MiG Alley is based on the Korean War: 1950-53. It was the
first conflict that saw major jet v jet dogfights. The
conflict also saw some jet v prop encounters. Among the
many aircraft included, the game concentrates on the
following:
- F86 Sabre
- Mig15
- F84 Thunderjet
- F80 Shooting Star
- B29 (big bomber)
- F51 and F82
The player will be able to pilot all the above aircraft
except the B29.
The campaign, which forms the heart of the sim, consists of
three parts:
- Introduction
- Spring 51 Offensive
- Peace Talks
Introduction
In the Introduction, the player moves from squadron to
squadron learning how to use the various aircraft in combat
situations. This section of the game covers the period from
the initial invasion to the Spring Offensive of 1951.
On moving to a new squadron, the player is presented with a
series of missions to complete. These missions have been
chosen to illustrate the action during the period. The
missions will involve various aircraft from many different
squadrons. Once a player has completed a mission, he will
be able to replay it several times by flying other aircraft
from other squadrons in the scenario.
MiG Alley will have over 3 hours of archive footage from
the Library of Congress to introduce the Conflict to the
player.
Spring 51 Offensive
This is the period when either side could have won the war.
The frontline moved regularly as both sides attacked and
defended aggressively.
The player is given charge of 5 squadrons with sixteen
aircraft per squadron. There will be one squadron of each
of the following aircraft types:
- F86
- F80
- F84
- F51 or F82
- B29
Although all squadrons will not be available on any one
day, the player will still have a substantial force at his
disposal. With this force, the player provides the air
support to the ground forces and so he will be able to plan
a range of missions:
- close air support for ground troops on the frontline
- tactical interdiction just behind the frontlines
- strategic interdiction in North Korea
- targetting key enemy assets
- patrolling MiG Alley
Click the image for a larger shot..
The aim is to force the communists back towards the Chinese
border and the position of the frontline will reflect the
player's performance. The ground war will be modelled using
data from actual battles that occurred during the Korean
Conflict. The Communist supply network will also be
modelled as accurately as possible.
On the ground the player will determine his priorities
based upon:
- his overall strategy for winning the war
- information from the frontline ground forces
- status reports from his squadrons
- interpretation of the map data
The player will be able to plan missions in detail or he
can just define the targets and let the computer do the
rest. It is possible to plan a number of missions per day.
However each aircraft can only be used once per day and the
player can only fly one mission at a time. However if he
arranges things so that some missions start after other
missions have finished it will be possible to fly more than
once a day.
Peace Talks
At the end of the Spring Offensive, the player's
achievements will be assessed. This will determine whether
or not he starts the peace talks in a strong or weak
position. The player will not actually be a member of the
Peace Talk delegation. However, occasionally he will be
asked to plan and instigate special missions to force the
communists’ hand. These special missions include
hitting dams. This will give us the chance of showing an
animated "hill" of water rolling down a valley.
Radio Chatter
The player will receive radio chatter in voice and text. He
will also be able to send messages. When on Close Air
Support missions he will communicate with Forward Air
Controllers and Ground Based Air Controllers.
Landscape
The landscape is based on data from a variety of sources:
- 1960-70's satellite data
- 1950-80's aeronautical charts
- 50,000:1 scale maps used by the Army
Cockpit from MiG Alley
The Korean pennisula is more than 30 times bigger than the
area covered in Flying Corps. Although, we want to have as
much detail as in Flying Corps there will have to be some
compromises. This area isn't fully sorted out yet. However
we will probably reduce the data quality in some areas so
that we can have better data on the frontline. This is
important because we want to simulate a full ground war. As
far as possible we will be basing the conflict on battles
that actually happened.
Korea is mountainous. In comparison, northern France is as
flat as a pancake. We should have plenty of opportunity to
fly missions down the valleys in mountainous regions and go
on bombing runs similar to the one in the climax of the
Toko-Ri Bridges film.
Aircraft
In Mig Alley you will be able to fly the following
aircraft:
- · North American F86 Sabre versions A, E and F.
- · Mikoyan Gurevich MIG 15 and MIG15bis.
- · Republic F84 E Thunder Jet.
- · Lockheed F80 C Shooting Star.
- · North American F51 D Mustang.
- · North American F82 G Twin Mustang.
The aircraft in Mig Alley are capable of realistically
simulating many characteristics such as flic rolls, spins,
aileron reversal, adverse yaw, slipstreaming, stalling etc.
Many aerodynamic and inertial effects such as
aeroelasticity, wing sweepback, dynamic coupling,
compressibility are modelled. Real life aerodynamic data
has been used to correctly couple all six degrees of
freedom. In each case the characteristics of the aircraft
have been carefully adjusted to reproduce real life
performance.
