Hmmm brandon it sounds like a text game in excell.
I'm not sure how it all works though.
At 05:38 a.m. 28/09/2006, you wrote:
>hi criss where can i get this cool game, and does it work with windows xp
>and have sounds to it?
>Brandon
>----- Original Message -----
>From: "Christopher Bartlett" <[EMAIL PROTECTED]>
>To: "gamers-audyssey.org" <[email protected]>
>Sent: Wednesday, September 27, 2006 12:27 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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>
>
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