> In fact, it you're going to fuss about a change in CG or drag when the gear > cycles ( about 4-10 secs) then you should really do something about > realistic engine performance for a two or three hour cruise. Might I suggest > some sort of random number generator, throw the dice for each engine, and > set the performance characteristics. Now it's up to the pilot to set the > right mixture, prop setting, rpm, manifold to get the best performance or > best economy. go to warp and see how you did?
I'd say "first things first". We have various levels within the flight model and we are getting somewhat spotty with high detail in some areas and no detail in others. I'd sooner wait with this one just a little bit until we get all the bugs worked out of the current level. I suppose we ought to create a list of priorities and basic capabilities we are lacking and go for those before we go on to the finer details like realism and random failures. You think? Jon _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
