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Watch for the hype (Read 1091 times)
May 13th, 2006 at 5:54pm

x_jasper   Offline
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Not to be pesimistic but.....to date MS have not produced a single sim with correct aircraft inertia dynamics, prop physics, or engine RPM instrumentation. Example on the latter is the fact that their tacho's always read maximum engine RPM, regardless of what the engine is actually doing.

I wonder if there has been any company statement to guarantee these 'toy-like' characteristics are rectified once and for all in the new sim, or will they market this one with deliberate 'features'

I've been simming (if you can call it that) with MS for over five years now, and would like to see them take the meaning of simulation seriously, before I hand over the dosh. Undecided


 

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Reply #1 - May 13th, 2006 at 7:13pm

flyboy 28   Offline
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I've come to notice that FSX is going to be more of a game than a simulation, with the missions and all. As for the dynamics, it's hard to produce an accurate model because after all, the best flying is by the seat of your pants. Smiley
 
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Reply #2 - May 13th, 2006 at 7:58pm

Airshow_lover   Offline
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I think FSX is going to try to immitate X-plane and fix these thing you talk about.
 

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Reply #3 - May 13th, 2006 at 8:02pm

Katahu   Offline
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Consider what has happened  already.

1. X-Plane is a tough competitor against FS in terms of dynamics.

2. The CFS series seems to have ended after the downfall of CFS3.

So with CFS out of the way [if it is out of the way] the developers could finally direct much of their time, effort and resources to fixing any issues with FSX. And the mere fact that they are taking so long to finish it clearly indicates that they are doing the best they can to make the sim live up to its motto "as real as it gets".

For those who have been flying the FS series since the time of the first Apple computers, you obviously have noticed a cycle. For example: In the past and at one point, the series was slowly being given new additions until the series reaches a point where it makes a sudden leap in its progress. I remember FS95 being all pixelated which made it look nasty, but then I saw the smoothed-textures feature and support for helo being added into FS98. Then FS2002 came with it famous autogen. Evey other version in between the sims have been nothing more than updates rather than improvements.

So I get the feeling that FSX is that one point where the sudden "leap" begins. I can imagine this cycle continuing for the next 20 years. Roll Eyes
 
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Reply #4 - May 13th, 2006 at 10:46pm

Mobius   Offline
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I really don't see a reason for it to not fix many things that were wrong with previous versions of FS.  Since FS9 was released, many things have changed, the computing power has increased many times, dedicated physics cards have been introduced, and community interest has continually increased.  With all these things in mind, it really makes no economic sense to release a product that is inferior to its competitors in any way.  I have a feeling that flight dynamics as well as many other aspects of the sim will increase with leaps and bounds, and we just haven't heard about that yet, because there is no way to convey that through screen shots and videos. Wink
 

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Reply #5 - May 13th, 2006 at 11:57pm

Nexus   Offline
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Quote:
 I have a feeling that flight dynamics as well as many other aspects of the sim will increase with leaps and bounds, and we just haven't heard about that yet, because there is no way to convey that through screen shots and videos. Wink


Uh, what are yout alking about?
Fly spot view, put the aircraft in a spin and see if it reacts like its real counter-part.

For example.

Maybe FS X will deceive Sim pilots with its inaccurate physics once again (anyone managed to get a phugoid going, for starters?)
But do those people they really care, I doubt it, which I understand  Smiley
MS knows that 95% of the buyers are not interested in ultra realism.

I'm just happy we're getting a new simulator.  8)

 
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Reply #6 - May 14th, 2006 at 12:46am

Mobius   Offline
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Quote:
Uh, what are yout alking about?
Fly spot view, put the aircraft in a spin and see if it reacts like its real counter-part.

I guess I should have said it would be hard to tell if FSX has improved flight dynamics from the videos and screenshots we have seen so far, as we have only seen snippets of anything other than a helocopter flying in the videos.  Who knows, maybe the next video will be just that (the spin).  If not, I still won't be disappointed, because I am very impressed with what I have seen so far, and I am relatively happy with the flight dynamics seen in many add-on aircraft already available for FS9, other than the post-stall dynamics, but I don't know how that will be modelled in FSX, hopefully correctly.  I do see your point though, they should show whether or not the physics have been improved through any new videos.  I'll still probably be giddy-as-a-school-girl the day it comes out, new flight dynamics or not. Grin Wink
 

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Reply #7 - May 14th, 2006 at 1:23am

Katahu   Offline
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Quote:
Uh, what are yout alking about?
Fly spot view, put the aircraft in a spin and see if it reacts like its real counter-part.

For example.

Maybe FS X will deceive Sim pilots with its inaccurate physics once again (anyone managed to get a phugoid going, for starters?)
But do those people they really care, I doubt it, which I understand  Smiley
MS knows that 95% of the buyers are not interested in ultra realism.

