Which outliers bro. The speed remained mostly the same, and the altitude too after the 2 turns. Same with altitude, I compensated in the 2nd turn. If I turned a lil too much I eased off after etc, very small inputs.
What matters is the time it took to do the 2 turns while maintaining roughly similar conditions. The 2 turns were mostly smooth, not perfect, which is why I do a turn time average from multiple turns, at 720 degrees instead of just 360.
I could do more turns, like 10+, but the results would not be much different
I am not talking about WTRTI dude, I am talking about taking your own turn rate from calculating it from localhost speed and G load values.
And those results are VERY close to what WTRTI gives me in every circumstance I tested, at least on my system. While statshark has huge errors, mostly at high AoA/slow speed turn rates.
Some values are completely outlandish in statshark.
You brought up the F-106 before, as an example, just go look at the F-106 turn graphs and try to replicate a 19deg/s sustained turn rate in the actual game like it indicates it can.
Locahost gives around 16deg/s maximum sustained turn rate at its optimal speed, and around 14 something at the speeds statshark says it can do 19 somehow lol
Yeah, because somehow WTRTI gives more correct values than StatShark with its non functional formula.
You’re beating a dead horse