Search the archive:
Simviation Main Site
|
Site Search
|
Upload Images
Simviation Forum
›
Current Flight Simulator Series
›
Flight Simulator X
› Orbiting anyone ?
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
‹
Previous Topic
|
Next Topic
›
Pages:
1
Orbiting anyone ? (Read 2103 times)
Aug 12
th
, 2006 at 9:35pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Hi all,
I have already asked this in another thread, but unfortunately my question was not saw.
So here it goes again:
In FSX, with the map or by slew, we can now go to orbital altitudes, and the map display will allow entering very big values for altitude. But what about speed ?
- Are you able to enter an altitude of 120 kms and a speed of 8 kms per second ?
- If you can set that, does your aircraft stays in orbit ?
Thanks for the infos
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #1 -
Aug 13
th
, 2006 at 4:39pm
MattNW
Offline
Colonel
Indiana
Gender:
Posts: 1762
Whether you can or not I seriously doubt that the physics will be anything like realistic. A quick check however is to set a very high altitude and see if you still have an indicated airspeed. If you do then FSX is still modeling an atmosphere and orbiting will be impossble due to atmospheric drag (or at least very unrealistic).
Also how would you control your attitude that high? Without air over your control surfaces you wouldn't be able to do anything but tumble out of control unless MS has modeled an RCS system.
And even if you can orbit in FSX I don't see myself uninstalling Orbiter in favor of FSX. Microsoft is just too prone to taking shortcuts to produce a realistic model of space flight. Besides where can you go once you reach orbit? In Orbiter you have the whole solar system to explore.
In Memory of John Consterdine (FS Tipster)1962-2003
Back to top
IP Logged
Reply #2 -
Aug 13
th
, 2006 at 5:40pm
TheBladeRoden
Offline
Colonel
Posts: 56
I can't gain any control until I fall under 200,000 feet.
Back to top
IP Logged
Reply #3 -
Aug 14
th
, 2006 at 1:18am
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Who talked about controlling ?
I just want to know if, with correct altitude and speed, the plane orbits or not
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #4 -
Aug 14
th
, 2006 at 2:01am
PisTon
Ex Member
I tried to, but the max speed I could set in the map was 1200 kais
I wouldn't expect to be abled to go into space and orbit, but I do expect you to be abled to fly a NASP, which is kinda a orbit but skimming the atmosphere.
Back to top
IP Logged
Reply #5 -
Aug 14
th
, 2006 at 5:51pm
MattNW
Offline
Colonel
Indiana
Gender:
Posts: 1762
With that you would be able to do some X-15 flights and recreate Spaceship One's flight. If you want real space flight however Orbiter is still the ticket. It's also free.
http://orbit.medphys.ucl.ac.uk/orbit.html
In Memory of John Consterdine (FS Tipster)1962-2003
Back to top
IP Logged
Reply #6 -
Aug 14
th
, 2006 at 9:01pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Orbiter is great, I know it already. Nevertheless, the planet is good looking from 150 kms high ONLY.
And again, I do not want to do anything complex in space, I just want to know if a plane can orbit or not.
PS:For info, space physics are very simple to model, MUCH simpler than physics in the atmosphere.
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #7 -
Aug 14
th
, 2006 at 11:07pm
Katahu
Offline
Colonel
Gender:
Posts: 6920
Quote:
PS:For info, space physics are very simple to model, MUCH simpler than physics in the atmosphere.
I wouldn't be too sure about that. One would have to calculate:
1. Velocity and mass of the vessel.
2. Amount of gravity produced by celestial body in which the vessel orbits.
3. The amount of gravity produced by the sun.
4. The amount of gravity produced by other celestial bodies and their influence on other bodies.
5. Gravitational anomalies.
6. The amount of mass in which the vessel loses over time as its fuel is expended.
You can imagine the math from here on out. Why do you think only the best and brightest can work in NASA?
Back to top
IP Logged
Reply #8 -
Aug 14
th
, 2006 at 11:16pm
Jakemaster
Ex Member
Space physics are MUCH MORE complicated than atmospheric physics.
Back to top
IP Logged
Reply #9 -
Aug 14
th
, 2006 at 11:37pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Quote:
I wouldn't be too sure about that. One would have to calculate:
1. Velocity and mass of the vessel.
Just like any sim
Quote:
2. Amount of gravity produced by celestial body in which the vessel orbits.
One single vector, just like any other sim.
Quote:
3. The amount of gravity produced by the sun.
Another vector, exactely the same principle as the planet you are orbiting around, no differences at all.
