suggested mods for "dog"
Steve Lehar
slehar at park.bu.edu
Sat Jun 22 02:02:45 AEST 1991
As a former commercial pilot and avid aerobatic enthusiast who has
always had an interest in air combat, I have received years of
pleasure from the sgi family of flight simulators, which give a better
and more realistic feel of flying than any other simulator I have ever
flown. Hats off to the guy who wrote this wonderful piece of code!
I have often been tempted to modify the code to fix a few little bugs
that in my opinion mar the otherwise excellent performance of this
great program. Well, several years have gone by and I have never yet
had the time to work on this, so I hope that if I publish my
suggestions here, some kind soul will perhaps feel inclined to
implement some of the changes I suggest. Anyway, here is a pilot's
eye view of some changes that could be made to dog and flight.
=================[ CHANGES I WOULD LIKE TO SEE ]======================
I would like to fix the few handling problems I have encountered with
the simulator. First, there is the tendancy for the plane to "stick"
on due east or west headings- probably a precision or round-off error
that could be patched relatively easily. Then, there is the problem
of turns- you bank the plane to say 15 degrees, and nothing happens.
You have to bank it more steeply and yank back a bit to "break it out"
of the straight line. This too seems like a precision type error. In
a real plane, as soon as you bank it a little bit, the nose starts to
drop, and when you pull back to hold it up, then it starts to turn
automatically. For dogfights, I would like to get an "up" view. In a
real dogfight (of the turning kind) you spend more time looking
straight up through the canopy top while pulling heavy G's than in any
other direction, just as when you do a sharp turn in your car you look
out the side window, not the windscreen, to see where you are going.
Besides, your opponent is often found right there at the other side of
the circle pulling hard to get on your tail. Another thing I would
change is to let you fly harmlessly through the explosion of your
opponent when you finally get him. In true dogfighting it is always
better to get right up close to your opponent before pulling the
trigger, and in dog this is impossible because you will blow up when
he does. It would also be nice to put the rudder and the throttle on
the dial and button box, so you could manipulate all the major
controls in an analog fashon.
And finally, I would like to fix the rudder. The rudder is an
interesting control on a plane- it is not used to turn the plane, the
elevator does that when you pull back in a bank, but it serves three
or four various and independant functions. As a flight instructor I
could always tell a good pilot by how he handles the rudder.
Foremost, it is used to counteract "adverse yaw", the tendancy of the
plane to yaw left when you deflect the aeleron right. This is due to
the fact that the aeleron produces asymmetrical lift on the two wings,
and the one that is climbing "uphill" lags behind, while the one that
is diving "downhill" races ahead. In a normal airplane, rudder is
applied simultaneously and proportionally with the aeleron, not to
create a yaw, but to prevent one. Technically the adverse yaw is
proportional to the lift, or "G" forces being pulled, i.e. you need
more when pulling out of a dive (while of course rolling), none at all
if pulling zero G or going straight up or down, and you actually need
opposite rudder when pulling negative G or flying upside down,
although only an aerobatic pilot need know this. In a simulator, the
adverse yaw is removed algorithmically, so that solves the problem.
The second major use of the rudder is to correct for torque, spiral
slipstream and "P-factor". Torque is due to the rotation of the
propellor, and is experienced while the plane is actually pitching or
yawing, so a pitch up produces a yaw right, and a yaw right produces a
pitch down. These forces are so slight that again, they are only
noticable to the aerobatic pilot when doing things like a Hammerhead
or humpty-bumps, where large pitching or yawing motions are performed
at near zero airspeed. P-factor is an effect most noticable in a
helicopter- the forward speed means that the advancing blade has a
higher airspeed than the retreating blade, so the craft tends to roll
to the left. In a plane, this effect is noticed (to a much lesser
degree) when at a high angle of attack- i.e. nose pointed up but
plane travelling forward, so you do get an advancing and a retreating
blade, which produces a yaw to the left. Again, the rudder is used to
prevent such a yaw. Spiral slipstream is actually the most prominent
of the three effects, and is due to the fact that the wash from the
propeller comes back in a spiral corkscrew. If the plane were built
symmetrically, like a rocket with four fins, this would produce a
small but barely noticable rolling effect. But the ventral fin would
strike the ground on landing, so instead, the dorsal fin is made twice
as large, and the ventral fin is usually eliminated. The spiral
slipstream strikes the dorsal fin on the left side, pushing it to the
right, producing a yaw to the left. The strength of this sideward
force is proportional to the power setting, and inversely proportional
to the airspeed, since at high speed the spiral is stretched out into
a long straight corkscrew, so in a high power low speed climb as on
take-off, constant right rudder is needed to hold the plane straight.
