Recently Ben Chiu wrote an article titled
where he described the different approaches different sim designers
have taken to modeling aircraft flight characteristics. I want to take
off from part of his discussion to talk about my experience in
Microsoft Combat Flight Sim, Microprose EAW, and Janes WW2 Fighters
beta. I'll also throw in a comment or two on Activision's Fighter
Squadron beta.
Note that Fighter Squadron and WW2 Fighters are not quite
complete, and any comments or observations on the flight model at
present may not prove true in the final product. Note also that I am
not a pilot nor an expert in aerodynamics!
In his article Ben pointed out that there is no such animal as a
perfect flight model. True, progress has been made, but all flight
models to date still have "holes," even if those holes have become more
theoretical than real with the best flight models.
Spit in MS CFS. Click for 640x480.
I'm in agreement with Ben that there are three lenses through
which to view flight modeling: performance, feel and function.
Performance refers to how well the simulated aircraft matches the
performance numbers of the real aircraft. Feel describes the
subjective, and hardware dependent aspects of simulated flight.
Function refers to cause and effect relations in the simulation: when X
happens, Y should result.
The first component is the easiest to perfect. Performance tables
translate quite effectively into the simulation world, and the numbers
are not difficult to come by. However, this becomes more tricky as we
reach backwards in time, because measurements and the means of
accomplishing them are not the same today as they were fifty years ago.
In order to accurately model performance characteristics of WW2
warbirds, programmers rely on hard data as well as anecdotal data. In
other words, scientific measurement is combined with pilot testimonies
in order to approximate the performance and feel of the aircraft.
That being said, I'd like to compare two aircraft across four simulators. We'll look at the Spitfire MK IX in Microprose' EAW, Activision's Fighter Squadron, Microsoft's CFS, and Janes WW2 Fighters
from the point of view of performance, feel and function. I find the
flight models in these simulations striking in quality, but I am
intrigued by the differences at the high levels of realism.
Stability Differences
Before we get into the actual in simulator data, let's consider a
framework of aircraft characteristics to better understand what we will
be seeing in each simulation.
Airframe stability exists along three axes: pitch
(longitudinal), ailerons (lateral), and rudders (directional). In order
to test a particular airframe for stability, pilots test pitch by
pushing forward or pulling back on the stick. The test is simple. Take
the aircraft to a comfortable cruise speed at 3000-5000 feet in level
flight, then pull the nose up 20 degrees and let go of the controls. If
the aircraft returns to level flight by itself, it is a positively
stable airframe.
This test performed on a Corsair will find the nose quickly
returning to the horizontal. The highly manouverable Zero, on the other
hand, is neutrally stable. Releasing the stick in a climb as described
above will find the aircraft still climbing when it finally stalls.
Negative stability is indicated by the reaction of the P-39
Airacobra. Releasing the stick in the test manouver finds the aircraft
increasing its angle of attack: the nose continues to rise! The P51
Mustang is in a class of its own. Releasing the stick finds the hose
bobbing about and slowly coming down to the stable position. The
Mustang is a marginally stable air platform.
With that background established, let's consider the Spitfire.
Here is testimony from an actual pilot on some of the performance
characteristics:
Every Spitfire I've flown takes a bit more muscle to roll
than most fighters. As speed increases both rudder and ailerons get
heavier, resulting in a curious mismatch at high speed...one has to
handle the almost oversensitive elevators with a light fingertip touch
while arm-wrestling the stiff ailerons. Pilots had to keep this in mind
during combat, particularly when going against the Fw 190 which had a
sterling rate of roll and exceptionally well harmonised controls. That
being said, the aircraft is very well balanced and delightful to
manoeuvre. Whipping a Spit around the clouds ranks right up there at
the top of aviation's great experiences.
The aircraft stalls like a Piper Cub. Though a wing
tends to drop, there isn't the slightest mean streak in it unless you
cob the power, which produces a very violent torque roll. Power off,
gear and flaps down, main fuel tanks full, it stalls at 65 kts, which
is ridiculously slow. Add a slight bit of power and that drops to 60
kts.
