How would you guys feel if G limiters were implemented

All top tier aircraft being limited to 9g’s would be a contreverisal topic for sure. What are yalls thoughts

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As far as i understand it, they are implemented.
In sim (or full real control) with dampening mode on. But in realistic mode they have the structural limit of the aircraft instead (or some number below that i think?) unless you turn the limiter of for those aircraft that are able to do so.

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good addition. but also nerf of pilots needed

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Its a videogame i wanna be able to do stupid flips and turns, so big no from me

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id like it, i dont think my mirage 2000 should be pulling continuous 15g turns over a 5 minute battle, its really cartoony.

same goes for props, how the hell is a Potez 630 able to pull so many G’s man

We may need a Air Historical out of Realistic for these ideas :D Yes +1

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The instructor in game has an AoA limiter function which helps to stop them from stalling from exceeding critical AoA, this is the same thing used for dampening in sim, however it doesn’t really stop planes from exceeding limits the way an IRL accurate G-limiter would.

NGL though, i feel like most people would hate it, basically every NATO plane is limited to 9Gs or less depending on load, and it would lead to a feeling of planes compressing and not being able to turn well at high speeds.

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So play Arcade :p

is the M2k sc4 TWS bad? Had a mig 29 literally fly straight at me and my TWS couldnt see him. Is it tied to the antenna elevation being low? I feel like he was flying high so maybe my radar didnt see it?

Maybe it is out of your radar’s scaning area. M2K CS5 has only a 3 degree at pitching direction i remember.

So play Sim :p

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Real life average is 9G max on the body, most maneuvers averaging up to 6G. Game we do 12 to 15 constantly in top tier.

If you ever come to South Africa I can dump you into a little Piper Cherokee and show you what constant 4G feels like - most people think they pulled 12G.

Being able to run 12 to 15 in game in ARB and ASB is a bit off.

Bodyweight at 9 times heavier is heavy

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Oh yeah absolutely, but it is also a game that should still be fun to play, part of that is deviating a bit from realism at the lower game modes :P
But yeah, most pilots would faint after less than a second at 10g + and practically instantly at 12-15g.

But then there are outliers that are absolute “g-monsters” like this dude: (https://www.youtube.com/watch?v=_0nbRYIBVDQ). (Like… HOW??)

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This I do understand though I do feel and agree with OP that it should be scaled a bit better between game modes from realistic battles +. When my EF2K snaps its wings before my pilot caves in a turn feels kinda meh gameplay wise.

EDIT : For most part I myself came to WT cause my DCS setup died on me and needed a fill. Game play wise -

Maps were constricted
1.Air got forced to mixed battles
2.Some mechanics were “balanced” (not really cause balance VS nerf is not the same thing)
3.“Realism” and “Immersion” kinda left the window.
BR wise pre-2022 was terrible but movement and play was more fun than it is now.

And ye that dude is insane especially in sustained! NGL I know that feeling in his face of trying to get some sensation back and highest I have experienced was 8G in a snap pull. Yes I did pass out for a second.

In game that would mean every top tier jet would turn at the same rate.
An F-15 should not be turning as well as a Eurocanard.

Gaijin probably need to add onset G and how long or short the pilot or airframe is designed to withstand that.

And payload fuel G limititations. A clean airframe can pull more G than a combat loaded one.

Ace crew be like:

As far as I’m aware, most planes in game (RB settings) can pull about 1.5x the maximum airframe overload of their irl counterparts (with a few outliers, such as the Tempest MKii and Eurofighter)

Well for the honestly, useing the irl G limints will be a wellcomed change, in my opinion. I think that it may balance ARB and to some exted CAS in GRB. But I do remember the outrage, when the F-16 was limited to only 9G… so most of the comunity will be aginst it.

This is where speed management comes to play. It will force less full burn high-G turns.

Not in sim I would say.

However I would suggest the impossible, give every plane its irl calculated critical G limit.

Meaning if you pull to critical G you will likely ruin the plane. This would effect gameplay massively as planes would need to maneuver within their IRL maneuvering tones vs just pulling 13G out the gate and the plane with the lowest wing loading wins.

I would also add a more dynamic buffet and departure model to better represent stalls and departures.

Ultimately this would completely reshape air SIM, the handling qualities of an aircraft would start to contribute to the plane’s effectiveness equally as to its performance.