To be clear, there are two different spreadsheets here.  The first is 
the one controlling an individual aircraft.  The D column reports 
current bank angle, speed (MPH I think) altitude, pitch (angle of 
nose to horizon) and heading.  The E column gives the predicted 
values of these variables if the controls are left in the current 
configuration.  This prediction substitutes for the pilot feeling the 
changing pressures on the stick and g-load.

The other spreadsheet doesn't exist except in crude form.  This is 
the sheet that tracks all the aircraft and gives relative bearing, 
pitch and range information.  I extract the raw data from the 
aircraft worksheets, then perform various transformations to convert 
absolute coordinates, headings and pitch angles into relative 
bearings, pitch angles and ranges.  I then further use these values 
to construct firing modifiers.  Each aircraft has a list of guns that 
are rated both for rate of fire and destructiveness of a single 
hit.  One adds the RoF modifier to the modifier generated from my 
tracking sheet to get the final firing mod, then rolls (I usually use 
GMA Dice for this) on a chart the column of which is determined by 
the destructiveness of the gun firing.  One then records the damage 
back on the aircraft-s worksheet and notes any critical hit effects, 
many of which affect subsequent play.

As for the output itself, it is entirely numeric for now, as it has 
been for my own use and I know what I mean.  I am in the process of 
creating a tracking sheet sufficient to track 24 aircraft, my 
estimate of the upper limit of playability at least solitaire.  For 
now, this is completely numeric with no narrative elements, but at 
such time as I know it's working properly, I will retrofit some 
documentation and labels to make it more human readable.  But there 
is no way to reduce the sheer dataload that would be far more easily 
conveyed by a visual image.

For now, once folk have learned to fly the aircraft, I envision being 
the referee of an email game, where I would send each player a 
summary of their aircraft's current state, and get from them the 
control inputs.  I would also include information about the other 
aircraft from their point of view.  I'm looking at how to model 
situational awareness, as in a larger battle, (even 3V3 or more might 
constitute large) it is impossible to track every target and 
effectively engage one.  The advantage of the "double-blind" method 
of play is that I can more accurately model this awareness and 
players wouldn't be able to make moves against aircraft they would 
not be realistically tracking.

Finally, and I'm sorry for the length, for all those who are asking 
for the files, please let me finish the tracking sheet and tutorial 
first.  I will be happy to offer flying lessons at that time.  I have 
collected all of you and will send out the file all at once.  I 
should have everything ready for preliminary release between now and 
January 2009.  (How's that for hedging my bets like an experienced 
developer?  *smile*)  I'll try and get the tutorial done today or 
tomorrow and release at least the flight engine and aircraft, so that 
folks can get the feel of how to fly, before I put you into a combat scenario.

        Christopher Bartlett



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