Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
At 01:59 PM 9/28/2006, you wrote:
>Hi,
>I think you said that you used a macro? I know that Pocket excel does not
>support macros.

Oy, that's a pain.  The macro recalculates the worksheet, then copies 
the values from column E and pastes only the values (paste special, 
values) into column D.  You can do this by hand, but as the docs 
suggest this is prone to error and a pain.

 Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Sean Mealin
Hi,
I think you said that you used a macro? I know that Pocket excel does not
support macros.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Christopher Bartlett
Sent: Thursday, September 28, 2006 12:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aircraft simulator we can use

David, I am unfamiliar with the version of Excel that runs under 
Windows CE, but I assume it retains the functionality to run this
simulation.

 Christopher Bartlett
At 09:18 PM 9/27/2006, you wrote:
>So if it's played through excel, can you play it on the pac mate using
>pocket excel maybe?



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread jamie coady
it sounds cool

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, September 28, 2006 10:48 AM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Hi Shaun,
> I've seen this sort of thing before. I guess if you want to call it it
> is text based, but the real term would be Excel based. You punch in
> values like go to the cell holding the course and change it. Immediately
> all the other cells will change to reflect your course change. You can
> change your speed, pitch, angle, roll, whatever.
> Basicly, the game is based on formulas and what you are doing is
> changing the values and everything else changes to give you a new
> mathematical simulation of what would happen in that situation.
> As far as converting it in to a real rts game I would love it. I just
> need the equasions to do so.
>
>
> shaun everiss wrote:
>> Hi criss.
>> Sounds good.
>> However how do you play a game in excell?
>> I'm not really good with it I hardly used it.
>> I'm used to pushing left right up and down arrow keys, ctrl and space
>> and other things.
>> Is this just a text game or does it have sound.
>> I wander if any dev is interested in making this an actual game with
>> sounds and such, I am interested.
>>
>
>
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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread jamie coady
Hi this sounds cool keep us up to date in this please
- Original Message - 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 11:21 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> The aircraft simulator presents you with information covering the
> state of the aircraft, plus the predicted state the aircraft will be
> in if controls are left at their current settings.  There are four
> cells into which you type your control inputs.  After that, you
> execute a macro I've written to calculate the changed effects of the
> new control settings, copy the values into the present column and
> recalculate the future values two seconds (one control cycle or turn)
> later.  So you play the game by altering the four control values to
> respond to your aircraft's current heading, pitch and roll, as well
> as impending stall or spin conditions.
>
> I'm in the process of putting together a tutorial for blind players
> to supplement the useful but incomplete documentation that came with
> the original files.
>
> Christopher Bartlett
>
>
>
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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
David, I am unfamiliar with the version of Excel that runs under 
Windows CE, but I assume it retains the functionality to run this simulation.

 Christopher Bartlett
At 09:18 PM 9/27/2006, you wrote:
>So if it's played through excel, can you play it on the pac mate using
>pocket excel maybe?



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
Ok, many questions.

Shaun, Tom has described it correctly as have I in subsequent 
posts.  This is basically an Excel mathematical simulation of flight, 
allowing for different aircraft with different power and control 
characteristics..  You have control over 4 control values, which you 
manually enter into the cells of a worksheet which has the 
mathematical formulae on it.  See my description to Phil on the long 
narrative thread.

Ken.  I don't know of other excel-based games, but that's my 
ignorance rather than the likelihood that they don't exist.

There are a number of issues that would make it complex to make a 
sound-based flight sim, but at least these worksheets provide the 
aerodynamic basis for such a game.  The modeling isn't perfect, (the 
designer includes notes on simplifying assumptions he made) but it's 
pretty darned good, at least as good as the modeling in current 
table-top air combat games.

Thomas, I will include you on the list of folk to send the stuff to.

I'd really love to run (and participate in) a 6V6 brawl over Germany, 
or perhaps even an Eastern front game, Yaks vs Fokke-Wulfes with each 
aircraft being flown by one of you.

