Pilot Archive
Thread: Pitch, Yaw, Roll Acceleration and Max
Ducimus wrote:
CORNER VELOCITY:
Corner Velocity is the airspeed at which your aircraft has the fastest turn rate and tightest Turn Radius. This is not the slowest you can fly while pulling back on the stick as hard as you can. You can not pull higher G’s at slower speeds. Less lift is available, therefore there is less force available to work with.
Also, at high air speeds, you are unable to pull high G’s. So somewhere in between really fast and really slow is your Corner Velocity. In most modern jet fighters simulated, this is between 400 to 500 KCAS (knots, computer airspeed). There are exceptions of course: EF2000 has a corner velocity of about 350 KCAS. If there is no documented speed in the manual, you will need to play with the handling to figure it out. It also needs to be noted that altitude can affect this figure as well.
There are 4 basic means by which you can adjust your airspeed, up or down, to reach Corner Velocity.
Message Edited by Ducimus on 04-04-2005 08:07 AM
Message Edited by Ducimus on 04-04-2005 08:09 AM
Just a small correction to the definition of CAS from a real life pilot/ flight instructor. CAS stands forCalibrated airspeed, which is defined as Indicated Airpseed (the speed your airspeed indicator in the airplane displays) corrected for instrument and position error (this error is caused by things such as lowering flaps or landing gear which may disturb the airflow near the static airsource from which the airspeed indicator gets its reading). Of course, as you noted, this differs from true airspeed (the speed your airplane is actually moving through the air) which changes with altitude.
And what does all this have to do w/ JTL? Absolutley nothing. Sorry. ![]()
Message Edited by twighead on 04-11-2005 11:14 AM
Heh cause its hard to resist when you know more of the details then the layman such as myself
Coreena wrote:
Hi
Well I know that higher is better.
If you press V inflight then you see those numbers in the upper left corner of the screen.
Are the Acceleration values more important or the Max ones?
What are good/best stats for those (in a TIE Interceptor)? I have 5.2 Acc (2.6 for roll) and 1.2 Max on all so far.
What stats in PYR on the engines do you need to reach the next point? (I was able to reach 2.6/1.2 Roll with 65.8 roll, but 66.3 Pitch was only 1.1. and 65.8 Yaw again was 1.2, so I assume its different for each value, perhaps depending on Chassis as well)
Is there a chart or list or whatever somewhere?
Did some experimentation with a lot of help from a shipwright. Here is what I found:
Acceleration values are hardcoded in chassis and don't depend on chassis experimentation or engines (basically defined by the ship class):
That is Pitch and Yaw are 5.2 and Roll is 2.6 acceleration values are the same for any Tie Interceptor and Tie Advanced (yes those 2 ships have absolutely the same maneurability).
Pitch, Yaw and Roll max values (the once you see when inspace and click 'V' button) depend on engine only.
Just for the reference when your engines PYR are close to 65 you will get 1.2 in your ship stats, at 70 you will get 1.3.
I would like to thank Tokklyym for the help he provided.
Abraho wrote:
Coran_Sienar wrote:My rough guess is that each unit of "mystery value" equals 60 deg/sec^2 for acceleration and 60 deg/sec for turn rate from the engines.
I suspect your "mystery value" might be closer to 57 degrees, as it's generally easier to do math involving angles in radians.
Cheers
Ab
Yes that's exactlywhat it is! For example Tie Advanced has Pitch, Yaw = 5.2 (300 in the FAQ) and Roll has 2.6 (150 in the FAQ).
For pitch and yaw 300/5.2=57,69 and and for roll 150/2.6 is the same 57.69.
They just made it simplier. Too bad FAQ isn't updated for long time those numbers were confusing.