Dunno, maybe it is some set mass used when spawning a unit or on a statcard.
I don’t know that much about their FMs, but I think (guess) this value does not really do that much.
I think "FlapsPolar0" is the wing with no flaps deployed (again, I might misremember smth), and "OswaldsEfficencyNumber" represents how much drag the wing produces for a given amount life. The higher the value the lower produced drag (more efficient wing, i.e., less speed bleed). @Giovanex05 can explain it better than me (or you can just read the wiki for Oswald’s Efficiency Number). Here the value went up, so it should bleed a bit less energy.
"ThrustMax0" I think is the base max thrust value. This is then multiplied by coefficients to determine the thrust based on alt, speed, and other parameters. So the base thrust went up a bit (for the SM).
"ThustMult" is in "Mode5" section is for "Throttle": 1.1" (thrust at 110% - afterburner). So a bit higher thrust on afterburner.
Oswald in game is not actual oswald you would calculate (besides actual oswald coefficient completely changes with AoA).
0.7 increase in game files is huge. Feels like they either deactivated the Su-27’s automatic flaps and/or probably matched it for sustained turn rates in the 27sk manual indtead of the other one
Bro, I have a Lebesgue Measure on the Real Line and Fourier Analysis in like 26 hours. Hardest offering of this course by my current prof and I have like 30% of the course left to learn. I am boned, yet here I am
Tup, basically Oswlad in real life is (multiplied by constants) a numbers that gives you the drag when you have the lift (or vice versa).
Oswald is ideally constant but in practice varies a lot with AoA.
In game files Oswald is by far the most influential value for drag and lift relation although it isn’t the only one, precisely because the actual lift and drag ratio is not a single value.
Also yes flaps polar 0 is the wing polar without flaps deployed… since other polars didn’t not change that’s why i’m somewhat guessing is something about automatic flaps getting removed
I don’t know, but I think they may be instructor values. Last time I did some testing manually editing flight models momentums are determined by the “arm” section for wings, fuselage, elevators etc that is distance of that force from center of mass
That was my guess, too, but the instructor section starts at like line 2100.
Maybe it is what determines the max possible deflection of the elevator, or maybe how much effect they have on pitch and roll? Idk.
The elevator section also has "AnglesMultiplierRoll". Could it be coupling between the two? Or maybe it just shows that the elevator can also function as an aileron?
I can confirm the following from in-game testing;
Much more realistic flight control and handling
Much better sustained turn rates at very low speeds and low-medium AoA
Instant turn rate does not instantly drain all of your airspeed below 25 degrees AoA
Overall, the handling seems to be far more realistic albeit still very incorrect. Hopefully they fix the Eurofighter similarly.