Hi Christopher, from Ron and Leader Dog Boz. Where could one find this game? 
I have tried out grid games in the past and found them not to be to blind 
friendly. But I am a NASA nut and would love to learn to fly a shuttle or a 
plain. If it sounds interesting I'll give it a try.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

----- Original Message ----- 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "gamers-audyssey.org" <[email protected]>
Sent: Wednesday, September 27, 2006 1:27 PM
Subject: [Audyssey] Aircraft simulator we can use


>I have recently been learning how to fly a Microsoft Excel-based
> flight simulator that an air combat gamer by the name of Dean Essig
> wrote to facilitate the playing of air-to-air engagements in the
> World War I and II eras, with a few extensions to the Korean War.  I
> was initially excited to hear about such a creature because I thought
> it might provide some accessibility in an otherwise grim part of the
> gaming world.
>
> After two weeks of evaluation I can report that if one is willing to
> invest a little time, and one is at least a moderately good Excel
> user, this simulator is completely accessible.  The other requirement
> is a well-developed sense of spacial relations as you need to
> translate heading, pitch and roll expressed in degrees to a
> representation of the aircraft's attitude.
>
> The simulation consists of a core flight engine, the worksheet that
> does all the calculations for the control inputs you provide and
> several files that contain specific flight characteristic and
> armament data for over 200 aircraft ranging from the biplane fighters
> of WWI to most of the active service fighters and several bombers of
> WWII, plus a few early jets.  You provide four control inputs, two
> for stick position in an x-y plane which in turn translates to roll
> and pitch controls, throttle setting and rudder position.  You have
> limits on where these can be set, based on the aircraft's speed and
> the G-loading you have put on the wings and the pilot.
>
> To date, I have flown a duel between a Spitfire and a BF-109, a
> bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might
> have been part of the morning of June 4, 1942 over Midway Island, a
> four-on-four melee of Wildcats vs zeros that took place in the China
> Theater in late 1941, an attack by 2 FW-190A4s against a wounded
> B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2
> MiG--15s.  In each case, the simulation correctly showed up the
> differences in aircraft performance, firepower and toughness, the 109
> couldn't turn with the spit, the zeros can outturn anything in the
> early war American arsenal, the thunderbolt is deadly if it gets a
> clean shot in, and I have ripped the wings off a saber by pulling an
> 11-G maneuver.
>
> Now, before one gets excited, the simulation provides good
> information about each individual plane's flight path.  Using it to
> play an actual engagement without using some sort of map board is a
> far more difficult exercise that requires the ability to construct a
> moderately complex simulation in Excel or some other such tool.  I
> have cobbled together things that work for me but aren't ready for
> prime time yet.  My next project is to fly a squadron of 12
> lightnings in a free-for-all with 12 FW-190s, and to create for it an
> engine to handle the mechanics of actually tracking 24 aircraft,
> computing the shot possibilities and giving info about relative pitch
> and bearings for one aircraft to another to allow for intelligent
> flying.  This is no small project, but should end up with a game of
> high complexity but manageable data loading that others might be
> interested in playing.
>
> If I do it correctly, it should be scalable to combats of an
> arbitrary size, though the sheer weight of data will become
> overwhelming long before the theoretical limit of several thousand
> aircraft would be reached.  I don't envision flying more than
> squadron vs squadron engagements myself.
>
> Sadly, the files aren't available on the web, or at least the web
> site that I was originally directed to didn't have them available.  I
> am willing to email them to other interested parties who may have
> other ideas on how to turn the excellent modeling of aircraft flight
> into a usable game engine.  Dean flew his aircraft on a hex grid, but
> provided the facility to track aircraft in Cartesian coordinates.  I
> have fixed a few small bugs in these calculations and they now
> function correctly.
>
> I have asked Dean, and he enthusiastically gave me his permission to
> spread this simulator among my fellow blind gamers.  He was extremely
> helpful in my learning how to fly the thing.  As a pay-it-forward,
> and since I may now actually know it better than he does (it's an old
> project for him) I will provide support on an as-I-can basis for
> anyone who is interested.  It is my hope that if I or someone else
> develops a useful way of taking the output data of the simulator into
> a tracking worksheet, we will be able to play engagements over email,
> and possibly even run actual missions with several players each
> controlling one or a small group of aircraft.  As I said, the
> learning curve is fairly steep and a good knowledge of trigonometry
> would be a useful asset for any fellow designers, but once the combat
> simulation portion is done, I think it would highly reward many
> people who would like to take the role of Ken Taylor and George
> Welch, or the other four Wildcat pilots who managed to take off on
> the morning of December 7, 1941, or that of the German pilots
> engaging the massed bomber formations in 1943.
>
> So, who's with me?
>
> Christopher Bartlett
>
>
>
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