I'm just happy we're getting a new simulator.  8)



Everybody is a critic. Roll Eyes

Tell me. What is it with you and spin outs? You seem to be obsessed with spin out to the point that anything doesn't spin out is considered unrealistic. You want spin outs? Go fly IL-2 and you'll have a blast in trying to get "out" of the spin outs. Grin

But seriously, have you ever seen a 747 spin out in real life and recover from it?

As for me, I don't like spin outs. I can't recover from them in either FS, CFS and I doubt I would get out of it in real life as I suck in getting out of them anyways. Roll Eyes
 
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Reply #8 - May 14th, 2006 at 6:11am

Delta_   Offline
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A lot of propellor aircraft run at max rpm anyway.  An engine is more efficient at 100% throttle.  To control the speed the prop is pitched at an angle.  Not sure if flightsim is that complex though. ???

An interesting fact, many military pilots when flying at low altitude in a 4 engine aircraft, turn 2 engines off and run the other two at max speed.  This increases the range and endurance of the aircraft.  It minimises fuel usage.  Not practiced by commercial pilots though.
« Last Edit: May 14th, 2006 at 7:21am by Delta_ »  

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Reply #9 - May 14th, 2006 at 6:13am

x_jasper   Offline
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I would guess the majority are indeed getting taken in by the pretty pictures.

The issue is not ultra-sim features, but the fact that there are certain deliberate errors with all releases of these sims.

On the basis that we are now on the tenth sim, and we still don't have engine RPM indicators that work, we still  don't have the sim reference vs CoG in the correct place etc, etc,  it can be fairly assumed these endemic traits are part of some marketing strategy. My guess is 'someone' actually doesn't want us to have a simulator in the proper sense. Presumably because if we had one we would not be so ready to buy another.

I personally don't want another half-sim, half-game.

Billy if you read this old boy, put the CG/FS ref in the correct place, get ALL the gauges working as they should, give me realistic prop physics, otherwise no deal.
 

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Reply #10 - May 14th, 2006 at 6:23am

expat   Offline
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Quote:
A lot of propellor aircraft run at max rpm anyway.  An engine is more efficient at 100% throttle.  To control the speed the prop is pitched at an angle.  Not sure if flightsim is that complex though. ???

An interesting fact, many military pilots when flying at low altitude in a 4 engine aircraft, turn 2 engines off and run the other two at max speed.  This increases the range and endurance of the aircraft.  It minimises fuel usage.  Not praticed by commercial pilots though.


The Nimrod is a good example of this. Once out on patrol, it shuts down the inboard engines.

Matt
 

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Reply #11 - May 14th, 2006 at 7:53am

C   Offline
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Quote:
An interesting fact, many military pilots when flying at low altitude in a 4 engine aircraft, turn 2 engines off and run the other two at max speed.  This increases the range and endurance of the aircraft.  It minimises fuel usage.


Well, Nimrod pilots do... Wink Grin
 
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Reply #12 - May 14th, 2006 at 9:38am

Nexus   Offline
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Quote:
Everybody is a critic. Roll Eyes

Tell me. What is it with you and spin outs? You seem to be obsessed with spin out to the point that anything doesn't spin out is considered unrealistic. You want spin outs? Go fly IL-2 and you'll have a blast in trying to get "out" of the spin outs. Grin

But seriously, have you ever seen a 747 spin out in real life and recover from it?

As for me, I don't like spin outs. I can't recover from them in either FS, CFS and I doubt I would get out of it in real life as I suck in getting out of them anyways. Roll Eyes


Actually my biggest gripe has been the unrealistic rudder control, but thanks for putting words in my mouth Katahu. You seem to have an attitude problem, I suggested a way to show FSX's new flight dynamics and you're jumping the gun....hello?  ???

I happen to believe that a Simulator which claims to be "as real it gets" should be able to replicate some of the most fundamental charactaristics of flight, which it fails to do.

X-jasper is dead on, btw.



 
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Reply #13 - May 14th, 2006 at 10:17am
Jakemaster   Ex Member

 
From what we've seen I have a feeling that MS is at least fixing some of the flight model problems.  I cant really say much about them because Ive never had the pleasure of flying a plane, but one thing that has really bugged me about fs in the past is the horrendous heli dynamics.  Since the majority of screenshots and videos feature the bell, I have a feeling that they have been working on it and making it fly like a helicopter
 
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Reply #14 - May 14th, 2006 at 10:20am
Jakemaster   Ex Member

 
One more thing:  We all have to realize that no sim is perfect.  ITs definately a sim, not a game, as you would realize if you ever played a flying game.  FS is not meant to be a commercial simulator, in fact, I dont believe it is even recognized as a viable simulation for pilot training.  But it does replicate flying as best as it can.  Its not arcade like, you cant fly easily without knowing what your doing.  And besides, it does an excelent job simulating certain aspects of flight such as radio navigation and other things.  There is really no point in acting like they do a terrible job because it doesnt fully simulate real life flying as real as it can be, you have to remember that it is a computer program
 
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Reply #15 - May 14th, 2006 at 10:20am

Ashar   Ex Member
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I was thinking...maybe this makes sense...but here goes anyway...

