Post by natsuterran on Dec 31, 2011 19:43:39 GMT -5
So I've been messing around with the jets in empty servers, and I'm having trouble with ideas to help cut out human elements in order to ascertain hard data on the jets' capabilities. One of the main things I am interested in testing is the jet's turning radius behaving in different ways. Using the basic ASF jets, I've noticed that they tend to fly at around 345 when you leave the throttles alone for a while. So that helps with isolating the speed variable.
One of the hardest parts for me is figuring out exactly where the starting point is for my circle. I've tried using the aircraft carrier and other things but it is way too hard to know when you have done a complete 180, especially when you get into adding vertical movement to the turns.
Overall, I'm just really trying to get down to some hard facts that we can use as rules of thumb when dogfighting other jets. Most people say the ideal turning speed is like 290 to 310. But I feel like that is leaving out other variables that can go into it.
I've already done some testing, but I have been going off of my subjective feelings of guessing if I have completed a turn or not. To my surprise, using the yaw in conjunction with normal or break turning doesn't really seem to help you turn faster. I tried doing High Yo-yo's and coordinated turns. The yaw factor doesn't seem to do anything that a normal turn wouldn't. I also found that every position turns at the same speed more or less. Assuming you do a perfect break turn and start maintaining speed as soon as your frame rate speeds up in 3rd person in the jet, all the turns are equal. This surprised me, as I thought an immelman or Split S was a slower turn than a standard turn. This means that an immelman is your fastest possible 180 turn considering that your plane is most likely in a default position. But obviously vertical movement isn't very great for evading an attacker.
But perhaps my most surprising result was testing the speed of the barrel roll while using afterburners. I went to Gulf of Oman and flew a direct path from each out of bound zone, starting at the highway and ending at the burning building. With afterburners and travelling in a perfectly straight line, I made it to the 2nd out of bounds zone in about 24 seconds. But when I did barrel rolls with afterburners on for most of the time, it was roughly the same time. What I mean by barrel rolling, is to pitch *constantly* while also constantly swirling your plane around. This is impossible if you are going mouse only or using the default controls on console. I have my normal pitch bound to a key, so all I had to do was hold that key, hold afterburners, and hold "roll left."
Needless to say, the plane was flying all over the place, hardly moving in a straight line. I had to take the wheel again for moments in order to dodge a crane or building. But the surprising part is that it made it to the end in roughly the same time while travelling much more distance due to not going perfectly straight. This leads me to believe that this extra speed can somehow be carried over towards turning prowess.
But what do you guys think? I doubt anyone here is as crazy about jets as I am to go to these lengths. I would love some additional confirmation and testing on these factors. Or if you have any other ways to conduct testing. Another thing I'm having a hard time wrapping my head around is vertical movement in circle-dance fights. Is it hurting or helping? In practice, it feels like the plane that does a downward spiral in their turns ends up with the edge.
One of the hardest parts for me is figuring out exactly where the starting point is for my circle. I've tried using the aircraft carrier and other things but it is way too hard to know when you have done a complete 180, especially when you get into adding vertical movement to the turns.
Overall, I'm just really trying to get down to some hard facts that we can use as rules of thumb when dogfighting other jets. Most people say the ideal turning speed is like 290 to 310. But I feel like that is leaving out other variables that can go into it.
I've already done some testing, but I have been going off of my subjective feelings of guessing if I have completed a turn or not. To my surprise, using the yaw in conjunction with normal or break turning doesn't really seem to help you turn faster. I tried doing High Yo-yo's and coordinated turns. The yaw factor doesn't seem to do anything that a normal turn wouldn't. I also found that every position turns at the same speed more or less. Assuming you do a perfect break turn and start maintaining speed as soon as your frame rate speeds up in 3rd person in the jet, all the turns are equal. This surprised me, as I thought an immelman or Split S was a slower turn than a standard turn. This means that an immelman is your fastest possible 180 turn considering that your plane is most likely in a default position. But obviously vertical movement isn't very great for evading an attacker.
But perhaps my most surprising result was testing the speed of the barrel roll while using afterburners. I went to Gulf of Oman and flew a direct path from each out of bound zone, starting at the highway and ending at the burning building. With afterburners and travelling in a perfectly straight line, I made it to the 2nd out of bounds zone in about 24 seconds. But when I did barrel rolls with afterburners on for most of the time, it was roughly the same time. What I mean by barrel rolling, is to pitch *constantly* while also constantly swirling your plane around. This is impossible if you are going mouse only or using the default controls on console. I have my normal pitch bound to a key, so all I had to do was hold that key, hold afterburners, and hold "roll left."
Needless to say, the plane was flying all over the place, hardly moving in a straight line. I had to take the wheel again for moments in order to dodge a crane or building. But the surprising part is that it made it to the end in roughly the same time while travelling much more distance due to not going perfectly straight. This leads me to believe that this extra speed can somehow be carried over towards turning prowess.
But what do you guys think? I doubt anyone here is as crazy about jets as I am to go to these lengths. I would love some additional confirmation and testing on these factors. Or if you have any other ways to conduct testing. Another thing I'm having a hard time wrapping my head around is vertical movement in circle-dance fights. Is it hurting or helping? In practice, it feels like the plane that does a downward spiral in their turns ends up with the edge.