Holtzauge Posted October 31, 2023 Posted October 31, 2023 (edited) Just got a new computer and decided to take the 100 octane Spitfire Mk1a in the Blitz module for a spin. Very nice in many ways, but when I tried out the maximum speeds at SL I got a result that I find strange: With +6.25 boost I got 280 mph IAS which seems about right but with +12 boost I only managed 290 mph. This seems low to me and I was expecting it to be more in the order of 310-315 mph at SL with +12 boost. Edited October 31, 2023 by Holtzauge
Dawson Posted October 31, 2023 Posted October 31, 2023 I'm getting just over 300 IAS mph at 50-100 ft. Shutting the rad flap to 40% reduces drag and gives sufficient cooling for sustained level flight. Adjust trim as well, of course.
Holtzauge Posted October 31, 2023 Author Posted October 31, 2023 (edited) For sure, closing the radiator increases the speed, but I was comparing the Spitfire at +6.25 and +12 boost under the same conditions and I got 280 mph with +6.25 boost with radiator open and trimmed. I also got 470 km/h (292 mph) with the Bf 109E4 at 1.23 ata under the same conditions. Now both these number tab pretty well with historical data but according to this source at WW2 Aircraft Performance the Spitfire should do about 314 mph with +12 boost. This also makes sense using the cube law for power versus speed: The Merlin III at +6.25 boost produces circa 870 hp at SL and about 1190 hp at +12 boost. Using the 280 mph at +6.25 boost as a base, the speed at +12 boost should be: ((1190/870)^1/3)*280=311 mph Edited October 31, 2023 by Holtzauge
FTC_Karaya Posted October 31, 2023 Posted October 31, 2023 (edited) 1) You are probably not using the wonderwoman gauges to read speed. The instrument gauges have historical inaccuracy factored in meaning they will systematically read slightly low at low altitudes. You need to disable the cockpit to get the actual exact IAS air speed of the aircraft. 2) Looks like you are also not running the aircraft at optimal condition, meaning radiator 35-40% open, Prop pitch at 95-100%. 3) Speed tests should be performed on the Channel summer map, starting with a bit of extra altitude in order to have a diving start and make use of the ram air effect. Let the aircraft level out at sea level, trim out and wait till speed stabilizes. Try again and you will see that it does in fact reach ~310 mph. Edited October 31, 2023 by FTC_Karaya
Holtzauge Posted October 31, 2023 Author Posted October 31, 2023 1 hour ago, FTC_Karaya said: 1) You are probably not using the wonderwoman gauges to read speed. The instrument gauges have historical inaccuracy factored in meaning they will systematically read slightly low at low altitudes. You need to disable the cockpit to get the actual exact IAS air speed of the aircraft. 2) Looks like you are also not running the aircraft at optimal condition, meaning radiator 35-40% open, Prop pitch at 95-100%. 3) Speed tests should be performed on the Channel summer map, starting with a bit of extra altitude in order to have a diving start and make use of the ram air effect. Let the aircraft level out at sea level, trim out and wait till speed stabilizes. Try again and you will see that it does in fact reach ~310 mph. OK, so if you get 310 mph using this approach for +12 boost, what numbers should one in your opinion get for the Spitfire at +6.25 boost and the Bf 109E4 at 1.23 and at 1.3 ata in-game under the same conditions?
