RE: RHS Maneuverability Review
Posted: Fri Nov 24, 2006 3:04 am
Well, actually, as you will see in this thread, and two preceeding threads on the same subject, we do understand what maneuverability is. I got to study aircraft maneuvering early in life as an anti-air warfare specialist in the USN,
and I also got to learn to fly in a Navy flying club - which helps one have some perspective. Later I worked as a resident computer engineer at a USAF Software Integration Laboratory at Boeing. So aside from some personal interest in these matters, I have also had some formal exposure to them.
The basic problem with the simple WITP system is that we must give each aircraft a single rating, regardless of altitude, speed, flight regime, instantenious loading, etc. for both horizontal and vertical maneuvering. We have elected to go with a composite rating system. And we simply do not permit a plane to reach its service ceiling - where its rate of climb (by definition) is 100 feet per minute. [RHS uses an operational ceiling which is halfway between optimum operating altitude and service ceiling - so our planes never are completely at their worst for maneuverability].
The problem with your approach is that we do not have turn rate data. You cannot look this up in a standard reference for most types, and it was not even measured for more than a few types in our data set. Nor is there an easy way to calculate it. We elected to use values which were either directly available in source materials or able to be derived from it. It is present here mainly as a function of wing loading, modified by power loading, and greatly modified by the number of engines (or 1 if the engines are on axis). The goal was to achieve a single, openly defined, objective system permitting anyone to calculate (or verify the calculation of) maneuverability - so we don't have to depend on the game designer's classic seat of the pants guess ("it is not quite as good as a Zero so make it 2 points less"). If one does not expect too much of such a simple rating system - and if one does not place too much weight on a single factor (when several define a plane) - this system seems to be rather good at indicating the average differences betweeen aircraft. Not only does it clearly distinguish between the maneuverability of gigantic 4 engine aircraft and tiny single engine jobs, it usually indicates the relative differences between similar planes correctly. Until we have more fields - and a more sophisticated air combat model to use them - it may be as good as we can do? What might change is the constant K - if we can show a statistical skew we might be able to compensate for it by adding a constant.
and I also got to learn to fly in a Navy flying club - which helps one have some perspective. Later I worked as a resident computer engineer at a USAF Software Integration Laboratory at Boeing. So aside from some personal interest in these matters, I have also had some formal exposure to them.
The basic problem with the simple WITP system is that we must give each aircraft a single rating, regardless of altitude, speed, flight regime, instantenious loading, etc. for both horizontal and vertical maneuvering. We have elected to go with a composite rating system. And we simply do not permit a plane to reach its service ceiling - where its rate of climb (by definition) is 100 feet per minute. [RHS uses an operational ceiling which is halfway between optimum operating altitude and service ceiling - so our planes never are completely at their worst for maneuverability].
The problem with your approach is that we do not have turn rate data. You cannot look this up in a standard reference for most types, and it was not even measured for more than a few types in our data set. Nor is there an easy way to calculate it. We elected to use values which were either directly available in source materials or able to be derived from it. It is present here mainly as a function of wing loading, modified by power loading, and greatly modified by the number of engines (or 1 if the engines are on axis). The goal was to achieve a single, openly defined, objective system permitting anyone to calculate (or verify the calculation of) maneuverability - so we don't have to depend on the game designer's classic seat of the pants guess ("it is not quite as good as a Zero so make it 2 points less"). If one does not expect too much of such a simple rating system - and if one does not place too much weight on a single factor (when several define a plane) - this system seems to be rather good at indicating the average differences betweeen aircraft. Not only does it clearly distinguish between the maneuverability of gigantic 4 engine aircraft and tiny single engine jobs, it usually indicates the relative differences between similar planes correctly. Until we have more fields - and a more sophisticated air combat model to use them - it may be as good as we can do? What might change is the constant K - if we can show a statistical skew we might be able to compensate for it by adding a constant.