I have been working on this post for a while by adding a little bit to it from time to time. I do not have a complete picture about everything. I do not think I can answer any question you may ask.
I will just list few comments and notes and leave understanding them for you. Please let me know if you notice any problem.
Mature audience only! :) And no flaming please! Please be prepared to scratch your head.
Now to the business!
-First: leaving the judgement of which is better is left to you.
-All jets masses listed in the table are in kilograms. More mass means more momentum. So slowing down is more difficult (and take off takes more time). This could be an advantage sometimes as some maneuvers may not slow the jet down a lot.
-All jets have a critical hit point limit of 101. So if the "health" falls below 101 the jet will ultimately explode. For the reference: the IGLA can cause damage up to 300 and the sidewinders can cause damage up to 500.
-"Sprint" basically means afterburner for the jets.
-All jets are affected by air drag. They all suffer from the same amount of air drag. Without the drag a jet can have an infinite speed. I am not sure how the game's engine interprets the drag, but generally in physics drag force F=constant*(speed squared) in the opposite direction of motion (i.e. if the jet is going down the drag will go up)
-The wings flaps cause the roll motion for all jets. Each flap has a maximum angle that it can rotate. For example, as shown in the diagram, the J10's flaps can rotate 20 degrees in each direction. The flaps do not move instantly when you order them to do so. They start from rest and speed up their rotation steadily.
Example:
F18:
If you order your F18 to rotate clockwise the right flap will go down and the left flap will go up (maximum 20 degrees).
We know that theta = 0.5*a*t^2 so t= sqrt(2*theta/a)=sqrt(2*20/35)= 1 sec
So the F18 flaps efficiently will become at their best after 1 sec of starting their motion.
You can verify that the same number for the J10 is 0.9 sec for example.
The only thing you need to worry about is that the speed of the flap's rotation does not exceed the maximum rotational speed in the table given. Otherwise the actual time will be longer a little bit.
The same calculations apply for the rudders and elevators of all jets. The rudders generate the Yaw motion and the elevators cause the pitch motion.
Now to compare the flaps/rudders of the different jets you need to compare "Wing Lift" and "Flap Lift" for each part also (on top of how much and how fast they can rotate). I am not sure how the game interprets those numbers exactly. The only thing I can tell for now is that the higher the number the stronger that flap is in lifting the jet and rotating it (which means faster reaction and better maneuverability). Your inputs are welcomed here if you know something.
I am not sure what the pitch offset is. But it seems to play an important rule somehow. I will update this post if I fine something new.
Regarding the EU Fighter, this jet has two elevators in the front as you can see by looking at it. However, when you open this jet in BF2Editor you will find two invisible elevators in the back and you will find that the ones in the front do not seem to work.
The position of the elevator is an important one in how you can maneuver the jet. The jets in BF2 are smarter than what I thought. Everything you see has some physics behind it (Not just dummy animations).
The Su30 and the F15 and the Mig29 have air brakes. The time it takes for the brakes to fully engage can be calculated in a similar way as the flaps and rudders and elevators. Those brakes are basically flat pieces of metal that increase the jets cross section (more air drag) when they are fully engaged. The Mig29 actually has two air brakes. I am not sure for now how much the brakes affect the motion exactly. Your inputs are welcomed.
The engines of the Su30 move with the elevators 10 degrees in each direction. This feature gives this jet more maneuverability than the ones with the fixed engine (faster pitch motion).
The torque of the Jet's Engine and the Differential determine how strong the engine is. The higher these two numbers are the stronger the engine is. These two numbers along with the drag (0.05) determine how fast a jet can go. Of course if you move up or down then you have the gravity either enforcing you or hindering your motion. So there is really no pre-determined speed limit for any jet. The speed limit while moving straight forward is different from the one while moving straight down as you may already know.
The F35B has four (yes four!) extra engines on top of the jet engine in the back. There are "Helicopter" "Roll" "Tail" and "Pitch" engines. The helicopter for example allows the F35B to take off vertically. This engine works when you pull the throttle backward. The "roll" "tail" and "pitch" engines allow it to roll and pitch and tilt without the need to move a bit (the jet engine is not needed to perform those moves). I will leave that to your imagination on how it works.
I actually started to believe that if someone can master how to benefit from those invisible engines then you may kick the J10's @$$. This may need a lot of practice though. You just need to be an F35B pilot! Not just someone who knows how to hold a joystick!
You should know after reading this post is that you should not fly all of the jets the same way. Know what you are flying before you fly.
I included the collisions meshes for all jets in this post. I won’t comment on them a lot. The pictures actually tell everything.
Click on the image to enlarge.