ZachariasX Posted November 1, 2023 Posted November 1, 2023 I long ceased to make any speed measurements in that sim. It is like a broken clock that happens to be right twice per day. I just can't see any aircraft as a "finished" module. 1
Holtzauge Posted November 1, 2023 Author Posted November 1, 2023 2 hours ago, ZachariasX said: I long ceased to make any speed measurements in that sim. It is like a broken clock that happens to be right twice per day. I just can't see any aircraft as a "finished" module. Well I just tried out what @FTC_Karaya suggested (Looking at the gauges with no cockpit on) and lo and behold: I got 309 mph at +12 and 278 mph at +6.25 boost which is pretty much spot on. BTW @ZachariasX: Do you remember how the Bf 109 in BOX used to get stuck “behind the curve”? I have not flown any BOX Bf 109's for a while so I don’t know to what extent it has been fixed, but I remember the acceleration was dismal if you got greedy in turns and let the speed drop too much. My initial impression in CloD Blitz though, is that the Bf 109E4 accelerates decently if you unload it at low speeds, just as expected. In addition, energy retention in turns feels quite in line with what I would expect. But I don’t have any numbers on either yet, so I may be barking up the wrong tree here. But so far the FM seems to be holding up quite well. Going to look at turn times a bit more later on, but I did some quick and dirty tests at both SL and 6 km for the Bf 109E4 at full throttle and the preliminary results are quite in line with what I would have expected based on my simulations. But maybe I have just happened to look at the watch at just the right time! Time will tell! PS: For those in this forum who wonder what simulations I refer too above, I have a description on my homepage here.
ZachariasX Posted November 1, 2023 Posted November 1, 2023 27 minutes ago, Holtzauge said: But so far the FM seems to be holding up quite well. Well, I basically dropped out when the Emil wouldn't go higher than 7000 meters or so. But things might have changed. The Spit I being faster in fine pitch (and not being able to select intermediate pitch) than coarse didn't help ether. In MP, 109 would dive on Spits (that's perfect) to then make a run on the deck through the forest, as trees had no collision set to them. But I am sure it is better now. I kept on buying their things for pitty sake, but so far haven't tried it again. Leftover trauma after buying a new rig in anticipation of it. And then... But it is sure a great thing if you find the state of the affair plausible. I might have a look at it myself again...
Holtzauge Posted November 1, 2023 Author Posted November 1, 2023 1 hour ago, ZachariasX said: Well, I basically dropped out when the Emil wouldn't go higher than 7000 meters or so. But things might have changed. The Spit I being faster in fine pitch (and not being able to select intermediate pitch) than coarse didn't help ether. In MP, 109 would dive on Spits (that's perfect) to then make a run on the deck through the forest, as trees had no collision set to them. But I am sure it is better now. I kept on buying their things for pitty sake, but so far haven't tried it again. Leftover trauma after buying a new rig in anticipation of it. And then... But it is sure a great thing if you find the state of the affair plausible. I might have a look at it myself again... Yes, I too did put CloD aside after testing it a couple of years ago but apparently Team Fusion have been quite successful in tweaking it since then and everything I tested so far seems quite good indeed when it comes to the FM. Since you mentioned that the Bf 109 had a low ceiling before, I just now also tried this with the Bf 109E4 in the Blitz module and reached 10100 m on auto engine and radiator so with some manual labour and careful flying I'm guessing a few hundred meters more could be squeezed out of it. This is much in line with my own estimate which is a service ceiling of around 11000 m for the E4. So if you don't have Blitz yet, try it out! In addition, it's only 10 euro now! 1 1
ZachariasX Posted November 1, 2023 Posted November 1, 2023 6 minutes ago, Holtzauge said: So if you don't have Blitz yet, try it out! In addition, it's only 10 euro now! I have it all. I might just have to start it up again when I'm back home.
Holtzauge Posted November 1, 2023 Author Posted November 1, 2023 21 minutes ago, ZachariasX said: I have it all. I might just have to start it up again when I'm back home. Do that, I would be interested to hear what you make of it!
