Handling the sim crash proximity zones question
Posted: Thu Apr 14, 2005 1:24 pm
Got a question for you if I may;
First of all, congrats on doing a hell of a lot of work to get your program up and running. I can only imagine how difficult it must have been, and how much satisfaction you are getting from it.
There are certain aspects of the team show formation environment that would be very hard to duplicate in the simulator and I'm interested in how you have this set up for yourselves.
For example, for the real life scenario, just dealing with the slot here and discounting the wing positions for a moment, if the slot is in position, he experiences trim changes opposite to lead's and as such, the position is hard to fly for the slot, and lead can feel him there by the trim change lead needs that he wouldn't need if the slot was out of position. In other words, if slot is in position, lead can feel him there and if he's out, LEAD'S trim changes!!
What this means in real life is that you have the slot holding a "paint" on the lead's aircraft along a position line.
What I'm getting at here is that in real life you don't have the "crash or impact zone" that you have built into the simulator. Slot flies the position and either hits or doesn't hit lead based on his ability to hold position on his position line.
In the simulator, there seems to be a programmed proximity zone for air to air impact...at least there is in MSFS anyway.
Do you have such a zone in the Lock On simulator, and if so, have you changed it in any way to accomodate the proximity required for your formation work?
First of all, congrats on doing a hell of a lot of work to get your program up and running. I can only imagine how difficult it must have been, and how much satisfaction you are getting from it.
There are certain aspects of the team show formation environment that would be very hard to duplicate in the simulator and I'm interested in how you have this set up for yourselves.
For example, for the real life scenario, just dealing with the slot here and discounting the wing positions for a moment, if the slot is in position, he experiences trim changes opposite to lead's and as such, the position is hard to fly for the slot, and lead can feel him there by the trim change lead needs that he wouldn't need if the slot was out of position. In other words, if slot is in position, lead can feel him there and if he's out, LEAD'S trim changes!!
What this means in real life is that you have the slot holding a "paint" on the lead's aircraft along a position line.
What I'm getting at here is that in real life you don't have the "crash or impact zone" that you have built into the simulator. Slot flies the position and either hits or doesn't hit lead based on his ability to hold position on his position line.
In the simulator, there seems to be a programmed proximity zone for air to air impact...at least there is in MSFS anyway.
Do you have such a zone in the Lock On simulator, and if so, have you changed it in any way to accomodate the proximity required for your formation work?