Aircraft sym sounds cool is it accessible jamie ----- Original Message ----- From: "The Kolesar Brothers" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Wednesday, September 27, 2006 7:40 PM Subject: Re: [Audyssey] Aircraft simulator we can use
> 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 >> >> >> >> _______________________________________________ >> Gamers mailing list .. [email protected] >> To unsubscribe send E-mail to [EMAIL PROTECTED] You can >> visit >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >> any subscription changes via the web. >> > > > _______________________________________________ > Gamers mailing list .. [email protected] > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