FTC_Karaya Posted November 1, 2023 Posted November 1, 2023 2 hours ago, ZachariasX said: Well, I basically dropped out when the Emil wouldn't go higher than 7000 meters or so. But things might have changed. That was changed with the very first iteration of the TF modpack back in like 2013. You've been basically missing 10 years of development and improvements. 1
Team Fusion Buzzsaw Posted November 1, 2023 Team Fusion Posted November 1, 2023 9 hours ago, ZachariasX said: Well, I basically dropped out when the Emil wouldn't go higher than 7000 meters or so. But things might have changed. The Spit I being faster in fine pitch (and not being able to select intermediate pitch) than coarse didn't help ether. In MP, 109 would dive on Spits (that's perfect) to then make a run on the deck through the forest, as trees had no collision set to them. But I am sure it is better now. I kept on buying their things for pitty sake, but so far haven't tried it again. Leftover trauma after buying a new rig in anticipation of it. And then... But it is sure a great thing if you find the state of the affair plausible. I might have a look at it myself again... The incorrect high altitude modeling of the original game has been fixed. We completed re-wrote the code for the engines... they now perform within +/- 5% of where they should be. Remember to correct speeds for altitude... Indicated Airspeed, (IAS) is just that, indicated... True Airspeed, (TAS) must be calculated based on altitude and standard temperatures. As mentioned by Karaya, if you want correct IAS readings, you need to go to the no-cockpit view.... the in cockpit gauges are not correct... as they were historically. Basically the no-cockpit view readings are the same as what you would get from instruments used in accurate tests. 3
Holtzauge Posted November 2, 2023 Author Posted November 2, 2023 8 hours ago, Buzzsaw said: The incorrect high altitude modeling of the original game has been fixed. We completed re-wrote the code for the engines... they now perform within +/- 5% of where they should be. Remember to correct speeds for altitude... Indicated Airspeed, (IAS) is just that, indicated... True Airspeed, (TAS) must be calculated based on altitude and standard temperatures. As mentioned by Karaya, if you want correct IAS readings, you need to go to the no-cockpit view.... the in cockpit gauges are not correct... as they were historically. Basically the no-cockpit view readings are the same as what you would get from instruments used in accurate tests. OK, thanks for the info. In the Il-2 BOX series the cockpit gauges show CAS (or is it EAS?) and initially I thought it was the same in CloD. In the no cockpit view in CloD, is the reading CAS or EAS? In addition, is the instrument error in CloD general or per aircraft? As I recall it, when the British tested a captured Bf 109E they measured a rather wild position error with a +15 correction at 100 mph, and about -15 at 350 mph.
ZachariasX Posted November 2, 2023 Posted November 2, 2023 Funny enough, on my Win10 istall, the game won't run anymore at all. I run Steam, either as admin or user, deinstall, reinstall, whatever, Steam tells me that there's an error running the game. So nothing has changed.
LLv34_Flanker Posted November 2, 2023 Posted November 2, 2023 S! ZachariasX, make sure you only have BLITZ version, not the "original". They will conflict. Also if you have saved your control settings somewhere, deleting the whole \Documents\1C Softclub folder can help, it regenerates it on start
BENKOE Posted November 3, 2023 Posted November 3, 2023 In the no cockpit view in CloD, the reading is Equivalent Airspeed (EAS). For comparison, EAS and TAS do not need to be converted to standard atmospheric conditions. Since Team Fusion MOD iL2CoD_v3.000, we have been flying in an atmosphere that is based on what we now know as International Standard Atmosphere conditions. So, currently, any standard airspeed calculator on the internet can be used. On 11/2/2023 at 9:18 AM, Holtzauge said: ... < In the no cockpit view in CloD, is the reading CAS or EAS? > ... 1
Volant_Eagle Posted November 3, 2023 Posted November 3, 2023 1 hour ago, BENKOE said: iL2CoD_v3.000, we have been flying in an atmosphere that is based on what we now know as International Standard Atmosphere conditions. I could be wrong, but I thought the atmosphere was different depending on the map. Winter vs Summer and Channel vs Tobruk will be different. The temperature being 15C(59F) at sea level is a part of the conditions for ISA. So if any map has a temperature other than 15C at sea level it is necessarily not standard. I've heard it said that tests should be done on the Channel Summer map. (I'm not from England or even Europe but 15C seems slightly cool to me for mid summer). Is the atmosphere perfectly standard on that map and not others? Also, does the atmosphere stay constant at all times of day? If not, then time of day would need to be considered when doing tests. 1
BENKOE Posted November 3, 2023 Posted November 3, 2023 Hi Volant_Eagle, It's as simple as I've described. If you'd like, I can upload a small mission here with an FMB script for testing purposes. 1
Volant_Eagle Posted November 3, 2023 Posted November 3, 2023 2 hours ago, BENKOE said: Hi Volant_Eagle, It's as simple as I've described. If you'd like, I can upload a small mission here with an FMB script for testing purposes. Thanks! That would be great.