EU Fighter







F-15









F-18






I will just list few comments and notes and leave understanding them for you. Please let me know if you notice any problem.
Mature audience only! :) And no flaming please! Please be prepared to scratch your head.
Now to the business!
-First: leaving the judgement of which is better is left to you.
-All jets masses listed in the table are in kilograms. More mass means more momentum. So slowing down is more difficult (and take off takes more time). This could be an advantage sometimes as some maneuvers may not slow the jet down a lot.
-All jets have a critical hit point limit of 101. So if the "health" falls below 101 the jet will ultimately explode. For the reference: the IGLA can cause damage up to 300 and the sidewinders can cause damage up to 500.
-"Sprint" basically means afterburner for the jets.
-All jets are affected by air drag. They all suffer from the same amount of air drag. Without the drag a jet can have an infinite speed. I am not sure how the game's engine interprets the drag, but generally in physics drag force F=constant*(speed squared) in the opposite direction of motion (i.e. if the jet is going down the drag will go up)
-The wings flaps cause the roll motion for all jets. Each flap has a maximum angle that it can rotate. For example, as shown in the diagram, the J10's flaps can rotate 20 degrees in each direction. The flaps do not move instantly when you order them to do so. They start from rest and speed up their rotation steadily.
Example:
F18:
If you order your F18 to rotate clockwise the right flap will go down and the left flap will go up (maximum 20 degrees).
We know that theta = 0.5*a*t^2 so t= sqrt(2*theta/a)=sqrt(2*20/35)= 1 sec
So the F18 flaps efficiently will become at their best after 1 sec of starting their motion.
You can verify that the same number for the J10 is 0.9 sec for example.
The only thing you need to worry about is that the speed of the flap's rotation does not exceed the maximum rotational speed in the table given. Otherwise the actual time will be longer a little bit.
The same calculations apply for the rudders and elevators of all jets. The rudders generate the Yaw motion and the elevators cause the pitch motion.
Now to compare the flaps/rudders of the different jets you need to compare "Wing Lift" and "Flap Lift" for each part also (on top of how much and how fast they can rotate). I am not sure how the game interprets those numbers exactly. The only thing I can tell for now is that the higher the number the stronger that flap is in lifting the jet and rotating it (which means faster reaction and better maneuverability). Your inputs are welcomed here if you know something.
I am not sure what the pitch offset is. But it seems to play an important rule somehow. I will update this post if I fine something new.
Regarding the EU Fighter, this jet has two elevators in the front as you can see by looking at it. However, when you open this jet in BF2Editor you will find two invisible elevators in the back and you will find that the ones in the front do not seem to work.
The position of the elevator is an important one in how you can maneuver the jet. The jets in BF2 are smarter than what I thought. Everything you see has some physics behind it (Not just dummy animations).
The Su30 and the F15 and the Mig29 have air brakes. The time it takes for the brakes to fully engage can be calculated in a similar way as the flaps and rudders and elevators. Those brakes are basically flat pieces of metal that increase the jets cross section (more air drag) when they are fully engaged. The Mig29 actually has two air brakes. I am not sure for now how much the brakes affect the motion exactly. Your inputs are welcomed.
The engines of the Su30 move with the elevators 10 degrees in each direction. This feature gives this jet more maneuverability than the ones with the fixed engine (faster pitch motion).
The torque of the Jet's Engine and the Differential determine how strong the engine is. The higher these two numbers are the stronger the engine is. These two numbers along with the drag (0.05) determine how fast a jet can go. Of course if you move up or down then you have the gravity either enforcing you or hindering your motion. So there is really no pre-determined speed limit for any jet. The speed limit while moving straight forward is different from the one while moving straight down as you may already know.
The F35B has four (yes four!) extra engines on top of the jet engine in the back. There are "Helicopter" "Roll" "Tail" and "Pitch" engines. The helicopter for example allows the F35B to take off vertically. This engine works when you pull the throttle backward. The "roll" "tail" and "pitch" engines allow it to roll and pitch and tilt without the need to move a bit (the jet engine is not needed to perform those moves). I will leave that to your imagination on how it works.
I actually started to believe that if someone can master how to benefit from those invisible engines then you may kick the J10's @$$. This may need a lot of practice though. You just need to be an F35B pilot! Not just someone who knows how to hold a joystick!
You should know after reading this post is that you should not fly all of the jets the same way. Know what you are flying before you fly.
I included the collisions meshes for all jets in this post. I won’t comment on them a lot. The pictures actually tell everything.
Click on the image to enlarge.

EU Fighter







F-15









F-18












































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