With that enormous snout, I try to make a curving approach to
landing at about 100 kts in order to keep the runway in sight as long
as possible. By the time I'm rolling out across the field boundary, if
at max landing weight, I should be no faster than 85 kts with power and
95 kts in a glide. At lighter weights these speeds can be reduced by 5
kts.
All Spitfires are exceptionally easy to land with no inherent
tendency to swerve or groundloop. Just reduce power to idle, flare to a
three point attitude and she sets down on a feather almost every time.
This is a great surprise to most considering the narrow track
undercarriage and full swivel, non-locking tailwheel.
Why doesn't it drop a wing violently or make the pilot stomp on the
rudders? I wish I knew. The genius of managing to combine light
aircraft characteristics with such high performance is nothing short of
miraculous compared to most other wartime tailwheel types. One or two
landings in the Spitfire and you are in love for life.
The Late Jeffery Ethell, quoted from December 98 issue Flight Journal,
"Flying the Spitfire".
Let's start with the assumption that Janes, Microprose and Microsoft
are using essentially the same data for modeling performance
characteristics in each of their simulators. According to a Microsoft
programmer, this makes up 80% of the finished product. Once this data
is in place, tweaking is done to get the right feel.
Much of that tweaking is done in response to feedback from beta testers
and pilot consultants. In many cases these pilot consultants have
actually flown the real aircraft, and some of them still fly.
As a result, while base performance should be the same, we can
also expect the final model to vary somewhat, since different
consultants are being used by different game companies. Furthermore,
its likely that the translation of and implementation of the feedback
given by actual pilots will also vary.
That being said, I want to describe the differences I am seeing
in the actual flight models in each of these simulations. Then we will
refer back to our "resident" expert quoted above. First, European Air
War.
Warbirds Chart by Joseph Hong.
Spitfires in EAW
Stability and Stall Speed
The Spitfire MK IX is more difficult to fly in EAW than in
either MS CFS or WW2 Fighters. The overall response is more similar to
WW2 Fighters, but the aircraft feels heavier in CFS or WW2 Fighters.
(Incidentally, in all three simulations the Spit IX has a top speed of
340 knots at 7000 feet).
The Spitfire IX in EAW is neutrally stable. Pull the nose up at
level cruise of 250 knots at 5000 feet and the angle of attack remains
the same until the aircraft stalls.
I find myself in trouble more quickly in EAW, and I also find
recovery more difficult.
Stall occurs at a slightly higher speed than in either WW2 Fighters or
MS CFS, and it's not as easy to tell when you are getting into an
accelerated stall.
For example, I flew a straight and level path at 6500 feet and
cut throttle all the way back. I then attempted to hold the nose level
for as long as possible.
At 120 knots I began losing altitude with the nose level. At
100 knots I was dropping like a stone, and stall buffet began at around
90 knots. However, I was still in control of the aircraft. If I had
dropped either wing at that speed I would have been out of control
quite quickly.
In Microsoft CFS and Janes WW2 Fighters the Spit IX is
positively stable. Pulling the nose up at level cruise and releasing
the stick results in a gradual return to horizontal.
In CFS stall occurs at the lowest speed of the bunch and is
least noticeable. At 6500 feet I was able to hold altitude until about
90 knots. In WW2 Fighters I could hold altitude with back pressure on
the stick until about 100 knots. Stall buffet became noticeable at that
speed also.
Torque Effects and Aileron Roll
Engine torque has a major impact on roll rate, as anyone who has
flown the Sopwith Camel in Flying Corps or Red Baron II can tell you!
On takeoff, failure to take account of torque effects in Microsoft
Combat Flight Simulator or in Fighter Squadron will have you on one
wheel and a wing tip quick as a wink.
However, neither CFS nor EAW model the torque effect once you are in
the air. A left aileron roll will take the same amount of time as a
right roll, and cutting the engine has no effect. An aileron roll is
the quickest in EAW, at about four seconds, and in MS CFS takes just
over five seconds. (You can see the torque effect in CFS when you rev
the engine as the plane pulls left, but for some reason this isn't
reflected in roll rate).
