How X-Plane Works
x-plane.com
x-plane.com
I've used it to write some Python code that mimics upset recovery procedures that we teach human pilots. It's quite fun putting an aircraft in a tricky position and then seeing your code recover it nicely to straight and level flight. (Or seeing your code roll it over and fly it into the ground if you got the math wrong :-))
https://austinsnerdythings.com/2024/04/06/adding-track-follo...
and the first post in the series -
https://austinsnerdythings.com/2021/10/15/creating-an-autopi...
CFD is only used in a couple of the dozens of aircraft in MSFS. It still uses the "normalization" process that feels a lot like stability derivatives.
It can give good results, but overall the system in MSFS is too complex with too many parameters to tweak, leading to nearly all aircraft modeled having quite innacurate flight characteristics anywhere outside the normal flight envelope.
It does, in the last paragraph.
https://developer.x-plane.com/2022/02/x-plane-12-flight-mode...
I've been looking for an Xbox/Console game that lets you fly and crash a plane, shoot things in a game-like context, not slide around in some space invaders bubble with laser turrets painted to look like missiles.
Flight Simulator misses the mark (I think) because it's not so game-y. All the fighter jet games I've tried miss the mark because their physics is way too arcadey. Any recommendations?
What you are looking for seems fairly niche to me especially on console, the only game that comes to mind is Star Wars Squadrons.
On PC I'm sure the story is a bit different (but not being much of a gamer these days I may not be the best person to ask). It may be worth checking out MicroProse games. This is the legendary publisher of old, with the brand being passed on through various mergers and acquisitions and the current stewards do a remarkable job and publish quality titles. Tiny Combat Arena may be worth checking out as it fits your description somewhat (if you can get past its stylised graphics).
I never considered Star Wars Squadrons, all the reviews on console seriously dragged the game, and I don't have a lot of time (and I think their multiplayer is kindof dead by now), but it has been coming up at $8.99 when I was paying attention so I'll keep an eye out.
Thanks again!
Edit: look up screenshots from this one: https://en.m.wikipedia.org/wiki/Sid_Meier%27s_Ace_Patrol ...it was effectively a turn-based version of what I was talking about. https://www.mobygames.com/game/65565/sid-meiers-ace-patrol/s...
Edit: in game graphics are pretty amazing https://youtu.be/Y35JsotTCNQ
Also many comparisons were made in totally different lighting conditions and aren't comparable. Like some taken at dusk in one version and daytime in the other.
One thing that is noticeable to me is that they finally fixed the runways. In fs2020 they all look like they were built this morning, all pristine and saturated black. Anyone who flies for real knows that's very unrealistic :) Runways get very little maintenance and cleaning because they want to keep them open for traffic. The fs2024 look much more realistic.
So I hardly tried it yet myself. I'll just wait until it works properly. And I don't do flightsims without VR.
It was worse when 2020 first came out with so much stuff broken or missing (eg VR support). The only alternative I had then was X-Plane. Which is not bad but decidedly previous-gen in terms of visuals.
Ps I really wish FS2024 would implement X-Plane's ergonomic yoke option for VR. I really miss that one.
As a "kid" I loved Flight Simulator (this was 25+ years ago). If I wanted to get back into it today are there any recommendations what to use/get in terms of software and hardware today for a beginner?
I did briefly (1h or so) try Flight Simulator 2020 but I was missing a kind of tutorial path starting with an absolute beginner. I might misremember this though!
So: Any recommendations on software, hardware, tutorials? I'm not looking to become a pilot, just spend a few hours every week learning a bit and having fun.
As for hardware, I'd recommend at minimum a joystick of some kind if you don't have one.
And finally I'd give you a shameless plug for my app SmoothTrack which lets you fluidly control the game camera with small head movements - https://smoothtrack.app ;-)
And yeah, LA sky is dangerous. In that flight I had a dot the size of a mosquito loom into a small jet in about 5 seconds...
if I do another $60 intro lesson, it'll be up here in Oregon.
I can suggest you get a machine dedicated to the task of running only flightsims. ;) You're going to need disk space and GPU.
My current "flight" laptop is a mid-spec gaming system from 3 years ago, paired with a Warthog HOTAS setup with stick, throttle and rudder controls (https://www.thrustmaster.com/products/hotas-warthog/), a dedicated speaker system, and a comfy lazyboy specifically for the task of seating me in comfort for hours on end. ;)
There are a couple alternatives to the Warthog - many people suggest Virpil (https://virpil-controls.eu) or VKB (https://flightsimcontrols.com/product/gladiator-evo-space-co...) controls instead.
One thing to know is that Virpil is backwards-compatible with Warthog, so if you go the (cheaper) route with Warthog and later decide to upgrade, that's a bonus.
Either way, be prepared for an investment. This is one of those hobbies where you can start out mid-range/cheap, and end up investing 5x - 10x as much as you become a better (armchair) pilot.
Still .. cheaper (and safer) than having a real airplane, and a lot of fun ..