Team Fusion Buzzsaw Posted November 3, 2023 Team Fusion Posted November 3, 2023 On 11/2/2023 at 8:51 AM, ZachariasX said: Funny enough, on my Win10 istall, the game won't run anymore at all. I run Steam, either as admin or user, deinstall, reinstall, whatever, Steam tells me that there's an error running the game. So nothing has changed. First: Are you running CLIFFS OF DOVER - BLITZ version? We do not support old CLIFFS OF DOVER version. You get a free upgrade in Steam from the original to BLITZ. Both should not be installed at the same time. Please post in the Technical section with details of your system and the logfile. Delete logfile prior to running a test. If you don't have logging enabled, do so in the conf.ini file your Documents/1C Softclub/il2 sturmovik cliffs of dover/ Below is a link to a post detailing common causes of launch failure: 1
ZachariasX Posted November 3, 2023 Posted November 3, 2023 23 minutes ago, Buzzsaw said: Below is a link to a post detailing common causes of launch failure: Thanks! I will see what the cause is. Haven‘t played it for a long time, I just bought what was sold. Seems I have to put some order in that old install then…
Team Fusion Buzzsaw Posted November 3, 2023 Team Fusion Posted November 3, 2023 2 minutes ago, ZachariasX said: Thanks! I will see what the cause is. Haven‘t played it for a long time, I just bought what was sold. Seems I have to put some order in that old install then… When you have installed the BLITZ version, please see the 'Getting Starting and Troubleshooting Guide' before you try to run the game. It is in the 'manuals' folder inside the main BLITZ install folder. As mentioned, we do not support the old CLIFFS OF DOVER version... it will not run on Window 10 and doesn't have DX11. 1
ZachariasX Posted November 3, 2023 Posted November 3, 2023 1 minute ago, Buzzsaw said: When you have installed the BLITZ version I am quite sure I have. I‘ll check! 1
Team Fusion Buzzsaw Posted November 3, 2023 Team Fusion Posted November 3, 2023 4 minutes ago, ZachariasX said: Thanks! I will see what the cause is. Haven‘t played it for a long time, I just bought what was sold. Seems I have to put some order in that old install then… Don't install the game on the Cloud... including your documents folder. 1
9./JG52_J-HAT Posted November 3, 2023 Posted November 3, 2023 (edited) Yeah, what Buzzsaw said and if you ever had Non-Blitz or even Blitz installed before, just search for the folder 1C SoftClub\il-2 Cliffs of Dover and delete all instances found (usually under documents or even one drive). Like Flanker mentioned above. Having an older version of this folder, multiple instances (or even leftover from non-Blitz) is the number 1 cause of the game crashing right after the banner. In case you folder was created on one drive, from what I've read simply not synching it (unselected for synching) solves the cloud issue mentioned by Buzzsaw. Edited November 4, 2023 by 9./JG52_J-HAT 1
Holtzauge Posted November 4, 2023 Author Posted November 4, 2023 18 hours ago, BENKOE said: In the no cockpit view in CloD, the reading is Equivalent Airspeed (EAS). For comparison, EAS and TAS do not need to be converted to standard atmospheric conditions. Since Team Fusion MOD iL2CoD_v3.000, we have been flying in an atmosphere that is based on what we now know as International Standard Atmosphere conditions. So, currently, any standard airspeed calculator on the internet can be used. OK, thanks for that. But if the no-cockpit reading is EAS for all planes, is the IAS reading the same in all aircraft for a given EAS? I.e. is the same pitot position and instrument error assumed for all aircraft in-game or is it implemented per aircraft? In addition, I had much the same question as @Volant_Eagle about temperature effects, but I interpret you answer to mean that we are always flying in standard atmospheric conditions 15 deg C irrespective of the map? 1
