Updated: June 24, 2014
German Fighter Tree: U.S.A. Fighter Tree:
Complete Complete
Overall Test Parameters are done with:
- IAS (indicated airspeed)
- Auto Engine Management
- Only fully upgraded aircraft tested
- Realistic controls with a Logitech 3dpro flight stick.
- 30 minutes of fuel/limited ammo fuel and clean load outs, no gun pods or bombs.
- The following maps using test flight then mission editor as follows (regular test flight maps and reference aircraft load outs are bugged so I don't use them):
Germany/USA/British: Battle over Ruhr/ Essen
USSR: Battle over Berlin/ Stahndorf
Japan: Battle of Port Moreseby/ Papua New Guinea north-east
Flight test criteria are as follows:
• Max Dive speed:
Just as it sounds, the aircraft is flown from 6000m in a dive until the wings fall off, the IAS is then recordeded
• Vertical Stall Speed:
This is the lowest speed when pointed straight up (90 degrees),without flaps, that the aircraft can still use the elevator effectively.
• Minimum Loop Speed:
This is the minimum airspeed needed in level flight to complete a loop, without flaps, any less and you will stall in the vertical.
• Minimum Turn Speed:
This is the minimum airspeed, without flaps, needed to sustain a turn in the horizontal without gaining / losing altitude or stalling. I decided not to use turn time because it does not give the pilot a specific airspeed for turning without stalling. in comparison, a minimum airspeed tells you how slow you can go and when compared to other aircraft which one turns better at low speed.
• Minimum Airspeed:
This is the minimum airspeed the aircraft can fly, without flaps, without stalling. This is your minimum take off speed, and minimum landing speed without flaps. this is a very usefull number to have especially if your landing badly damaged. since sometimes you wont have flaps or not flaps on both wings.
• MAX Temperature:
This is the max temperature your coolant can get before your radiator opens which slows down the aircraft significantly. when using wep in the max speed in level flight I would feather the WEP so I would stay at the maximum speed while staying only 1 degree under the max temp which would trigger opening the radiator/overheating the engine.
Some final notes on how each analysis was done. all aircraft were flown using a stick with realistic controls. I did not use simple because of the instructor and I did not use full real because it is simply exhausting to fly for prolonged periods of time fighting torque ect.
as for test settings, all aircraft are set to reference settings with no extra ordinance (bombs) or gunnpods... clean load outs only, with 30 min of fuel or the next lowest if 30 minutes isn't available (ie 45min).
Closing notes/FAQs:
This analysis is intended for Realistic Battles. It's great if this data applies to AB and SB but it has not been tested for those game modes.
I used IAS (indicated airspeed) in all the tests instead of true airspeed for one major reason. with IAS, if you see your are flying at 450 kph at 6000 meters that is what the airflow over your wings is traveling at, so if you try to do a loop, you will succeed. now with True airspeed, think of it as how fast your are going at sea level regardless of altitude, but the problem is the air is thinner at 6000m so even though it shows you going 450kph the air is thinner and has less effect on your wing so you need to compensate by going faster than 450kph or you will stall. I find it much simpler to remember one number I can do a said maneuver at than trying to compensate while in a dog fight... the short version is this: if your not using IAS for your flight speed, change it immediately.
Another difference is I climb by airspeed and not climbing angle, climbing by climb angle sets you up to hit a point where you either are not climbing efficiently or you will end up stalling as you climb. so for example, if it says 270kph, that is approximately the best airspeed to climb at. raising or lowering the airspeed you climb at does not change the rate of climb very much, we are talking in 3 to 5 seconds to alt in the worst cast scenarios.
I've always loved the detailed analysis that reagalan did on Flight models, I did not create this to replace that detailed description. this is also not meant to replace aircraft data sheets in the slightest. this is meant to compare apples to apples (and apples to oranges) to give a general idea to the pilot what they are dealing with, and what they can do with said aircraft at a glance very quickly.
with that being said, the paramaters I chose are simple, immediately applicable and most of all useful. a couple are unconventional but imho much more useful. I am fully aware I did not include rollrate or energy retention for the simple reason that they are very easily and quickly identifiable for the prior and the latter is something that is difficult to measure but appreciated by more experienced pilots (BNZ).
I welcome any and all to confirm the data, and with that being said, the regular test map and reference aircraft settings are both bugged and will throw off results. regular tests maps throw in different air temp and starting altitude. The work around was to use the test flight but then go to the bottom left corner after selecting it and clicking mission editor. When using mission editor the reference aircraft setting is actually a stock aircraft setting so I used current version fully upgraded as a solution. The result is the numbers in the analysis match up with RB in game whereas the regular test maps are always off... if you want an example of this phenomena, test fly the usa p40 on test flight without mission editor. then fly the same p40 on test flight except select mission editor. now in the menu select pearl harbor, and any airfield. do a climb test to 2000 meters on both maps and time it. there will be a difference of 30 seconds. all the maps, under overall test parameters, I selected for each country start at the same alt and have the same air temp.
I welcome any and all constructive feedback and outside sources verifying the data :)
- When printed out at 75% of actual size, these charts will fold up four ways and be about the size or smaller than a post card, very useful to have nearby while playing, they are also color coded now across the top to easily identify which card is which by nation.
Edited by MOBB, 24 June 2014 - 08:53 PM.






















