Hi Chris,
Please send me some copies. Perhaps once my USA Games work load lightens 
I can make it in to an awesome World War II flight sim game for all of 
us. In any case I would like to try out this Excel flight game since I 
love flight sim games anyway.
Please, send stuff to
[EMAIL PROTECTED]



Christopher Bartlett wrote:
> I have recently been learning how to fly a Microsoft Excel-based 
> flight simulator that an air combat gamer by the name of Dean Essig 
> wrote to facilitate the playing of air-to-air engagements in the 
> World War I and II eras, with a few extensions to the Korean War.  I 
> was initially excited to hear about such a creature because I thought 
> it might provide some accessibility in an otherwise grim part of the 
> gaming world.
>
> After two weeks of evaluation I can report that if one is willing to 
> invest a little time, and one is at least a moderately good Excel 
> user, this simulator is completely accessible.  The other requirement 
> is a well-developed sense of spacial relations as you need to 
> translate heading, pitch and roll expressed in degrees to a 
> representation of the aircraft's attitude.
>
> The simulation consists of a core flight engine, the worksheet that 
> does all the calculations for the control inputs you provide and 
> several files that contain specific flight characteristic and 
> armament data for over 200 aircraft ranging from the biplane fighters 
> of WWI to most of the active service fighters and several bombers of 
> WWII, plus a few early jets.  You provide four control inputs, two 
> for stick position in an x-y plane which in turn translates to roll 
> and pitch controls, throttle setting and rudder position.  You have 
> limits on where these can be set, based on the aircraft's speed and 
> the G-loading you have put on the wings and the pilot.
>
> To date, I have flown a duel between a Spitfire and a BF-109, a 
> bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might 
> have been part of the morning of June 4, 1942 over Midway Island, a 
> four-on-four melee of Wildcats vs zeros that took place in the China 
> Theater in late 1941, an attack by 2 FW-190A4s against a wounded 
> B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2 
> MiG--15s.  In each case, the simulation correctly showed up the 
> differences in aircraft performance, firepower and toughness, the 109 
> couldn't turn with the spit, the zeros can outturn anything in the 
> early war American arsenal, the thunderbolt is deadly if it gets a 
> clean shot in, and I have ripped the wings off a saber by pulling an 
> 11-G maneuver.
>
> Now, before one gets excited, the simulation provides good 
> information about each individual plane's flight path.  Using it to 
> play an actual engagement without using some sort of map board is a 
> far more difficult exercise that requires the ability to construct a 
> moderately complex simulation in Excel or some other such tool.  I 
> have cobbled together things that work for me but aren't ready for 
> prime time yet.  My next project is to fly a squadron of 12 
> lightnings in a free-for-all with 12 FW-190s, and to create for it an 
> engine to handle the mechanics of actually tracking 24 aircraft, 
> computing the shot possibilities and giving info about relative pitch 
> and bearings for one aircraft to another to allow for intelligent 
> flying.  This is no small project, but should end up with a game of 
> high complexity but manageable data loading that others might be 
> interested in playing.
>
> If I do it correctly, it should be scalable to combats of an 
> arbitrary size, though the sheer weight of data will become 
> overwhelming long before the theoretical limit of several thousand 
> aircraft would be reached.  I don't envision flying more than 
> squadron vs squadron engagements myself.
>
> Sadly, the files aren't available on the web, or at least the web 
> site that I was originally directed to didn't have them available.  I 
> am willing to email them to other interested parties who may have 
> other ideas on how to turn the excellent modeling of aircraft flight 
> into a usable game engine.  Dean flew his aircraft on a hex grid, but 
> provided the facility to track aircraft in Cartesian coordinates.  I 
> have fixed a few small bugs in these calculations and they now 
> function correctly.
>
> I have asked Dean, and he enthusiastically gave me his permission to 
> spread this simulator among my fellow blind gamers.  He was extremely 
> helpful in my learning how to fly the thing.  As a pay-it-forward, 
> and since I may now actually know it better than he does (it's an old 
> project for him) I will provide support on an as-I-can basis for 
> anyone who is interested.  It is my hope that if I or someone else 
> develops a useful way of taking the output data of the simulator into 
> a tracking worksheet, we will be able to play engagements over email, 
> and possibly even run actual missions with several players each 
> controlling one or a small group of aircraft.  As I said, the 
> learning curve is fairly steep and a good knowledge of trigonometry 
> would be a useful asset for any fellow designers, but once the combat 
> simulation portion is done, I think it would highly reward many 
> people who would like to take the role of Ken Taylor and George 
> Welch, or the other four Wildcat pilots who managed to take off on 
> the morning of December 7, 1941, or that of the German pilots 
> engaging the massed bomber formations in 1943.
>
> So, who's with me?
>
>       Christopher Bartlett
>
>
>
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