developers could just as well overwrite all our game settings and key bindings, and there are workarounds for that. A well designed product makes things easier for the customer, not more cumbersome.
  14. Of course the latest update overwrote the quick missions again. Guys, can you stop this? It's really annoying to find an I-16 in a completely bogus quick mission after every single game update, i.e. every week. Why do you model user-configurable quick missions which you overwrite every week? There must be a better way.
  15. I think that would be a safe assumption. However, after a pilot has exhausted his FBP and maintains a maximum g load on the verge of a blackout, 100 percent of the available oxygen will serve to cover the costs of maintaining consciousness. No oxygen will be available to replenish the FBP. The main question remains: how long and to what extent does the pilot need to relax Gs in order to fully restore his FBP?
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