An Inside Look at Microsoft’s Newest Flight Simulator
inspire.eaa.org
inspire.eaa.org
Great news. I was sure when I first heard the announcement Microsoft was going to try control the market, which would ruin the ecosystem.
No matter how many improvements they've made, VR + 13 year old FSX will be much more immersive and useful. It's insane that any sim developer would not even have VR on their post-launch road map. If running their engine at a sufficient framerate is an issue for VR, then it's insane that they didn't consider this from the ground up. Even 25 years ago VR was a consideration for flight sim developers (anyone remember EF2000 and the VFX1?).
If my CV1 is fine, I'd imagine that the current headsets are more than adequate for reading instruments.
But I can't map everything to my HOTAS so I need to switch to the motion controllers if I need to operate the autopilot or adjust the qnh etc.
Even on a Cessna there's enough cause to e.g. match the magnetic and gyro indicators that it's unavoidable that this quickly becomes annoying.
And yes, reading the instruments is also difficult.
Definitely agree on trying to use Touch controllers to move the yoke...frustrating.
But this part in the article sounds weird to me:
> the new engine brings higher-fidelity collision detection, which makes things like bumpy runways, braking on slick surfaces, varying degrees of friction, etc. much more nuanced. Under the hood, the development team has done significant work with integration, using something called adaptive time steps. The upshot is that the simulation now always updates at the same frequency as the visual frame rate.
This sounds more like the physics solver can run adaptively at whatever timestep currently needed, based on the simulation conditions for the frame, no?
Edit: Sounds like a framedrop results in a dropped physics solver iteration as well I suppose?
I'll take anything that would mean the community doesn't need to keep modifying .CFG parameters to get an extra few FPS
long story short moving object color casting light is the main visible difference that cannot be replicated with traditional techniques (like baking the light reflection in the scene at built time, but can be faked convincingly); ray-tracing is also not limited at reflecting elements that are on the scene like what you'd get from screen space reflection, which is less noticeable of an effect but is there if you pay attention and know what to look for.
Outside of that use case a 2070 super makes far more sense (wasnt out when I bought mine though).
Nope, surprisingly it is a DX11 application with a traditional rendering pipeline. This is all PBR-rasterized; nothing raytraced.
They said they might have plans to port to DX12 in the future, but not before the release.
Do "construction" games like Kerbal Space Program have that?
https://github.com/mockingbirdnest/Principia
https://forum.kerbalspaceprogram.com/index.php?/topic/177216...
getting them all to work together might be a little finicky, for a realistic simulation I'd go just with Principia, as the compressed distances and smaller forces seems to help a lot with game stability
You spend a lot of time figuring out how to time burns to manage your orbit.
By default you get a "fighter-jet" flying model, which is an easy and necessary toggle to full Newtonian physics as the situation merits.
Kerbal does sound like it'd be a good match for what you are asking though; It's not perfectly realistic but probably the best (only?) combination of all aspects - from building to launch to space manoeuvres to re-entry - and there are plenty of mods for making things more hardcore-realistic (planet gravity wells, reaction wheel saturation, angular momentum, signal delay, life-support, better aerodynamics).
https://en.wikipedia.org/wiki/Independence_War_2:_Edge_of_Ch...
Blown away by what I'm seeing from the new Flight Simulator. Very excited about this.
Whilst on the (semi off) topic of combat sims, you might find this enjoyable - the trailer for the new F-16 sim in DCS World. It's also quite out there; it's an exciting time to be into flight sims as ever!
I know it's called a flight simulator. but can you play and get enjoyment out it with only a gamepad? I don't know if I want to buy the right hardware for it until I've tried it.
While realistic controls could be nice, you’d never feel complete immersion due to lack of changing (and potentially disorienting in some scenarios) gravity forces. To me the tradeoff is not worth it right now, I’d rather fly an actual plane when I can.
To a bystander it may seem like watching paint dry, but it’s quite engaging and not so easy.
The worst (and/or most fun) is when you are in a cloud, lose your instruments/AP and suddenly notice your compass spinning like crazy (one time I forgot to switch the alternator on and the battery powering most of the instruments ran out, plus sims usually also have configurable random failures). It’s quite trivial to just lose track of your position as well at first.
I pick some old aircraft like Cessna Skyhawk usually, it has autopilot and most common instruments, but its AP is not so advanced that I’d have to spend a chunk of my time sitting around keying in data in order to fly it properly.
That said, ch pro makes a cheap yolk and rudder set that is basically the defacto entry to flight sims. Otherwise a simple Logitech joystick is all you need. If anyone knows of force feed back yolks that don’t cost $10k, I am interested to find them (or start a kickstarter with a few folks to make it reality)
Same with super realistic flight characteristics. That's nice but maybe not that relevant with the auto pilot on. With VFR that's a different story and very much part of the experience.
I've done a bit of VFR flying with x-plane and it's kind of cool to be able to navigate parts of the world that you know by simply looking at it as opposed to wondering where in this bland brown/green monotonous plane is my airport. Ortho4XP has been a key enabler for this.
But this is just a level beyond that. I've seen reports from several youtube pilots I've followed for years that went in somewhat skeptical and came out completely convinced. The basic message is that this is awesome, works as advertised, and is way better than anything seen before.
https://www.youtube.com/watch?v=Fj8h6yibHHc https://www.youtube.com/watch?v=HrJs0jK4a1g
I’m a happy user of X-Plane 11, never used MS Flight Similator before. This update looks very enticing and may compel me to install Windows to try it out and potentially switch.
I wonder how well it does on navigation realism—compass drifting, radio (nav aids, ATC communications) and such. X-Plane frustratingly lacks realistic ATC in many non-US airports, resorting to “Top-level area controller”, and sometimes—admittedly rarely—IRL radio navaid frequencies I’d find online are not replicated within the simulator. If new MS simulator fares better in that regard, the switch may be imminent for me.
I’m also curious about VATSIM integration, but I’m not too fixed on it as something I’m yet to actually use.
Whether the terrain looks better or not I don't know and frankly don’t care that much, it probably heavily depends on the setup as well.
I heard clouds in MSFS look better. If its weather doesn’t momentarily glitch out as it is being updated in accordance with real-life conditions, like what happens in X-Plane sometimes, that’d be nice to have too.
second thought: phew at least it will be a lot cheaper than my Mac and probably better specs per dollar ;)