Still would like to know why you start the engines on prime rather than advancing the mixture to start.
I don't know the real reason but I could imagine it would give an extra layer of security both for pilot error and mechanical failure.
Say, you have accidentally put throttle way too high. You start with auto-rich: damage ensues as engine to race to high rpm while oil pressures will take time to rise. Also, this will cause risk of colliding, etc. if brakes/chocks aren't applied.
If you start with primer with too open throttle, the engine won't run any faster than with low throttle on primer. It might actually run better with lower throttle. If you open the throttle too much when running on primer, you actually lean the fuel mixture causing loss of engine power.
The risk of overflooding the engine might or might not be an issue. I don't know since I don't operate real warbirds. These are all based on my hunch, which on the other hand is based on my experience with carbureted car engines. (And I ain't even a car-mechanic.)
Scott - A2A wrote:
Q: There's a video to audio de-synch with the cowl flaps
A: Very good observation and good hearing . This is because the external and internal video for that scene was recorded separately.
The audio is desynched from both
videos. The "bang" sounds when flaps are clearly open in external view. The "bang" sound when flap control lever is clearly not in the closer position yet. The two videos (while not perfectly synched to each other) are closer to each other than to how the sound should be. Obviously that doesn't mean there's a real
desynch in the actual game as the audio track can be considered a separate, third track, and can be (in most video editing tools) be moved freely from both video clips. Considering sound is advanced from video, how would Accusim have a talent of premonition, i.e reading the mind of the pilot of whether the flaps are to be completely closed in the future.
"Bang" effect is most likely properly timed already even if not in the development update video. I just hope the sound of moving flaps between intermediate states will be equally synched. Now it seemed to be synched to whether mouse button is pressed or not - not to whether the lever is moved. "Bang" sound was advanced, but the subtler clicks were delayed from level movements.
Anyway, when the public release comes, I trust that it'll be timed to both internal and external views. You've perfected it before so it'll be perfected again. (Though, personally I only care about internal. External is for movie makers and 13yo doom players...)
Considering that each update has exceeded my expectations, I'm wondering when there's going to be some actual limits to what you're willing and able to model from grass-roots up. Splendid work, again.