After 9/11, I highly doubt that MS will implement the reality factor...I know this is bordering Politics and whatnot...but wouldn't reality make it simpler for anyone to do Flight training at home and do...well you know what...

Just my 2 cents Lips Sealed Lips Sealed
 
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Reply #16 - May 14th, 2006 at 11:07am

Nexus   Offline
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Jakemaster: Putting an airplane into a spin or whatever is not likely part of "commercial training" as you refer it to. It's part of basic aerodynamics and the effects of inertia and kinetic energy.

Commercial flying is better depicted than Cessna or Piper flying, just so you know.
Since airliners flies very gentle and doesnt push the envelope (which requires advanced computations)







 
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Reply #17 - May 14th, 2006 at 3:52pm

JBaymore   Offline
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Quote:
 There is really no point in acting like they do a terrible job because it doesnt fully simulate real life flying as real as it can be, you have to remember that it is a computer program


The most important point is that is an under $100 USD computer program.  When you factor THAT in........ even fs2004 is amazing.   Smiley


best,

.....................john
 

... ...Intel i7 960 quad 3.2G LGA 1366, Asus P6X58D Premium, 750W Corsair, 6 gig 1600 DDR3, Spinpoint 1TB 7200 HD, Caviar 500G 7200 HD, GTX275 1280M,  Logitec Z640, Win7 Pro 64b, CH Products yoke, pedals + throttle quad, simpit
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Reply #18 - May 14th, 2006 at 3:55pm

JBaymore   Offline
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Quote:
After 9/11, I highly doubt that MS will implement the reality factor...


I think that they don't want too much reality factor for a far different reason.

For every "serious simmer" .... like those of us who hang out here at SimV......... wanting more realism....... there are scads of "casual types" and "gamers" that would not buy the program if it took too much effort to learn to fly it.

I think extreme realism would be a poor economic move on their part.  They have to run a balance....keep both "sides" happy.

best,

.................john
 

... ...Intel i7 960 quad 3.2G LGA 1366, Asus P6X58D Premium, 750W Corsair, 6 gig 1600 DDR3, Spinpoint 1TB 7200 HD, Caviar 500G 7200 HD, GTX275 1280M,  Logitec Z640, Win7 Pro 64b, CH Products yoke, pedals + throttle quad, simpit
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Reply #19 - May 14th, 2006 at 4:00pm

justplanecrazy   Offline
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I want it as real as you can get it in all respects i mean you could teach a monkey to fly a cessna but theres a lot more to it than just flying around what i would like to see is all your pen and paper nave tools in a flight planing screen in sted of the simple electronic flight planner and some more realistic charts
 
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Reply #20 - May 14th, 2006 at 6:08pm

x_jasper   Offline
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John

You took the words right out of my mouth.

Surely, instruments which actually mean something isn't too much to ask, is it ?

Consider: traditionally MS sims have one basic prop form which is constant speed, however graphically they are variable speed.

The merlin engine for example is rated at 3,000RPM and the gearbox reduction ratio is 2.38:1, this means that at max RPM the tacho should read 3,000 as you would expect, and the actual prop RPM would be 1260.

At slow run / idle say engine RPM ~ 800, the tacho should read 800 and the prop rpm would be 336RPM.
ALAS!! even under slow / idle engine RPM the tacho still reads 3,000 !

Now, MS would have you believe their tacho is showing prop RPM, and not engine RPM. This is blatently untrue since I for one would be very worried indeed if I were near a ten foot prop spinning at 3,000RPM. I don't know what the tip speed would be but it would be a safe bet to assume mach 1 had been passed. This is what breaks props, and the reason for having a reduction gearbox.

So it's a bit pathetic really to have an engine tacho that always reads 3,000

Most likely the 'gaming' fraternity doesn't realise this basic fact.

