Here's a fuller reply of what's going on.
My interest in enhancing the turn rate is experimental and it applies to both AI and user piloted aircraft. FSCAI is an acronym for FS Combat AI, and among other things it gives AI aircraft the ability to engage the user (or other AI) in aerial combat. The objective is not to make a game but to make a simulation with maximum authenticity. We are aiming for as much realism as FSX/P3D can give us. That's why I'm posting here.
A critical part of close-in guns combat ("dogfighting") is the ability to make hard turns. The aircraft that can turn tighter has a huge advantage on the one that can't. So to make AI fight realistically they must be able to turn as well as the real-world counterpart of the aircraft they are flying. Ideally we want it to be able to sustain the real-world turn rate but no more (we don't want gimped planes or super planes we want real planes.)
Much work has gone into this turn problem and most of the issues have been "solved" in the sense that AI pilots can be forced to bank up to 90 degrees and several SimConnect techniques are used to force even harder turns from the reluctant "airline-trained" AI pilots. This generally works well and they are formidable opponents - so now we are in another phase - tuning the turning capability to at least somewhat match real-world numbers.
Of course the problem arises that simulated aircraft both user and AI
were not designed to be pushed to these limits and their ability to actually perform realistically in the sim varies widely, and in no particular relation to the capabilities of the actual airplanes they simulate.
Example. If in testing I fly a well-simulated airplane (like the A2A Spitfire) I can turn and fight realistically. But if for instance I fly the Just Flight Hurricane (a fighter with a turn rate better than a Spitfire) against the same AI they have their way with me because the JF Hurricane can't even sustain a 4-G turn. The AI 109s out-turn me and shoot me down relentlessly if I try to turn fight with them. This isn't realistic, the real Hurricane can out-turn a 109. I want to be able to fix this in the JF hurricane air file.
The same problem holds with AI aircraft but it's even worse because most AI were put together from cut-and-paste air files and cfg files so that they can fly from point A to point B and land (perform their AI role in FS) but if called upon to climb, dive, and turn like a combat airplane many are either unable to do it or - they do it
too well. I want to be able to fix AI to perform more or less like their real world counterparts. I know this will never be anywhere near perfect but I want to be able to fixthe most ridiculous cases.
I'm not a newbie with these configurations I know how to adjust power and speed many other flight characteristics, but turn rate is something I don't have experience fixing.
I'm not sure why tinkering with turn rate ability would be different for AI versus a user aircraft. It seems like the numbers should be in the same place. But I may not understand fully how it works.
Examples on the user side are the A2A Spitfire vs the JF Hurricane as mentioned above, and on the AI side I've been testing with the MAIW Spitfire, Hurricane, and BF-109. All three of these have the same turn capability in the sim - whereas in the real world the Mk.I Spitfire could do a sustained no-flaps 360 degree turn in 20.8 seconds, the BF-109E4 could do the same in 24.1 seconds, and the Hurricane Mk.I in 22.1 seconds (source is RAF flight testing from 1940.)
I want to be able to tweak some numbers to give these AI something reasonably those approximate rates of turn, if possible.
Dutch
Link to the FSCAI program for anyone interested:
32 bits -
http://fscaptain.net/downloads/FSCAI_Alpha_SC32_200226.zip
64 bits -
http://fscaptain.net/downloads/FSCAI_Alpha_SC64_200226.zip
Forums where FSCAI is discussed by testers:
https://fscaptain.proboards.com/board/29/fscai