GZG List archives -- December 2006

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Re: [GZG] [FT]Multi-abilityfightercostings



Hugh Fisher wrote:
> Historically multiple ability fighters have fallen to "jack of all trades, master of none" syndrome (eg the F-111 was going to replace every other USAF and USN fighter and fighter bomber). <


Not any more. The introduction of advanced computerised FCS technology has meant that aircraft like the F-15E and F-18 can actually do what the F-111 was hyped as being capable of doing. The computers allow the conflicting requirements of various missions (e.g., low wing loading for high agility vs high wing loading for low gust response at low-level) to be achieved in the one airframe. Build the aircraft for the most demanding physical requirements and let the computers handle stability, ride, etc. These days, if an aircraft lacks a capability, it's because someone has decided that they don't want it to have it (usually for cost reasons) or it's overloaded with weapons for another role.

> And I suspect that the training cost for the pilots becomes horrendous as well - anyone got any actual figures/experience for this? <

It can't be _that_ bad, or aircraft like the two mentioned above and the F-16 wouldn't be so widely used, nor would the F-14 have been given an air-to-ground role in its last few years of service.

> Your cost sounds about right for a "swing role" fighter which can [use] ONE ability at a time, chosen when the battle commences or when launched if feeling generous. <

Some abilities might be useful in any role -- Fast Interceptor vs Fast Attack, for instance (what ordinance is hanging off the beast?) -- so there might be the need for "common" abilities (e.g., Fast, Heavy) vs "role/weaponry" abilities. The former would be there regardless of which of the latter were chosen for the current game/mission. And some "choices" are a bit dodgy: what sort of PSB would justify a Fast fighter suddenly becoming a Heavy (but no longer Fast) one mid-game? (rhetorical question!)

> For a genuine combined ability fighter I'd suggest replacing the division operators by multiplications, so the second ability costs twice as much, the third three times as much. <

I think that would be too costly. There's got to be some middle ground to make the use of multi-ability craft viable but not ridiculously effective. I don't claim to know what it is, though....

Phil

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