So, as I understand it, the wing is broken down in sections, each of which will use some tabulated lift and drag for that airfoil at the current velocity vector and dynamic pressure? That seems fine. But it doesn't talk about how it deals with the fuselage and how it calculates its lift/drag. Calculating pressure drag is complicated and depends on the details of the airflow around the fuselage, and there's intersection drag at the interfaces with the wings/empennage. A significant portion of the drag for piston airplanes is also the cooling drag of the air that's forced through the cowling and the engine baffles. Does anyone know to what extent this is taken into account?
I'm not knowledgeable enough to tell if there are answers there, but some of these questions might be addressed in the deep dive of the F-4 Phantom modelization.
In my experience this also uses tabulated data or simplified equations based on some geometric parameters (such as the exposed surface area). For the purposes of simulating flight, ball park figures are sufficient to get a reasonably accurate representation of an aircraft's behaviour and stability in various flight conditions. The additional accuracy you get from fluid dynamics simulations is computationally expensive and usually only needed in aircraft design.
There was an ooooold DOS game called Flight Unlimited that correctly(-ish) modeled flaps, rudder, etc, and ran you through a flight school to teach barrel rolls, Immelmann turns, etc.
I've been looking for an Xbox/Console game that lets you fly and crash a plane, shoot things in a game-like context, not slide around in some space invaders bubble with laser turrets painted to look like missiles.
Flight Simulator misses the mark (I think) because it's not so game-y. All the fighter jet games I've tried miss the mark because their physics is way too arcadey. Any recommendations?
I remember Flight Unlimited. Besides what you mention I remember it having very impressive world graphics for its time.
What you are looking for seems fairly niche to me especially on console, the only game that comes to mind is Star Wars Squadrons.
On PC I'm sure the story is a bit different (but not being much of a gamer these days I may not be the best person to ask). It may be worth checking out MicroProse games. This is the legendary publisher of old, with the brand being passed on through various mergers and acquisitions and the current stewards do a remarkable job and publish quality titles. Tiny Combat Arena may be worth checking out as it fits your description somewhat (if you can get past its stylised graphics).
Appreciate it! I know it's kindof niche, but Tiny Combat Arenas description seems exactly on point, unfortunate that it's only on PC.
I never considered Star Wars Squadrons, all the reviews on console seriously dragged the game, and I don't have a lot of time (and I think their multiplayer is kindof dead by now), but it has been coming up at $8.99 when I was paying attention so I'll keep an eye out.
I'm not understanding the situation. When I had RSUs as an employee, those grants were voided at separation. I only got to keep the RSUs that had vested before separation (which were then just common stock and that I had paid taxes on at vesting.)
Are you saying your former employer let you keep your unvested RSUs which subsequently vested at the IPO? (I've never heard of anyone getting to keep their unvested grants after separation.) Or were you still an employee during the IPO and left the company between then and now?
It's double trigger vesting. You vest proportionally based on your length of employment but the company is private so you can't liquidate and then they fully vest (meaning you can sell what had vested by the end of your employment) again at IPO (+lock up period).
I find it most annoying when moving your eyes. Anyone will notice the flicker if their eyes aren't stationary since then each "flick" will end up on a different part of the retina. So, instead of a normal motion blur you see a dashed line which is hard to ignore.
I think most people are missing the point about accountability and thinks, in typical American fashion, about punishment. Accountability is about being responsible for outcomes. That may mean legally responsible, but I think far more important is the knowledge that "the buck stops with me", someone who is entrusted with a task and knows that it is their job to accomplish that task. Said person may decide to use a computer to accomplish it, but the computer is not responsible for the correct outcome.
Given that they were only authorized to fly in the "Bell X-1 supersonic corridor", I'd wager that sonic booms are fairly commonplace there. I doubt there are any residents around.
There are residents for sure in that corridor, but the residents are on Edwards AFB, and are fairly used to sonic booms. When I was on Edwards, there was still the last operating SR-71, and that boomed any time it flew.
I really don't care for controlling lights or whatever, but I find it very nice as a common place to monitor all the different things we have in the home: heat pump, evse, humidity in rooms, power consumption, state of lawn mower bot, etc.
Aerodynamic drag is proportional to cross sectional area. A train only has maybe 2-3x the drag of a car at the same speed, but it has on the order of 100 to 1000x the mass and momentum. It takes forever for drag to do anything to a train at speed.
Although "Top-level vdevs can only be removed if the primary pool storage does not contain a top-level raidz vdev, all top-level vdevs have the same sector size, and the keys for all encrypted datasets are loaded."