BENKOE Posted November 4, 2023 Posted November 4, 2023 (edited) As you know, Equivalent Airspeed (EAS) is a fictitious airspeed that can be used for calculating forces such as lift and drag. EAS includes the altitude-dependent air density, so by using EAS instead of True Airspeed (TAS) in force equations, altitude-dependent terms are eliminated. It can be said that at the same EAS, the same forces prevail, regardless of the altitude. In other words, EAS is defined as the speed at which the aircraft, under standard atmosheric conditions, would need to fly in order to generate the same dynamic pressure as it would at a certain Indicated Airspeed (IAS): 464.4 km/h True Airspeed at 5000 meters altitude produce the same incompressible dynamic pressure q(h,TAS) as 360 km/h True Airspeed at Mean Sea Level. Under standard atmosphere condition, at Mean Sea Level Indicated Airspeed is equal True Airspeed. Please note, only when the airspeed indicator is 'calibrated' for standard atmosphere condition, EAS is equal to IAS! In fact, at that time there were different approaches for 'calibrating' (not correcting!) airspeed indicators, depending on the year or country. Why? Because the 'real weather' seldom meets whatever standard conditions. The approach was not considered the theoretically best method for providing an immediate display of speed based on dynamic pressure measurement at that time. However, it was considered the best possible compromise solution, coming quite close to the ideal solution. Concerning Indicated Airspeed (IAS), in a WWII single seat fighter the only thing you can directly measure is the dynamic pressure that's related to how fast the plane's going through the air. The simplest formula for it is: q = 0.5 * r0 * v². Direct impact and differential pressure type airspeed indicators are colloquially, spoken of as 'pv²' instruments, i.e. the German Bruhn Fl.22231 (60-750kmh) airspeed indicator. It is calibrated for a certain height under MSL conditions: 460.4 km/h True Airspeed at 5000 meters altitude produce the same incompressible dynamic pressure q(h,TAS) as 360 km/h True Airspeed at Mean Sea Level. Edited November 4, 2023 by BENKOE 2
Holtzauge Posted November 4, 2023 Author Posted November 4, 2023 1 hour ago, BENKOE said: As you know, Equivalent Airspeed (EAS) is a fictitious airspeed that can be used for calculating forces such as lift and drag. EAS includes the altitude-dependent air density, so by using EAS instead of True Airspeed (TAS) in force equations, altitude-dependent terms are eliminated. It can be said that at the same EAS, the same forces prevail, regardless of the altitude. In other words, EAS is defined as the speed at which the aircraft, under standard atmosheric conditions, would need to fly in order to generate the same dynamic pressure as it would at a certain Indicated Airspeed (IAS): 464.4 km/h True Airspeed at 5000 meters altitude produce the same incompressible dynamic pressure q(h,TAS) as 360 km/h True Airspeed at Mean Sea Level. Under standard atmosphere condition, at Mean Sea Level Indicated Airspeed is equal True Airspeed. Please note, only when the airspeed indicator is 'calibrated' for standard atmosphere condition, EAS is equal to IAS! In fact, at that time there were different approaches for 'calibrating' (not correcting!) airspeed indicators, depending on the year or country. Why? Because the 'real weather' seldom meets whatever standard conditions. The approach