C'mon MS  Wink

Jasper
 

P4 2.5. massive huge 10 foot display.
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Reply #21 - May 14th, 2006 at 11:21pm
Jakemaster   Ex Member

 
GUYS!  REMEMBER!  Its only a computer simulation.  I dont know what you expect to be honest.  I really dont understand what you are looking for.  Do you want it to be exactly like real life?  If so, then you need to spend a lot more than 50 bucks on it and buy projectors,full motion platforms, cockpit hardware.  I mean, come on!  Even if the flight dynamics are perfect there are still so many different aspects you cant replicate.  So I hate to say it, but live with what your given my MS and Aces
 
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Reply #22 - May 14th, 2006 at 11:27pm
Jakemaster   Ex Member

 
Quote:
Jakemaster: Putting an airplane into a spin or whatever is not likely part of "commercial training" as you refer it to. It's part of basic aerodynamics and the effects of inertia and kinetic energy.

Commercial flying is better depicted than Cessna or Piper flying, just so you know.
Since airliners flies very gentle and doesnt push the envelope (which requires advanced computations)










What I mean is FS is not meant to be a commercial level sim, its not intended to train real pilots, its intended to entertain those like myself and others who love flying and dream of flight but cant afford it in the real world (even tho all the money ive spent on my computer and sim stuff is probably enough to get some training)
 
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Reply #23 - May 15th, 2006 at 12:05am

JBaymore   Offline
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Quote:
......(even tho all the money ive spent on my computer and sim stuff is probably enough to get some training)



LOL   Grin
 

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Reply #24 - May 15th, 2006 at 2:39am

Ecko   Offline
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I agree Jasper, there's no idea in not fixing a stupid mistake like the incorrect gauges, since that would be an extremely easy thing to correct.

Jake, you have to agree here, it's a mistake that could be fixed in a matter of seconds..
You're saying; do not correct it. Why?
If they cannot give us some serious flight dynamics, which they clear can or will not, they can at least spend some time fixing those stupid mistakes that makes the game unrealistic.
 

...
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Reply #25 - May 15th, 2006 at 1:31pm

Joe_D   Offline
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Quote:
I think that they don't want too much reality factor for a far different reason.

For every "serious simmer" .... like those of us who hang out here at SimV......... wanting more realism....... there are scads of "casual types" and "gamers" that would not buy the program if it took too much effort to learn to fly it.

I think extreme realism would be a poor economic move on their part.  They have to run a balance....keep both "sides" happy.

best,

.................john


Yes, good point.
However isn't that what the "realisim" sliders are for?
Personally, I would love to seee more realistic stall and spin charitaristics.

 

Home airports are KMGJ and KSWF in Orange County, NY&&Stop by and say hello. Smiley
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Reply #26 - May 15th, 2006 at 2:03pm

x_jasper   Offline
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I just don't know what it is with some people and spin.

Unreasonable, is pointless RPM and boost gauges etc.

Reasonable, is inaccurate spin characteristics. People may not realise it but actually to model spin correctly would involve massively complex algorithms. MS could be let off the hook as regrads spin.

But please, let us see accurate gauge, correct prop modelling, and smooth FM's. These are after all basics and by now the FS series has matured to the point where these basic features are justified.

P.S. out of interest when FS9 first came out I remodelled the dynamics for the DC3 & Trimotor, these were very popular and I gave the files to dozens of people. Everyone was wholly satisfied and I did not charge a single cent for my work. So, if I can do it........

Regards all
Jasper
 

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Reply #27 - May 15th, 2006 at 3:54pm

C   Offline
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Quote:
The most important point is that is an under $100 USD computer program.  When you factor THAT in........ even fs2004 is amazing.   Smiley



Agreed. I regularly fly a multi-million pound/dollar sim at work...

a) Can it spin? - not really
b) Does it handle like the real aircraft? - Just about, providing you aren't in close proximity to the ground...
c) Does it taxy properly? - Nope - it taxys as though the main wheels are surrounded by treacle...

To top this off, you can fly into the ground and then opem the canopy and get out too...

For £49.95/$100ish dollars, you get a decent representation of "flying"... Certainly good enough for me...

 
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Reply #28 - May 15th, 2006 at 4:32pm

Katahu   Offline
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Dang, if a multi-million dollar piece of hardware can't do 100% realism then I certainly doubt the FS series would be able to fix its dynamics even if M$ did concentrate on that. Shocked

I've been flying the latest update of X-Plane lately and I can that even X-Plane has its drawbacks in terms of dynamics. For example: No matter how hard I work to setup the sensitivity and null zone on my joystick almost all of the aircraft in X-Plane seems to twitch when I try to turn gently to either side. Heck, you can even see the control surfaces act all twitchy. I'm not sure if this is the result of a poorly setup joystick or a flaw in X-Plane's ability to understand anny joystick input. And let me remind you that X-Plane is one of the most accurate commercial sims in the market.
 
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Reply #29 - May 15th, 2006 at 5:17pm
Jakemaster   Ex Member

 
Im not saying not to fix little quick problems, but Im saying that there really is no need to worry about some of the larger weakneses in flight dynamics
 
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