OK, small dissertation to follow. Flying an aircraft is not at all like driving a car or a boat. The biggest difference is that many of your controls do not directly affect your position and orientation in three-space, but instead affect the rate of change of that orientation.
As a somewhat simplified example: moving the stick to the left initiates a bank to the left, that is, the aircraft rolls along its long axis. The excursion from the zero-point of the stick controls how rapidly your roll angle changes, rather than setting your absolute roll. Move the stick only a little, and your roll rate is slow, but you do continue rolling. The same sort of rate control works for the elevator (stick forward and back), with the addition that gravity is still in effect, so that if you "unload" that is remove all lift from the aircraft, you will eventually describe a parabolic arc downwards (friction effects ignored.) These two effects are combined in actual flying, especially high-performance flying, so that turning is usually accomplished by rolling the aircraft, then pulling back on the stick for a turn that occupies less horizontal space. Much dogfighting was done in the vertical, where rolling equates to turning. Typically you had more control authority for pitch then roll and finally yaw, so you would use your pitch controls to aid in turning. Now add engine power into the mix. Goosing the throttle has more effects than just increasing your speed. Zero Sight has it right that you accelerate or decelerate when you change throttle settings, but given that lift is, among other things, a function of speed, if you are in level flight and goose the throttle without making any other control changes, you will climb. Chop the power and you descend. Now finally add in that when you bank, you tend to turn, and when you apply rudder, it has an effect on bank angle, and both affect your pitch angle, and you begin to see how complex flying even a WWII aircraft was. Dark is right that it was possible to turn someone who had never flown into a combat pilot in relatively short order, though in the U.S. the training time was more like six months and was every day, hours a day. Now, we look at modern combat flying. In addition to performing all the above tasks, you have a complex cockpit layout that requires memorization. You have radar to monitor in any of several possible modes. You have weapons packages, both air-to-air and air-to-ground that each have their separate control characteristics. It isn't like in the movies, just point and shoot, you have to select targets, select weapon system for each target, know your weapon's envelope of effectiveness and deploy it correctly. Now to Dark's point, Lone Wolf does not cover every complexity of conning a submarine in the WWII era, but it gives you enough to do that in the midst of a furious combat sequence, firing on one target say, while evading three incoming destroyers, you have plenty to do. Also, it enforces the sorts of snap decision-making that a sub commander would have to do. Ok, my targeting solution is coming into effect, but I have two destroyers bearing down on me. Do I wait and take the shot? If so, do I then turn and snap off a shot at a destroyer, or do I crash dive and hope to live through the bombardment? >From what I've seen, Zero sight gets some of the feel of the "switchology" right for modern aircraft, but the flight model is simplified to the point where it doesn't impose a burden at all on the pilot. The amazing thing about modern fighter or attack pilots is that if need be, they can do all this switching while yanking and banking at several gees. Now, it's probably unrealistic of me to expect anyone to create a detailed flight model, though I have some excel models that do a pretty good job, at least for WWII era aircraft. There are a vanishingly small number of blind people who've actually flown an aircraft, I am one, so the experience isn't missed by most gamers. I'm unable to comment on other flight sims, as I haven't tried one since the DOS days, but it's my impression that there are simulators out there, available to the commercial gamer, that do model flight more realistically. So in conclusion, I recognize that my requirements are unreasonable for most people. Do not take my negative view as representative, and I do recommend anyone try it. But do not believe that you are doing anything like flying. And that's ok, I'm the radical simulationist on this forum and I recognize that. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.