In WW2 Fighters, however, a right roll is much slower than a
left roll. A left roll takes about five seconds, but a right roll at
full throttle takes more than nine full seconds! Yet while torque
effect is modeled in the air, it seems almost absent on take off
(either this is going to change or torque is minimized on the ground to
allow pilots an easier lift off. EAW also seems to ignore torque).
Fighter Squadron models torque in the air, and is also the most
challenging takeoff of these four simulations. Granted, the flight
modeling may not be complete in either FSSD or WW2 Fighters, but I've
found myself on the fence more than once trying to get off the runway
in FSSD! (The over bounce on the springs has now been corrected,
according to Michael Harrison). Watching the process from an outside
view is also instructive. The aircraft gear compression is modeled and
you will find it bouncing a bit if you overcompensate with rudders.
After this battery of tests I became curious as to what would
happen if I stalled one wing first when pulling a high AOA until stall,
so I performed the same manouver again, starting a climb at 200 knots
and 6000 feet. Then just when the stall effects could be seen I hit the
rudder hard left.
WW2 Fighters. Click for 800x600.
In EAW there was initially no effect, and then suddenly one wing
dropped away and I was in a spin. This didn't happen in either MS CFS
or WW2 Fighters.
However, attempting the same manouver in Fighter Squadron beta the
response was more like EAW. Even before I applied rudder one wing began
to stall and the aircraft started to fall off to the right. I attemted
to compensate with rudder rather than let the aircraft recover itself,
and I found myself in a nasty spin. A few moments later one of the
wings snapped and I was in deep trouble.
I did some experimenting with high speed dives in EAW and MS
CFS, and the differences are substantial. In EAW the Spit IX is more
responsive and manouverable than in MS CFS or WW2 Fighters beta. You
are more likely to survive a high speed dive in EAW, but only if you
don't black out while pulling high g's! In MS CFS a high speed dive is
likely to get you killed. WW2 Fighters falls somewhere in between these
two but is not as forgiving as CFS.
This makes good sense of the feeling in EAW over all. The Spitfire in
EAW is a less stable air platform than in either WW2 Fighters or MS
CFS, and probably closer to Fighter Squadron than either of the other
two.
Fighter Squadron. Click for another.
Controller Issues
One interesting facet of flight modeling and feel relates to the
controller itself. I used my Thrustmaster gear exclusively for these
flight model tests, and I also tested exclusively on a single system in
an attempt to keep things equal (PII 300 with 96 meg SDRam running
Matrox MGA G200 and Wicked 3d-2).
However, I've also used three different sticks in each of these
sims for comparison of feel and control accuracy: the Thrustmaster F22
Pro, the Logitech Wingman Force, and the Quickshot GenX 700. Each of
these sticks has their own usefulness, but the latter is the most
lightly sprung and therefore the quickest action.
As a result, trying to fly EAW with the GenX is like trying to
balance a quarter on edge. Flight becomes much more difficult, and my
perception of the model is likewise canted.
The impact of force feedback is quite interesting in this
regard. With the most touchy model of these four simulations, EAW
benefits the most from force feedback, and thankfully also has the most
detailed force feedback model in place.
WW2 Fighters and MS CFS, on the other hand, with a more weighty
feel to the aircraft, seem less touchy and less affected by quick
movements of the stick. Using a lighter stick with these sims won't be
such a problem.
Oddly, however, I've noticed that speed bleeds more slowly in
Fighter Squadron than in MS CFS or EAW, and more slowly still in WW2
Fighters. It could be that drag is not as strongly modeled in the WW2
Fighters beta.
Summary
No flight model is perfect, and no single simulation will satisfy every virtual pilot.
On the other hand, all these models are quite sophisticated, even if they emphasize certain aspects above others....
Its interesting that in EAW the Spit is neutrally stable, while
in WW2 Fighters and CFS it's positively stable. This is an issue with
the overall modeling of the characteristics of the aircraft, and it
would be interesting to hear from someone "in the know" as to which is
more accurate.
In any case, each of these sims offers much more than a flight
model, and unless you place flight model first in importance above any
other feature, you will likely purchase one or more of these WW2 sims
for other features.