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Thomas Ward
Hi Shaun,
I've seen this sort of thing before. I guess if you want to call it it 
is text based, but the real term would be Excel based. You punch in 
values like go to the cell holding the course and change it. Immediately 
all the other cells will change to reflect your course change. You can 
change your speed, pitch, angle, roll, whatever.
Basicly, the game is based on formulas and what you are doing is 
changing the values and everything else changes to give you a new 
mathematical simulation of what would happen in that situation.
As far as converting it in to a real rts game I would love it. I just 
need the equasions to do so.


shaun everiss wrote:
> Hi criss.
> Sounds good.
> However how do you play a game in excell?
> I'm not really good with it I hardly used it.
> I'm used to pushing left right up and down arrow keys, ctrl and space 
> and other things.
> Is this just a text game or does it have sound.
> I wander if any dev is interested in making this an actual game with 
> sounds and such, I am interested.
>   


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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread shaun everiss
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" 
>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
> > h

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread shaun everiss
Hi criss.
Sounds good.
However how do you play a game in excell?
I'm not really good with it I hardly used it.
I'm used to pushing left right up and down arrow keys, ctrl and space 
and other things.
Is this just a text game or does it have sound.
I wander if any dev is interested in making this an actual game with 
sounds and such, I am interested.
At 05:27 a.m. 28/09/2006, you wrote:
>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. 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Michael Maslo
Who was I supposed to send my request for the files too?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ken the Crazy
Sent: Wednesday, September 27, 2006 10:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aircraft simulator we can use

Are there any excel games that would be easier to learn--I am not familiar 
with Excel yet and would have to learn it first.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 2:28 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Hi Chris,
> I'd still like the file please, can't wait to have a try.
> Thanks
> Ari
>
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread david
So if it's played through excel, can you play it on the pac mate using 
pocket excel maybe?
- Original Message - 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 5:17 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Ya know, sometimes I wonder why I write long, explanatory emails if
> folk aren't going to read them.  I'm sorry if that comes of snarky,
> but did I fail to make clear either in my first email, or in the
> second response that this is an *excel-based* simulation?  Microsoft
> Excel is completely accessible, at least through JFW, and I assume
> through the other screen readers out there.  In that sense, it is
> completely accessible to those with sufficient skill to use Excel at
> I'd say an intermediate level.
>
> Christopher Bartlett, over being snarky now.
>
>
>
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Ken the Crazy
Are there any excel games that would be easier to learn--I am not familiar 
with Excel yet and would have to learn it first.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 2:28 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Hi Chris,
> I'd still like the file please, can't wait to have a try.
> Thanks
> Ari
>
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> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006
>
> 


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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Jen Karns
yeah I got it now, I guess I was just having a duh
moment, lol

Jen K

--- Christopher Bartlett <[EMAIL PROTECTED]>
wrote:

> At 04:12 PM 9/27/2006, you wrote:
> >I for one, misunderstood you then. Because I
> thought
> >you were used excel as an example of the type of
> grid
> >layout type game it is.
> >I'm not trying to be nasty.
> >
> 
> All right, I'm confused by that, but I'll write it
> off to differing 
> communications styles.  By excel-based, I mean the
> creator set it up 
> in Excel, using the formula feature to run his
> aerodynamic equations.
> 
>  Chris Bartlett
> 
> 
> 
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
At 04:12 PM 9/27/2006, you wrote:
>I for one, misunderstood you then. Because I thought
>you were used excel as an example of the type of grid
>layout type game it is.
>I'm not trying to be nasty.
>

All right, I'm confused by that, but I'll write it off to differing 
communications styles.  By excel-based, I mean the creator set it up 
in Excel, using the formula feature to run his aerodynamic equations.

 Chris Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Raul A. Gallegos
Very good post here. One thing I'd like to add is folks, please reply to 
Chris personally if you want the files. Requests for files on the list 
are not welcome.

Many thanks.

* Christopher Bartlett <[EMAIL PROTECTED]> [060927 12:35]:
> This is *not* a real-time game.  It is at its core an Excel 
> spreadsheet with formulae that convert the state vector of an 
> aircraft, expressed as coordinates, roll, pitch and heading to a new 
> state vector based on control inputs.  Do not expect an immersive 
> multi-sensory experience here, unless like me, you have a good 
> imagination.  If you're still interested, I will be glad to email the 
> files to you.


-- 
And to offer a sacrifice according to that which is said in the
law of the Lord, A pair of turtledoves, or two young pigeons.
-- Luke 2:24
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Jen Karns
I for one, misunderstood you then. Because I thought
you were used excel as an example of the type of grid
layout type game it is.
I'm not trying to be nasty.


Jen K

--- Christopher Bartlett <[EMAIL PROTECTED]>
wrote:

> Ya know, sometimes I wonder why I write long,
> explanatory emails if 
> folk aren't going to read them.  I'm sorry if that
> comes of snarky, 
> but did I fail to make clear either in my first
> email, or in the 
> second response that this is an *excel-based*
> simulation?  Microsoft 
> Excel is completely accessible, at least through
> JFW, and I assume 
> through the other screen readers out there.  In that
> sense, it is 
> completely accessible to those with sufficient skill
> to use Excel at 
> I'd say an intermediate level.
> 
>   Christopher Bartlett, over being snarky now.
> 
> 
> 
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
The aircraft simulator presents you with information covering the 
state of the aircraft, plus the predicted state the aircraft will be 
in if controls are left at their current settings.  There are four 
cells into which you type your control inputs.  After that, you 
execute a macro I've written to calculate the changed effects of the 
new control settings, copy the values into the present column and 
recalculate the future values two seconds (one control cycle or turn) 
later.  So you play the game by altering the four control values to 
respond to your aircraft's current heading, pitch and roll, as well 
as impending stall or spin conditions.