Quote:
4. The amount of gravity produced by other celestial bodies and their influence on other bodies.
Same as the sun, one vector each.
Quote:
5. Gravitational anomalies.
agree on this one, but I would like to know which sims are currently handling that ? Very few I think, no even Orbiter.
Quote:
6. The amount of mass in which the vessel loses over time as its fuel is expended.
Just modifing one single variable.
Quote:
You can imagine the math from here on out. Why do you think only the best and brightest can work in NASA?
Those maths are exactely the same as those used for atmosphere flying. This is simply movement equations. Remember your physics lessons at school ?
Now the thing is, when you are in the atmosphere, you have everything you have in space, and ADDITIONNALY, you have the effects of the atmosphere on the movements of your plane: drag, effects of control surfaces, effect on engine thrust etc...
Atmosphere flying is MUCH more complex than space flying. When you are in the atmosphere, you are into space...but there is additionnaly some gaz all around you, so you have to compute the additionnal effects.
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #10 -
Aug 15
th
, 2006 at 12:52am
MattNW
Offline
Colonel
Indiana
Gender:
Posts: 1762
Physics is the same whether you are in the atmosphere or space. It's the aerodynamics that you have to deal with in atmosphere. I do have to admit that it would be really cool to combine a space shuttle addon and a scenery like Aerosoft's Cape Canaveral scenery in FSX. Start it about 40 miles up somewhere over the Gulf of Mexico and make the approach and landing.
EDIT:
You just better hope that ATC doesn't tell you to "go around".
Quote:
5. Gravitational anomalies.
Quote:
agree on this one, but I would like to know which sims are currently handling that ? Very few I think, no even Orbiter.
The 2006 Orbiter version has non-spherical gravity and gravity gradient torque.
In Memory of John Consterdine (FS Tipster)1962-2003
Back to top
IP Logged
Reply #11 -
Aug 15
th
, 2006 at 12:07pm
Katahu
Offline
Colonel
Gender:
Posts: 6920
Quote:
Very few I think, no even Orbiter.
Dude, when was the last time you flew in Orbiter? If you look in the main menu, it has features for non-spherical gravitational sources [like Matt just pointed out].
You should read JPL's "Basics of Space Flight". Quite an interesting read it is.
http://www2.jpl.nasa.gov/basics/
Back to top
IP Logged
Reply #12 -
Aug 15
th
, 2006 at 12:20pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Yep, just checked this. I even had Orbiter 2006 on my drive, but completely forgot about that feature.
Anyway, I wonder if it would really be that usefull in FSX, where only the earth is modelled.
Of course, the more functionnalities, the better, but anyway it would already be very glad to have a basic flight environment.
MS has no excuse for not including it. They have already done it (quite well, I must add) in the past. Remember MS Space Simulator ? I have spent days on that sim. Never understood why they didn't use it as a base for the FS series, woud have been very nice I think. There was:
- full earth planet
- full moon
- full solar system in fact...
- fairly consistent galaxy (wth generic planets and stars models, but correct positions)
- space stations
- ship-station, ship-ship and station-station docking
etc...
Would be nice if they could include that in FS series... that's not military, so why not ?
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #13 -
Aug 15
th
, 2006 at 12:27pm
Katahu
Offline
Colonel
Gender:
Posts: 6920
How long ago was this "Microsoft Space Sim"?
Back to top
IP Logged
Reply #14 -
Aug 15
th
, 2006 at 12:32pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Quote:
How long ago was this "Microsoft Space Sim"?
Not so long, and the graphics were really not that bad, really not
I'm not too sure, but it seems to me that Space Sim and FS5 were on the same period... am I right ?
PS: They did it, they did it, that's all. Time is not an excuse
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #15 -
Aug 15
th
, 2006 at 2:44pm
Kaworu
Offline
Colonel
Powell, Ohio
Gender:
Posts: 812
i aggree with Daube that it would be simlpe to create a space sim, as they have, but wouldn't you have to have separate flight dynamics for atmosperic flight and space flight? that might be difficult and expensive. if i'm wrong tell me, i'm no expert
AMD Phenom II X4 965 BE 3.6ghz, 4gb RAM, Palit GTX 460 1 gb, OCZ 750W, Windows 7 64bit
Back to top
IP Logged
Reply #16 -
Aug 15
th
, 2006 at 8:30pm
MattNW
Offline
Colonel
Indiana
Gender:
Posts: 1762
Actually I think MS Space Sim's problem was that it was too good. It's the same reason Orbiter only appeals to a small number of people. There's a steep learning curve and that intimidates a large part of the standard market. Look at some of the space sim "games". It's Star Wars physics with zooming and blasting because that's what the majority wants.
