jcomm
September 11th, 2007, 10:07
Where "IFR" stands for "Irritatingly Faked Rates" of turn...
Describing the problems with the ball physics in MSFS would make a very very long post, so, let's talk the turn rate part of the instrument....
Why the Hell can't we use that instrument, on most of the aircraft, to properly indicate a standard rate turn (on most GA aircraft)???
Even if you create a graphicaly accurate and bigger intrument to make it easier for you to align the wings of the "small aircraft" with the 2' marks, most airplanes will complete a standard rate turn in much less than 2 minutes, whi,e others will take much longer :-(
I have created several versions of the gauge, using alternative methods, ranging from the theoretical rate of turn formula (valid only if the turns are coordinated) to variation over the token variables "DELTA HEADING RATE" and, with FSX "RATE OF TURN" or something like that....
We have even applied Eulerian transformations, dividing those values by COS(bank) (because a turn "turns" more and more into a pitch-only turn as you bank more and more.....), but the fact is that no formula or gauge is independent of the aircraft we use it with ...
Does anyone have any ideas on how to properly get the RATE of TURN from the sim????
Describing the problems with the ball physics in MSFS would make a very very long post, so, let's talk the turn rate part of the instrument....
Why the Hell can't we use that instrument, on most of the aircraft, to properly indicate a standard rate turn (on most GA aircraft)???
Even if you create a graphicaly accurate and bigger intrument to make it easier for you to align the wings of the "small aircraft" with the 2' marks, most airplanes will complete a standard rate turn in much less than 2 minutes, whi,e others will take much longer :-(
I have created several versions of the gauge, using alternative methods, ranging from the theoretical rate of turn formula (valid only if the turns are coordinated) to variation over the token variables "DELTA HEADING RATE" and, with FSX "RATE OF TURN" or something like that....
We have even applied Eulerian transformations, dividing those values by COS(bank) (because a turn "turns" more and more into a pitch-only turn as you bank more and more.....), but the fact is that no formula or gauge is independent of the aircraft we use it with ...
Does anyone have any ideas on how to properly get the RATE of TURN from the sim????