was not considered the theoretically best method for providing an immediate display of speed based on dynamic pressure measurement at that time. However, it was considered the best possible compromise solution, coming quite close to the ideal solution. Concerning Indicated Airspeed (IAS), in a WWII single seat fighter the only thing you can directly measure is the dynamic pressure that's related to how fast the plane's going through the air. The simplest formula for it is: q = 0.5 * r0 * v². Direct impact and differential pressure type airspeed indicators are colloquially, spoken of as 'pv²' instruments, i.e. the German Bruhn Fl.22231 (60-750kmh) airspeed indicator. It is calibrated for a certain height under MSL conditions: 460.4 km/h True Airspeed at 5000 meters altitude produce the same incompressible dynamic pressure q(h,TAS) as 360 km/h True Airspeed at Mean Sea Level. That was a long and thorough explanation about differences in airspeed measurements and forces, and probably helpful for many, but as an aeronautical engineer I am quite well aware of those different concepts and it was not what is asked about. And if you go back to my post above, you will see that my question was about how things have been implemented in-game and those questions still remain. 1
BENKOE Posted November 4, 2023 Posted November 4, 2023 (edited) Hallo Holzauge, I am with you. It is a helpful explanation for many of us. I've eagerly scoured your page, even before my previous posts. Unfortunately, I framed my 'thorough explanation' as an 'As you know' scenario. My apologies if it came across as ambiguous. English is not my mother tongue. In the light of the 'Test Mission' I mentioned earlier, I'd like to go into a bit more detail once again. So... Above the English Channel, CloD fans currently find the following atmosphere on all maps, except the Tobruk map: - Air Pressure: 1013.25 hPa (mbar) at sea level. - Ambient Air Temperature: 288.15 Kelvin at sea level. For a check the following FMB script (C#) methods are required: - trueAirspeed = airplane.getParameter(part.ParameterTypes.Z_Velocity TAS, -1); - ambientAirTemperature = airplane.getParameter(part.ParameterTypes.Z_AmbientA irTemperature, -1);- geopotentialAltitude = airplane.getParameter(part.ParameterTypes.Z_Altitude MSL, -1); - geometricAltitude = airplane.getParameter(part.ParameterTypes.Z_Altitude MSL, -1); Let's jump into a German single-seat fighter... We fly above the Channel and read 360 km/h (100 m/s) EAS in the 'No Cockpit View'. The FMB script <(part.ParameterTypes.Z_Altitude MSL, -1)> returns approximately 5000 [m AMSL] The FMB script <(part.ParameterTypes.Z_Velocity TAS, -1)> returns approximately 129 m/s = 464 km/h. The FMB script <(part.ParameterTypes.Z_Altitude MSL, -1)> returns approximately 256 Kelvin. All values together show how and which things have been implemented in-game. All values together show that we currently fly (24/365) under atmospheric standard conditions that are equal to what we know as 'ISA'. Edited November 9, 2023 by BENKOE Reviewed 3
Holtzauge Posted November 4, 2023 Author Posted November 4, 2023 Hi @BENKOE, Thanks for the info. Then as I understand your reply, there are no seasonal changes on the channel map. On the Tobruk map then, what are the atmospheric conditions there? Secondly, the numbers you posted above all make sense so no problems with that. However, if you read my initial post, I was getting a reading of 290 mph IAS in the cockpit view, while in the no-cockpit view I got 310 mph EAS. So a position and/or instrument error of 20 mph. My question was also if this was so for all planes, or if the position/instrument error varied per plane type.