That's also the reason MSFS keeps things pretty simple out of the box. If you want lots of systems etc. then you get a payware AC. Only a handfull of people purchase airliners with all systems modeled and post on flight sim forums about realistic approach procedures and the like.
We at SimV are the few the proud the severely disturbed.
It's even more pronounced with a sim like Orbiter. It took me a couple days to learn enough to make it into a decent orbit. I doubt the average "gamer" would sit still that long. If they couldn't do it in ten minutes studying the manual then they'd give it up.
Quote:
i aggree with Daube that it would be simlpe to create a space sim, as they have, but wouldn't you have to have separate flight dynamics for atmosperic flight and space flight? that might be difficult and expensive. if i'm wrong tell me, i'm no expert
Good point. Actually the physics of both atmosphere and space flight are the same. Newton worked it out hundreds of years ago. It's the atmosphere that makes the difference. Orbiter models it like X-Plane does by a core engine using Newtonian physics and then calculating the effects that aerodynamics and atmosphere has on the ship structure. X-Plane just puts more emphasis on the atmospheric flight than Orbiter. Since Orbiter is mostly a space sim it figures you will only spend a few minutes in atmosphere so no need for a lot of aerodynamics modeling. What you get is a decent atmospheric model and super accurate space flight model.
MSFS is different however. It uses a table to calculate aerodynamics. If the airplane is going X speed with Y drag and Z lift then the effects will be A. It's a little less accurate because you still get A even if X really =X.0001 but it's a lot easier on the processor. That's how you get so much more eye candy in MSFS. It doesn't matter anyway since the differences are so close you won't notice it unless you are comparing it to real life and counting the decimal places.
The drawback is that MSFS doesn't model space flight and can't until it gets a Newtonian model on top of it's flight model or dumps the table system completely. That's why I don't think you'll see a whole lot of space flight modeled in FSX.
Now what I think Daube was thinking about and what I'd love to see is a sim with the scenery and atmospheric flight of FSX and the space flight of Orbiter. That would be a helluva sim.
Unfortunately with that I think MS would spend a lot of time programming a sim that most people would be completely blown away by the complexity and thus sales wouldn't be worth the cost. Also consider the rig you would need to run that baby and the cost would be astronomical (pun intended
). You think $60 is steep for a sim. One can dream however.
In Memory of John Consterdine (FS Tipster)1962-2003
Back to top
IP Logged
Reply #17 -
Aug 17
th
, 2006 at 4:51pm
masmith
Offline
Colonel
Bristol/Liverpool uk
Gender:
Posts: 1267
Space starts at 62miles,100km,327360ft
Back to top
IP Logged
Reply #18 -
Aug 17
th
, 2006 at 9:45pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Quote:
Look at some of the space sim "games". It's Star Wars physics with zooming and blasting because that's what the majority wants.
AND that sucks !
But on the other hand, it's difficult to imagine a space combat game without star wars gameplay...
Let's say, in fact I'm not really unhappy with the starwars physics, it's just that those crafts are borring to pilot. I would really like to see a space game with spacecrafts as detailled as the planes of FS, with a VC full of systems you could interact with, not just gears, guns and shield
Quote:
That's also the reason MSFS keeps things pretty simple out of the box. If you want lots of systems etc. then you get a payware AC. Only a handfull of people purchase airliners with all systems modeled and post on flight sim forums about realistic approach procedures and the like.
I'm not happy with that. I would really have prefered having 5 planes only, but fully modelled, than 20 planes that have only the lights and the gear switch working, like we had in FS9....
Quote:
We at SimV are the few the proud the severely disturbed.
Quote:
It's even more pronounced with a sim like Orbiter. It took me a couple days to learn enough to make it into a decent orbit. I doubt the average "gamer" would sit still that long. If they couldn't do it in ten minutes studying the manual then they'd give it up.
The average gamer is not willing to orbit. In fact, the average gamer would never buy (well, let's forget it's feeware) a sim in which you have strictly nothing to do.
(which I'm am perfectly happy with: no timer, no checkpoints, no AI sucker to shoot you while you're playing with your intruments, etc...
Quote:
Good point. Actually the physics of both atmosphere and space flight are the same. Newton worked it out hundreds of years ago. It's the atmosphere that makes the difference. Orbiter models it like X-Plane does by a core engine using Newtonian physics and then calculating the effects that aerodynamics and atmosphere has on the ship structure. X-Plane just puts more emphasis on the atmospheric flight than Orbiter. Since Orbiter is mostly a space sim it figures you will only spend a few minutes in atmosphere so no need for a lot of aerodynamics modeling. What you get is a decent atmospheric model and super accurate space flight model.
