Realistic G limits for Simulator Battles

Currently, our planes can pull tremendous amounts of G’s with no repercussions for their airframe or the pilot. In some conditions, I can sustain 14 or even 15 G’s for considerable amount of time with no problems except for G-lock.

Should more realistic G limiters be implemented in Simulator Battles? Should there be negative repercussions to the pilot/airframe due to sustained high G overload?

5 Likes

There is a little, the more times you G-Lock the less it takes to G-Lock in the future. That is what the Stamina crew skill does.

But I suppose you could go beyond G-Lock and into full blackout if you G-Lock too often

Bring back full black outs and give us realistic G limits.

Seeing WW2 aircraft pulling stupidly tight turns at high speed is a bit ridiculous.

3 Likes

This isn’t just an SB issue, the artificially boosted G limits shouldn’t exist in RB either.

This exists (For good reason imo) to make the game more accessible and fun. Being able to rip your wings or go unconscious by pulling just a bit too hard would not be fun at all, and would drive new players away from both RB and SB.

2 Likes

That’s what AB is for. And you wouldn’t be any more/less likely to rip wings with proper limits, because the instructor takes care of that.

Two things:

This would lead to all aircraft across all gamemodes feeling far slower and less responsive [Due to how Gaijn handles this stuff, and due to AB being a flat bonus.]

It would also drive people away from RB, because again - you are already climbing for a few minutes to get to the battlefield, blacking out because you pulled just that little bit too hard after all that would be even less inviting.

Sim is a bit different - I can see blackouts and some airframe stress being implemented there, but I would still caution gaijn to take it carefully.

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Yes… that’s the point.

The devs could always change the AB multipliers to match if they don’t want AB performance to change. A very easy “problem” to solve; you’re just looking for reasons to say no to something.

 

I’m not sure what part of “the instructor takes care of that” was missed here.

I don’t think that will benefit RB in any way.

2 Likes

AB can’t even have wing rips afaik.

And I’m fairly sure the pilot has the same blackout mechanics as all modes.

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Then aircraft capabilities would likely be nerfed by at least 50%, if not more. Right now it is fairly easy to get to semi-blackout even with instructor, so making it impossible would heavily restrict aircraft’s capabilites - especially turnfighters like the zero.

Correct, though you lock up fairly heavily at those speeds*. Its why you still generally want to keep to about your maximum speed, or a bit lower.

*Depending on the aircraft

I’m not sure how many times it needs to be said. If performance is decreased, then the actions allowed by the instructor will decrease to match. The end result from a player perspective is the same amount of dealing with potential blackouts/rips.

Not really, at least not in this case. You are hitting it with a double whammy - allowing for full blackouts where the pilot goes unconscious, and heavy airframe capability nerfs.

Therfore you will need the instructor to prevent both - which means that aircraft capability will be decreased across the board, and pilot capability will also be heavily decreased across the board, with far bigger consequences.

This means that aircraft will overall feel far worse, and the instructor will limit players to an extraordinarily heavy degree, further degrading capability.

Yes, that’s the idea. You keep listing “planes would have proper performance” as a con, when it’s the entire purpose of the change.

 

I wasn’t really intending to touch the pilot aspect as much, but it’s not a “double whammy” because they’re not additive, they happen concurrently. If you’re pulling fewer Gs because the airframe has a lower limit, then you’re inherently pulling fewer Gs for the pilot as well, obviously.

I kind of feel the absurd G maneuvers we see at prop tier air sim are largely a consequence of crew skills and how stamina and G-force interact

I’ve been flying a lot of “off-main” planes recently out of curiousity and whatnot. This means I’ve taken I-185 (82) and Spitfire MkIX flying with level 1/1.5 G/Stamina and zero expert because crew level too low to even try to expert them.

Pilot passes out very quickly, even in flat turns at ~400-450 km/h. I dunno how many Gs I was pulling, given lack of indicator, but I was trying to pull lead so probably on the higher end.


We’re looking at… 4.6 max G for the I-185 and 4.8 max G for the spitfire before I start losing stamina.

Now look at an aced plane and it can casually sit at 6G without ever passing out.
Max-stat sans ace, with g-suit F4U-4 I can dive 720+km/h and yank the stick hard to turn 180 degrees with no issues.
Noob-stat no expert, G-suit I pass out about… quarter-halfway into the turn.

One of these is more realistic.

Except it ironically is a con.

The issue is that it leads to all aircraft feeling sluggish and unresponsive, disproportionately affecting aircraft that need it the most. [I.E. Turnfighters.]

The advantage of the current system is that even in RB, you are one with the aircraft, and can generally use it fairly freely. G-limits being increased for the airframe and pilot means that performance is down to the aircraft’s turning capability and really is more varied.

Without the artificial buffs you would likely see aircraft becoming more samey, as the gaps in maneuvering capability were decreased.

Its one of the paradoxical situations - the more resistant aircraft are to breaking and pilots are to blacking out, the more variety there is in playstyles.

Needed since it’s SIM

how they’re supposed to feel, which is the whole idea.

Everything else is just you saying “they should have artificial unrealistic boosted performance because I find it more fun”, which is why AB exists.

Maybe pilots could be made more realistic, but I personally don’t see an issue with how air RB does flight models and stuff now.