Hi Ivan
You are absolutely correct that adjusting drag coefficients to obtain a top speed at critical altitude will mess with the speed at sea level. So will obtaining the distance desired at maximum cruise settings (in this case the mean of the pilot's manual speeds between 250 mph and 300 mph) mess with the distance obtained at "long range" settings (again a mean between 165 mph and 230 mph). Obtaining the two former will cause too high values on the latter. Obtaining desired numbers for the latter will cause too low top speed and short max cruise distance. I think CFS2 flight algorithms are too generalized or unsophisticated to get everything in sync no matter what adjustments are made. You can have every aircraft parameter correctly entered into the air and cfg files and the result is an aircraft that bears no performance resemblance to the real aircraft. Hence we (me anyway) are stuck with tweaking and compromises.
To answer some of your questions
Yes I have engine power dialed in with RPM / Hg settings and military power overboost Hg.
Bear in mind that in a campaign or mission using the warp function, it does not matter what the player sets the engine and throttle setting at just before he warps. The speed programmed into the waypoint determines how fast the player flies to the next waypoint. And the game determines what the throttle settings would be for waypoint to waypoint based upon the aircraft's flight files. The player's throttle setting only matters if he is flying the whole distance in real time. Auto mixture is turned off in the air file so it the player wants to fly a distance by hand he can adjust the throttle, mixture and RPM to obtain greater distances.
I have played with a large number of prop angles (pitch) and moment of inertia values. Only slight performance differences seem to be obtainable which is just not real world. The best combo I have come up with still requires a compromise of a 10% scalar increase in the cfg file to get documented aircraft performance. Again maybe it is me, but after all the work I have put into it I come back to the conclusion that something in CFS2 flight programming algorithms is too generalized.
I have the performance tweaked to the point where only a negligible amount of added fuel is needed. see below
So here are what my final performance figures for both the G and J model P-38's are:
P-38G
Distance at 275 mph cruise is 600 miles. (exact distance)
Distance at 195 mph cruise is 1179 miles (should be 800 miles)
Top speed at 25000 feet is 395 mph (exact speed military power)
Top speed at S/L is 362 mph (22 mph too high)
RPM spool up time to 10% both engines is 14 seconds from engine #1 start (original was 35 seconds)
Added 4 gallons of fuel
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P-38J
Distance at 275 mph cruise is 840 miles. (exact distance)
Distance at 195 mph cruise is 1630 miles (should be 1175 miles)
Top speed at 25000 feet is 408 mph (exact speed military power)
Top speed at S/L is 362 mph (12 mph too high)
RPM spool up time to 10% both engines is 14 seconds from engine #1 start (original was 35 seconds)
Added 28 gallons of fuel
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The small amount of added fuel and its weight have zero effect on performance.
Other performance improvement
- Engine RPM spool up to 10% is now 14 seconds from engine 1 start. (originally 35 seconds)
- Player can take off once engines are equalized at 10% without wing men running over him.
- Wing men can stay in formation at full throttle top speed.
- AI aggression performance much enhanced.
- AI land, taxi off runway and stop.
Unless someone has a solution for the negative cross effect between top speed at high and low altitude and distance performance cruise settings, I am at a loss. I am at the point of accepting the compromise and go with the top speed at critical altitude and maximum cruise distance as these most affect the campaign game play, and live with the too high values at the other end.
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