- X-Plane 12
- Microsoft Flight Simulator 2020/2024
- Prepar3d (fork of Flight Simulator X)
- FlightGear (free, open-source)
- Digital Combat Simulator World (aka DCS World, combat flight simulation; specialises in jet fighters)
- Orbiter 2016 (space flight simulator; also free)
Modern flight simulators today are generally quite intensive on hardware—especially the CPU—even at low rendering settings. The article is a great example; all of these calculations are fully CPU-bound. It is strongly recommended to get a high-frequency, high-core-count, large-cache CPU—this is probably any of the 3D V-cache Ryzens (5800X3D, 7800X3D, 9800X3D). A _decent_ GPU is recommended for graphics eye candy, but not strictly necessary for accurate flight simulation if you're happy to turn the graphics knobs down (although I've heard that FS2024 has offloaded some weather and physics calculations to the GPU; don't quote me).For simulation hardware, you can't go wrong with a Logitech Extreme 3D Pro joystick which is fairly inexpensive new (https://www.logitechg.com/en-gb/products/space/extreme-3d-pr...), although you can actually still use mouse + keyboard if you're more interested in simulating the systems and procedures of jet airliners.
Tutorials: I do believe the game simulators have built-in tutorials, though it's been a while since I've followed any of them. Searching for '<flight simulator> Cessna 172 VFR tutorial' is a decent place to start. For a more structured work-through, PilotEdge (a virtual ATC network) has some: https://www.pilotedge.net/workshops
Speaking of virtual ATC, at some point you'll get bored of being the only person simulating. All the game simulators have a multiplayer option, but if you want to get serious with the role-playing, VATSIM is a great place to start and has worldwide coverage, depending on when ATC providers log on. I've found that European ATC is generally online on weekday evenings UTC, and American ATC is generally online on Saturday mornings (UTC) and at the weekends.
PilotEdge has more limited, but more round-the-clock coverage, and is a paid network, and takes the seriousness and realism to the next level.
> They expect you to know what you're doing.
These two statements are a little contradictory. Definitely VATSIM is not a place to start, they expect you to know how to operate in ATC and even just operating your plane is a significant hurdle in the beginning which you need to get over before going to VATSIM.
But yeah to be honest vatsim is not a good starting point at all. Totally agreed there. I just didn't want to sound negative. Especially because I don't think it's a negative thing at all. They're just people that are very serious about simming and there's nothing bad about that.
And yeah controlling the plane is the first thing to learn. If you can't maintain altitude or a vector I'm sure they'll call you out just like a real ATC would. When I learned to fly the comms part would stress me out because it was distracting. So usually the instructor would handle it. I was lucky to learn at a controlled airport so I would spend the day between flights just listening. I even had an air band receiver in the car :)
Yeah, I'm mostly looking for someone to hold my hand. The limited amount of time I have I'd love to actually learn and play and not search for the "best tutorial for XYZ". So anything with a guided path is perfect.
I do have an old Saitek Cyborg Evo, not sure if it still works) so I'll try that first.
The built-in lessons are decent for the basics. The older flight simulator lessons with Rod Machado were much, much better. I had picked up FSX on Steam for cheap during some sale, and they are available digitally there. I've still used that for reference, and even though they obviously don't integrate interactively with the new Microsoft Flight simulator, you can still use them as ideas to practice skills.
If you decide to get serious about it, bite the bullet and get rudder pedals. In my opinion adding feet coordination is a much bigger adjustment than yoke versus stick or a fancier stick.
Also VR is truly a game changer. It requires beefy hardware and will ratchet up the cost, but it will seem downright cheap compared to real flight time.
This would let you accurately sim helicopter prop wash on landings, wake turbulence, and some of the more extreme flight characteristics of the Alaskan style STOL aircraft with bush wheels and snow mobile engines [2].
In particular Blade Element simming struggles when one is riding the stall envelope as seen in the later field of aviation.
Whether or not it nosedives would depend on how accurately the problematic MCAS systems (which then actuate the flight surfaces) are simulated.
With working MCAS, it should fly roughly like the pre-MAX version, with automatic trim adjustments to hide the significant pitch up tendency that the pre-MAX version with its much smaller engines did not have.
With a buggy MCAS with the failure conditions met, you might have sporadic significant pitch-down.
(... And with a blown load reduction device in the left engine, e.g. from a large bird strike, you'll have the cockpit filled with smoke at fatal toxicity within 39 seconds, but despite being completely avoidable by flicking one switch, and despite also affecting other aircraft with similar devices, the FAA doesn't find it worth any immediate action.)
Almost all flights other than by test pilots or air show pilots will never have MCAS do anything unless it receives faulty sensor data, as was the case in the two crashes.
Boeing used to be a great company that prioritized safety over everything else. (If it ain't Boeing, I ain't going) The "merger" with McDonnell Douglas was the end of that version of Boeing. IMHO, the Boeing 777 was the last great airplane Boeing built. That plane would not be made in the Boeing of today because the initial investment was so high.
(if accurate)