#Add a stat for acceleration

81 messages · Page 1 of 1 (latest)

tame hemlock
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Add a stat to let us see how fast a vehicle accelerates in the stats panel

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would be kinda useful for job chaining imo

thorny heath
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No comment

fluid isle
tame hemlock
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true

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but it can help a bit

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for job chaining u do NOT want to lose condition

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which is done by using ur engine (if its 0%, even if the engine is on, condition doesn't go down)

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so ideally u would want to get to said airport (Which in the early stages is rlly close) rlly fast

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and thus u would want something that accelerates rlly quickly

fluid isle
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hell if we were to get a new stat

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it would be nice to get a roll rate time stat

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would be useful for fighters and such for jobs like mach loop

gloomy lava
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I mean

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good idea

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but I think there needs to be a disclaimer

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that your frame rate and connection quality will absolutely change how fast you accelerate

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also @grizzled drift has the 0-300 kts value for most SSTs so that may be useful

fluid isle
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makes me wonder what the speed range would be for an acceleration stat

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0-300 is too big of a range ngl

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the amount of time it takes to reach rotation speed couldn’t work because every plane rotates as a different speed

grizzled drift
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Recording everything and then aligning it to be frame perfect would take way too much time

fluid isle
grizzled drift
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Other thing is

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You can just extrapolate to whatever metric you want

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As acceleration on planes is linear afaik

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On airships i think its non linear

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but could be wrong

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Alas

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We should def get some new stats

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Perhaps uhhh
Acceleration (1-10) based on acceleration values
Handling (1-10) based on a combination of pitch, roll, and rudder controls

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So YES trolley

fluid isle
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would be more unique if planes were like airships in which acceleration wasn’t linear

fluid isle
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I find those bars to be misleading tbh

fluid isle
grizzled drift
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By setting parameter values and comparing the aircraft between them to get a metric between 1-10

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1 being an225 with the buran on top and 10 being the foulke

tame hemlock
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@grizzled drift can i have these values

grizzled drift
modern cargoBOT
gloomy lava
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assuming acceleration is linear

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we can just do a v-t graph

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and then see if it's something like [true air speed]*cos(AOA in degrees)

grizzled drift
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considering thats what it used to be

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Well

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Used to be egregiously worse

gloomy lava
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and AOA definitely affects rate of acceleration from experience so we're just testing how it is affected

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also since acceleration is linear

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0-100 should be the same as 300-400

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and that means we can test 300-400 with an airliner without having to consider stall speed and stuff that induces a downwards vector

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i.e. less math to deal with

grizzled drift
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having to takeoff and reach a specific speed is too much effort compared to just spawn the plane, turn engine on, press afterburners and dont turn or take off

gloomy lava
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true

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but if I have to test acceleration affected by AOA I would want to make sure the speed vector is pointing towards where my plane is pointing towards

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rather than being affected by a downwards vector due to being close to stall speed

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fighter jets and SSTs should be better for testing stuff like this rather than a huge airliner

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or anything with stall speed being a smaller fraction to top speed

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saying this because you can't test 0-100 at 10 degrees; you'd have to do it at 300-400

grizzled drift
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factoring for AoA as well

gloomy lava
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ye

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I'm just saying AOA based on the assumption that the velocity vector will be in the same direction of the look vector at a high enough speed (ignoring wind component of course)

tame hemlock
summer basalt
# tame hemlock R u trolling

Id you think i am trolling you should see the guy i just aruged with in suggestionsclueless he might have been a godly ragebatter or hyper dumb

grizzled drift