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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