BENKOE Posted November 4, 2023 Posted November 4, 2023 (edited) Yes @Holtzauge, there are no seasonal changes on the channel maps. I can't contribute much to the Tobruk map at the moment. I do know that 27°C ground temperature is the standard there. 24/365, of course. Certainly, you can probably use the same method (see above) to check in which atmospheres one finds themselves there. From BUZZSAW I learned, actually Team Fusion has a better knowledge of the Maddox weather system than anyone except Oleg himself... better than Ilya Shevchenko and the team which took over from Oleg when he left development. He stated, Team Fusion has access to the code... and they've been working with it for 6 years. Concerning IAS: The German Blitz-Airspeed-Indicators do not meet the historically values. I don't know if the others do. In the 1930s and 1940s there were different approaches for 'calibrating' (not correcting!) airspeed indicators, depending on the year or country. The approaches were not considered the theoretically best method for providing an immediate display of speed based on dynamic pressure measurement at that time. However, it was considered the best possible compromise solution, coming quite close to the ideal solution. 1 hour ago, Holtzauge said: ... < Then as I understand your reply, there are no seasonal changes on the channel map. > ... Edited November 4, 2023 by BENKOE 3
Team Fusion Buzzsaw Posted November 4, 2023 Team Fusion Posted November 4, 2023 6 hours ago, Holtzauge said: Hi @BENKOE, Thanks for the info. Then as I understand your reply, there are no seasonal changes on the channel map. On the Tobruk map then, what are the atmospheric conditions there? Secondly, the numbers you posted above all make sense so no problems with that. However, if you read my initial post, I was getting a reading of 290 mph IAS in the cockpit view, while in the no-cockpit view I got 310 mph EAS. So a position and/or instrument error of 20 mph. My question was also if this was so for all planes, or if the position/instrument error varied per plane type. Position error is the same for all types... we are aware each different historical aircraft type had different errors, depending on where the pitot was placed... but it would be too complex to make it unique for every type... not to mention the amount of the error can not always be found in the documentation. 1
Holtzauge Posted November 5, 2023 Author Posted November 5, 2023 (edited) 11 hours ago, Buzzsaw said: Position error is the same for all types... we are aware each different historical aircraft type had different errors, depending on where the pitot was placed... but it would be too complex to make it unique for every type... not to mention the amount of the error can not always be found in the documentation. OK, and thanks for the info. And using the same position error for all planes makes sense given the amount of time and effort it would take to do it differently on all planes. In addition, while a PEC chart probably could be found for some aircraft like the Spitfire and Bf 109, it's probably not even possible to find for many of the others these days. Anyway, good to know how it works, and I will then try it out in one of the planes in-game to make my own "Blitz" PEC chart. PS: For questions related to flight models, is there a special forum section for this like in Flying Circus, or should those types of questions be posted here under "General Discussions"? Edited November 5, 2023 by Holtzauge
Dawson Posted November 5, 2023 Posted November 5, 2023 @Holtzauge A couple points you may find useful in your testing. Some aircraft, for instance the Marlet, have external temperature thermometers. Also, a Tacview add-on is available on the ATAG forum. 1
BENKOE Posted November 8, 2023 Posted November 8, 2023 (edited) Hello @Volant_Eagle, enclosed you will find the mission. It is a tiny Single Player Mission. So, unzip it into your < Documents/1C SoftClub/il-2 sturmovik cliffs of dover\missions\Single/ > folder... You will spawn in a 'Spitfire Ia' above the channel at about 10,000 feet with 440kmh TAS, no wind. While you find Equivalent Airspeed (mph) in the 'no cockpit' view, a 'HUD' displays the following information, i.e.: < Spitfire Ia > 315 mph @ 10,010 ft | 268.348°K where < Spitfire Ia > = variant name of your aircraft 315 mph ~ true airspeed10,010 ft ~ geopotial Altitude, pressure Altitude 268.348°K ~ outer/ambient air temperature 10,010 ft ~ geometric altitude (Z, ft) above MSL 268.348°K ~ outer/ambient air temperature at gepotential altitude (H, ft) above MSL The values will be shown/updated only when you maintain a vertical speed within +/- 0.5 meters..." Happy testing. On 11/3/2023 at 9:23 PM, Volant_Eagle said: Thanks! That would be great. On 11/3/2023 at 7:16 PM, BENKOE said: Hi Volant_Eagle, It's as simple as I've described. If you'd like, I can upload a small mission here with an FMB script for testing purposes. Spoiler *** Credits *** FG28_Kodiak, TheEnlightenedFlorist {TEF}, 92 Sqn. Philstyle, FearlessFrog, No601_Swallow, 41Sqn_Banks, HeinKill, theOden, Nephris, Artist, Salmo, Chuck_Owl, Sokol1 aka 1lokos, Varrattu, Yo-Yo, TheWreckingCrew and many others ... Spitfire_TAS_Trial_byBENKOE.zip Edited November 9, 2023 by BENKOE Reviewed 1
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