With respect to the Mig Alley software the job of the
flight model is to receive player inputs, then output
aircraft position, velocity, feedback and instrumentation
data. The model is executed every 30 milliseconds,
independently of the display frame rate. Within each
execution the following processes occur:
- · Receive player inputs
- · Obtain ambient atmospheric conditions
including wind and gust vectors
- · Perform propulsion calcs (thrust, engine
speed, reaction torque)
- · Calculate aerodynamic forces and moments
- · Calculate inertial moments (caused by aircraft
rotating, mass distribution, gyroscopic effects)
- · Integrate to get new velocity and position
- · Calculate instrument parameters
On the ground, undercarriage tire and leg suspension forces
are modelled to make the aircraft's attitude, speed and
position respond realistically to terrain geometry, engine
thrust, player brake, steering and control surface inputs.
You will observe the aircraft in Mig Alley tilting in
response to acceleration, braking, turning and even wind
gusts. In Mig Alley, if you taxi too fast and turn hard you
will find you lose control as the aircraft skids.
Propulsion has two modes of operation. You can control the
engines throttle setting, as a real pilot does. Or, you may
simply control the engines thrust output. For prop
aircraft, blade element theory is used to determine
thrust/braking and reaction torque produced by the
propeller. Engine reaction torque is passed to the
airframe.
Atmospheric conditions vary from day to day in Mig Alley.
Obviously pressure and temperature change with height. Wind
and gusts are modelled three dimensionally. All these
effects are included in the aerodynamics and propulsion
calculations. Try landing a shot up Sabre on a dodgy
airfield in a heavy, gusty crosswind without skidding down
the runway sideways.
In three further articles I plan to discuss, in detail, the
aerodynamics, propulsion, undercarriage, mass/inertia and
atmospheric aspects and effects of the Mig Alley flight
model and the aircraft modelled.
Performance
One of the major development objectives of the flight model
was to achieve a high degree of accuracy in the
performances of the Mig 15 and Sabre aircraft. A key
feature of this objective was to ensure that the relative
performances were true to life. Reports produced by pilots
actually involved in the conflict and flight test / wind
tunnel reports released by NACA (National Advisory
Committee for Aeronautics) have been analysed and
incorporated into the model. The data obtained, from our
sources, has enabled us to achieve a superior level of
accuracy. Some of the conclusions related to the relative
performance of the Mig 15 and Sabre:
- · Generally the Mig 15 can outclimb and
accelerate away from the Sabre.
- · Above 30,000 ft the Mig 15 is faster than the
Sabre.
- · The Mig's ceiling is estimated to be 5,000 ft
higher than the Sabre's.
- · Below 30,000 ft the Sabre can out turn the Mig
15 in level and diving turns.
- · The Sabre can out perform the Mig 15 in a
sustained dive.
- · Below 20,000 ft each aircraft's level top
speed are similar.
Other flyable aircraft (at present) are the Thunderjet
(F84E), Shooting Star (F80C) and the Mustang (F51D). Note,
three Sabre's are modelled (F86A, E, F) and two Mig 15's
(original and the bis). The model can accurately simulate
these aircraft as well, but, compared to the Sabre and Mig,
less effort has been made in fine tuning all the hundreds
of parameters.
The model has been designed and developed to reproduce key,
combat, performance characteristics for each aircraft.
These fall into two major categories, manoeuvrability and
agility. Manoeuvrability (or energy manoeuvrability)
basically is the aircraft's ability to change the
orientation of its velocity vector and its energy state,
that is, to turn, accelerate or climb. Agility, however,
can be defined as the ability of the aircraft to change its
orientation, that is, roll and pitch performance (mostly
roll and pitch acceleration). Key aspects of the aircraft's
combat performance that have been reproduced in the models,
are:
- Maximum Speed - Altitude curve
- · Thrust - Altitude - Speed profile
- · Instantaneous Turn Performance
- · Sustained Turn Performance
- · Climb Performance
- · Acceleration Performance
- · Roll and Pitch Performance
The Mig 15 was light, powerful and beautiful. When flown by
an aggressive and skilled pilot it was a formidable enemy,
even for the Sabre. When you fly MiG Alley you'll find out
how the '15 fares against the Sabre.
Weight and Inertial Moments
The magnitude and distribution of a fighter's weight has an
enormous impact on the aircraft's overall performance, both
in manoeuvrability and agility. Obviously the lighter an
aircraft is, the better its performance will be. Aircraft
with high moments of inertia about the longitudinal axis
will generally have poorer roll acceleration. Likewise for
pitch and the lateral axis. Wing tanks and stores will
reduce agility and manoeuvrability, particularly roll
acceleration.