I'm in the process of putting together a tutorial for blind players 
to supplement the useful but incomplete documentation that came with 
the original files.

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
Ya know, sometimes I wonder why I write long, explanatory emails if 
folk aren't going to read them.  I'm sorry if that comes of snarky, 
but did I fail to make clear either in my first email, or in the 
second response that this is an *excel-based* simulation?  Microsoft 
Excel is completely accessible, at least through JFW, and I assume 
through the other screen readers out there.  In that sense, it is 
completely accessible to those with sufficient skill to use Excel at 
I'd say an intermediate level.

Christopher Bartlett, over being snarky now.



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Brandon armstrong
how does this game work, do you play it in excell?  I am still intrested in 
this game.
Brandon
- Original Message - 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 1:21 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> This is *not* a real-time game.  It is at its core an Excel
> spreadsheet with formulae that convert the state vector of an
> aircraft, expressed as coordinates, roll, pitch and heading to a new
> state vector based on control inputs.  Do not expect an immersive
> multi-sensory experience here, unless like me, you have a good
> imagination.  If you're still interested, I will be glad to email the
> files to you.
>
> Christopher Bartlett
> At 10:38 AM 9/27/2006, you wrote:
>>hi criss where can i get this cool game, and does it work with windows xp
>>and have sounds to it?
>>Brandon
>
>
>
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web. 


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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
Well Jamy. If you read your mail? You know as much as I do on the proposile 
of the game.
Sorry I couldn't be of more help.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: "jamie coady" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 3:24 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Aircraft sym sounds cool is it accessible
> jamie
> - Original Message - 
> From: "The Kolesar Brothers" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> 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" 
>> 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 a

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread jamie coady
Aircraft sym sounds cool is it accessible
jamie
- Original Message - 
From: "The Kolesar Brothers" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
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" 
> 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

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
Hey Tom, from Ron and Boz. What about just a flight simulator? I mean you 
would have to go through all of the detailed check lists that you need to go 
through before even taxing down the runway and so on. Say start from a 
single engine and then go up to the big boys. But also learn to launch and 
land from an aircraft carrier and of course you need to throw in the shuttle 
program as well.
You would think there would be some way of converting this to work with JFW 
or something like that. Also there's a coolprogram I wished was blind 
friendly. Now what was it called? It was something on the lines of flight-x, 
and if I rember correctly? The web address was with the dash
www.flight-x.com
If I were sighted, I would be in the cocpit learnight to fly and I would try 
for the space shuttle program.
Just something to think about.
Ron who would love to be the first blind astronot onspace station Alpha.
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, September 27, 2006 2:13 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


> Hi Chris,
> Please send me some copies. Perhaps once my USA Games work load lightens
> I can make it in to an awesome World War II flight sim game for all of
> us. In any case I would like to try out this Excel flight game since I
> love flight sim games anyway.
> Please, send stuff to
> [EMAIL PROTECTED]
>
>
>
> Christopher Bartlett wrote:
>> 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
>

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
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" 
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

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread ari
Hi Chris, 
I'd still like the file please, can't wait to have a try. 
Thanks 
Ari

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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Thomas Ward
Hi Chris,
Please send me some copies. Perhaps once my USA Games work load lightens 
I can make it in to an awesome World War II flight sim game for all of 
us. In any case I would like to try out this Excel flight game since I 
love flight sim games anyway.
Please, send stuff to
[EMAIL PROTECTED]



Christopher Bartlett wrote:
> 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

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
This is *not* a real-time game.  It is at its core an Excel 
spreadsheet with formulae that convert the state vector of an 
aircraft, expressed as coordinates, roll, pitch and heading to a new 
state vector based on control inputs.  Do not expect an immersive 
multi-sensory experience here, unless like me, you have a good 
imagination.  If you're still interested, I will be glad to email the 
files to you.

 Christopher Bartlett
At 10:38 AM 9/27/2006, you wrote:
>hi criss where can i get this cool game, and does it work with windows xp
>and have sounds to it?
>Brandon



___
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Brandon armstrong
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" 
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 m

[Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
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 G