Absolutely
Quote:
MSFS is different however. It uses a table to calculate aerodynamics. If the airplane is going X speed with Y drag and Z lift then the effects will be A. It's a little less accurate because you still get A even if X really =X.0001 but it's a lot easier on the processor. That's how you get so much more eye candy in MSFS. It doesn't matter anyway since the differences are so close you won't notice it unless you are comparing it to real life and counting the decimal places.
The drawback is that MSFS doesn't model space flight and can't until it gets a Newtonian model on top of it's flight model or dumps the table system completely. That's why I don't think you'll see a whole lot of space flight modeled in FSX.
Absolutely
Quote:
Now what I think Daube was thinking about and what I'd love to see is a sim with the scenery and atmospheric flight of FSX and the space flight of Orbiter. That would be a helluva sim.
I personnaly would ALREADY be VERY HAPPY with just the physics of MS space sim
But if you insist for Orbiter physics...mmhhh OK
Quote:
Unfortunately with that I think MS would spend a lot of time programming a sim that most people would be completely blown away by the complexity and thus sales wouldn't be worth the cost. Also consider the rig you would need to run that baby and the cost would be astronomical (pun intended
). You think $60 is steep for a sim. One can dream however.
I agree for the reaction of people... although I'm not completely sure that the kind of guys (and girls
) using atually the sim for several years, with payware stuff in it etc... would be THAT unhappy to get very realistic stuff in space as well
For the rig, I don't agree. There is more visual and physical details to handle when you are in the atmospere than when you are in space. As a consequence, a rig that would be able to run FSX in the atmosphere could run it perfectly in space as well. Look at orbiter, it's realy not that ressource demanding
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #19 -
Aug 17
th
, 2006 at 9:58pm
Katahu
Offline
Colonel
Gender:
Posts: 6920
Quote:
Look at orbiter, it's realy not that ressource demanding
For now. If you have the latest version, you will notice an increase in loading times and an slight increase in hardware requirements. This was inevtiable considering the new orbital calculations that the Orbiter game engine has and how detailed the new addons are.
Back to top
IP Logged
Reply #20 -
Aug 17
th
, 2006 at 10:27pm
Daube
Offline
Colonel
Alternative bloomer
Nice (FR)
Gender:
Posts: 5833
Yeah well, what I saw is the amazing increase of texture sizes, for earth. This is actually the most ressource-demaind stuff of the sim. If you would keep with low resolutions textures as it was before, you would still be able to run it on a very low-range computer.
But I agree when you say that the more complex the calculations are, the faster CPU you need.
Got bloom ?
Got mountains ?
Got damage ?
Back to top
IP Logged
Reply #21 -
Aug 18
th
, 2006 at 1:49pm
masmith
Offline
Colonel
Bristol/Liverpool uk
Gender:
Posts: 1267
Quote:
spacecrafts as detailled as the planes of FS, with a VC full of systems
That would be so good
Back to top
IP Logged
Reply #22 -
Aug 21
st
, 2006 at 6:24am
Ashton Lawson
Offline
Colonel
FS Water Configurator
Programmer
Phuket, Thailand
Gender:
Posts: 1211
I don't think space physics would be too hard. Besides. MS already got the lack of air up there.
I slewed a Baron 58 up to the highest point possible. I turned off slew and sure enough, my engines cut off, and I couldn't do a thing. My instruments also went wacky. I moved my joystick around, nothing. started my engines, which just stopped again. Eventually I fell to a point where the atmosphere was just think enough to get my engines going. But it didn't end there. I kept accelerating, untill the overspeed sign at the bottom right appeared. I kept going, and was wondering when My plane would rip apart from overstress. Then finally after 2 mins on overspeed, my aircraft overstressed.
After that, I though:
That was the coolest thing ever!!!!!!!!!!!!!!!!
All MS need to do now is add rocket engines and thrusters. Presto. space sim (with detailed spacecraft
)
&&
FS Water Configurator+
has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
Back to top
IP Logged
Reply #23 -
Aug 21
st
, 2006 at 7:42am
Katahu
Offline
Colonel
Gender:
Posts: 6920
Microsoft already pointed out that addon developers would be able to create a space craft. In that case, it's pretty obvious by now that the FSX SDKs would probably have support for rocket engines and RCS thrusters.