To relieve tired feet, the designers put a slight left angle to the
vertical fin, so that at cruise speed and power setting no force is
needed on the rudder. At the opposite extreme therefore, a high speed
low power dive, constant left rudder is required to hold the nose
straight due to the angle of the fin. Torque, spiral slipstream and
P-factor can all be eliminated from a simulatior without any loss of
performance or controlability, and of course the latter two are
totally absent in a jet aircraft.
Finally, the rudder is used to intentionally yaw the plane at certain
times. This can be done in two ways- one way is the side slip, where
the plane is banked to some angle, then as the nose starts to yaw,
opposite rudder is applied to hold it straight. The plane can fly
indenfintely one-wing-low like this, up to a maximum angle determined
by the strength of the rudder force needed to hold her from turning.
Although the plane is pointing straight, it is actually slipping
sideways and downward through the air in the direction of the low
wing. This technique is very valuable for landing in a crosswind to
keep the nose parallel with the runway, and the proper technique
requires that the upwind wheel should contact the runway in advance of
the downwind wheel. It is also a useful technique for correcting a
slight out-of-alignment on final approach, and this technique is well
simulated in "dog". Say you are on short final, parallel to the
runway, but slightly off-center to the right. Click the right mouse
once and dip the left wing, and the plane will just slide sideways
into position without losing its heading. When properly aligned,
click the middle mouse and immediately level the wings. Make sure to
hold a heading parallel to the runway (using the bank angle)
throughout the maneuver.
The second way to use the rudder is not simulated at all in "dog", and
is a little-known technique useful only in close formation flying or
for dogfighting. Say you are on another plane's right wing and
slightly astern, and you would like to tuck it in a little closer. A
conventional turn would require a left bank, followed immediately by a
right bank, to do a "dogleg" first left then right. Since such small
corrections are constantly required in close formation flying, the
result would be that the wingman is constantly waggling his wings.
The side slip, as described above, is inappropriate for this situation
because of the high airspeed, which would require a steep bank angle.
The proper technique is to keep the wings level, and kick the left
rudder and let the side lift on the fusilage pull you in closer before
you kick the nose parallel again. This way, when following another
plane through various maneuvers, all you have to do is hold your bank
angle exactly parallel with the leader's, and use the rudder to pull
in or ease out. Not only is this the most convenient way to make such
small corrections, but it makes for a good looking formation, where
all the planes roll exactly in unison. In a dogfight, you can follow
another plane more closely by copying his every wing bank, and the
rudder is used extensively for the final pointing of the machine guns
when you shoot. After all this long discussion on the rudder, (please
forgive my verbosity!) this force is the one I would like to implement
in "dog", i.e. give the vertical surfaces of the fusilage a certain
small aerodynamic lift. In a high speed fighter like the f-15 this
side force is easily enough to hold the plane level in "knife edge"
flight- i.e. flying straight and steady with the wings vertical
instead of horizontal, and the nose yawed up slightly above the
horizon. Even my old Pitts biplane could do this trick.
I would be delighted to demonstrate these principles in actual flight
to anyone (in the Boston area) who is seriously planning to modify the
code and fix some of these little bugs.
Steve Lehar
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