Source
Conference Video
Back to top
IP Logged
Reply #24 -
Aug 21
st
, 2006 at 10:10pm
MattNW
Offline
Colonel
Indiana
Gender:
Posts: 1762
Quote:
I don't think space physics would be too hard. Besides. MS already got the lack of air up there.
I slewed a Baron 58 up to the highest point possible. I turned off slew and sure enough, my engines cut off, and I couldn't do a thing. My instruments also went wacky. I moved my joystick around, nothing. started my engines, which just stopped again. Eventually I fell to a point where the atmosphere was just think enough to get my engines going. But it didn't end there. I kept accelerating, untill the overspeed sign at the bottom right appeared. I kept going, and was wondering when My plane would rip apart from overstress. Then finally after 2 mins on overspeed, my aircraft overstressed.
After that, I though:
That was the coolest thing ever!!!!!!!!!!!!!!!!
All MS need to do now is add rocket engines and thrusters. Presto. space sim (with detailed spacecraft
)
Piston engines will quit at high altitude in FS 2004 and you will loose control until you get down to thicker air. Did you try it in a jet?
Also look at the airspeed indicator. If it's truely airless you won't read any airspeed (make sure it's set to show indicated airspeed).
Ground speed is another way to tell. Without air your ground speed won't change. . If you are high enough to be out of the atmosphere, check your ground speed and if you are slowing down then you have some air dragging your speed down.
Quote:
Microsoft already pointed out that addon developers would be able to create a space craft. In that case, it's pretty obvious by now that the FSX SDKs would probably have support for rocket engines and RCS thrusters.
I haven't heard that before. Looks like I'm gonna have to find someone to make me a Delta Glider for FSX.
Quote:
AND that sucks !
But on the other hand, it's difficult to imagine a space combat game without star wars gameplay...
Agree. And also, just think how boring space combat would be with realistic physics. Search trillions of cubic kilometers of space for an enemy. Find them and plot an intercepting orbit. Fire missiles and wait for 6 weeks to see if you got a hit. Or alternatively patrol between Earth and Saturn for ten years and miss your enemy entirely. Hey space is big.
Quote:
I'm not happy with that. I would really have prefered having 5 planes only, but fully modelled, than 20 planes that have only the lights and the gear switch working, like we had in FS9....
Same here but we aren't the majority of Microsoft's target customers. Believe it or not there are many many people who purchase MSFS and never add or change a thing and are happy with it as it is out of the box.
As for myself. I'm waiting for holodeck technology like they have on Star Trek NG. Then MS can change it's motto from, "As real as it gets" to, "So real you can't tell the difference".
In Memory of John Consterdine (FS Tipster)1962-2003
Back to top
IP Logged
Pages:
1
‹
Previous Topic
|
Next Topic
›
« Home
‹ Board
Top of this page
Forum Jump »
Home
» 10 most recent Posts
» 10 most recent Topics
Current Flight Simulator Series
- Flight Simulator X ««
- FS 2004 - A Century of Flight
- Adding Aircraft Traffic (AI) & Gates
- Flight School
- Flightgear
- MS Flight
Graphic Gallery
- Simviation Screenshots Showcase
- Screenshot Contest
- Edited Screenshots
- Photos & Cameras
- Payware Screenshot Showcase
- Studio V Screenshot Workshop
- Video
- The Cage
Design Forums
- Aircraft & 3D Design
- Scenery & Panel Design
- Aircraft Repainting
- Designer Feedback
General
- General Discussion
- Humour
- Music, Arts & Entertainment
- Sport
Computer Hardware & Software Forum
- Hardware
- Tweaking & Overclocking
- Computer Games & Software
- HomeBuild Cockpits
Addons Most Wanted
- Aircraft Wanted
- Other Add-ons Wanted
Real World
- Real Aviation
- Specific Aircraft Types
- Autos
- History
On-line Interactive Flying
- Virtual Airlines Events & Messages
- Multiplayer
Simviation Site
- Simviation News & Info
- Suggestions for these forums
- Site Questions & Feedback
- Site Problems & Broken Links
Combat Flight Simulators
- Combat Flight Simulator 3
- Combat Flight Simulator 2
- Combat Flight Simulator
- CFS Development
- IL-2 Sturmovik
Other Websites
- Your Site
- Other Sites
Payware
- Payware
Old Flight Simulator Series
- FS 2002
- FS 2000
- Flight Simulator 98
Simviation Forum
» Powered by
YaBB 2.5 AE
!
YaBB Forum Software
© 2000-2010. All Rights Reserved.