Please post here anything else (not relating to Maxwell technical matters)
#290200
I'm not sure if there are any flightsim nerds on this forum except me, but as i am one and i been flying Microsoft's Flightsimulator since the very first versions and to the latest one this is sad news. :( read more on the link below.

http://www.flightglobal.com/blogs/fligh ... ft-fl.html

There is a great alternative simulator called X-Plane which is in many ways better than Microsoft's Flightsimulator. But still MS Flightsim has thousands of great addons and a huge community which supports and develops for it. For anyone interested in X-Plane i can highly recommend it, it's even out for iPhone and iPod Touch, i got it installed in my Touch which is unfortunately at the moment broken.

http://www.x-plane.com/

/ Max
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By RonB
#290202
Too bad...I am just getting interested in flight sims and was wondering which way to go. I guess that just got answered. So, Maxi with your experience you think X-Plane is pretty good?

Thanks,Ron
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By Maximus3D
#290203
Yes that sucks, but X-Plane is atleast from a simulation point of view much more realistic. Not so much in the visual part as it's not as pretty and as highpoly as MS Flightsim is. However where X-Plane really kicks it's ass it when it comes to flightdynamics, it calculates the shape of the aircraft/wings, props and more to make the simulated airplane or helicopter fly. It's not as simplified as it's done in MS Flightsim, where they instead of true dynamics spent more energy on making it look pretty.

Here's an extract from X-Plane's website, it gives you a good idea how realistic the simulation actually is. :)

How it Works:

X-Plane reads in the geometric shape of any aircraft and then figures out how that aircraft will fly. It does this by an engineering process called "blade element theory", which involves breaking the aircraft down into many small elements and then finding the forces on each little element many times per second. These forces are then converted into accelerations which are then integrated to velocities and positions... of course, all of this technical theory is completely transparent to you... you just fly! It's fun!

X-Plane goes through the following steps to propagate the flight:

1: Element Break-Down
Done only once during initialization, X-Plane breaks the wing(s), horizontal stabilizer, vertical stabilizer(s), and propeller(s) (if equipped) down into a finite number of elements. The number of elements is decided by the user in Plane-Maker. Ten elements per side per wing or stabilizer is the maximum, and studies have shown that this provides roll rates and accelerations that are very close to the values that would be found with a much larger number of elements.

2: Velocity Determination
This is done twice per cycle. The aircraft linear and angular velocities, along with the longitudinal, lateral, and vertical arms of each element are considered to find the velocity vector of each element. Downwash, propwash, and induced angle of attack from lift-augmentation devices are all considered when finding the velocity vector of each element.
Propwash is found by looking at the area of each propeller disk, and the thrust of each propeller. Using local air density, X-Plane determines the propwash required for momentum to be conserved.
Downwash is found by looking at the aspect ratio, taper ratio, and sweep of the wing, and the horizontal and vertical distance of the "washed surface" (normally the horizontal stabilizer) from the "washing surface" (normally the wing), and then going to an empirical look-up table to get the degrees of downwash generated per coefficient of lift.

3: Coefficient Determination
The airfoil data entered in Part-Maker is 2-dimensional, so X-Plane applies finite wing lift-slope reduction, finite-wing CLmax reduction, finite-wing induced drag, and finite-wing moment reduction appropriate to the aspect ratio, taper ratio, and sweep of the wing, horizontal stabilizer, vertical stabilizer, or propeller blade in question. Compressible flow effects are considered using Prandtl-Glauert, but transonic effects are not simulated other than an empirical mach-divergent drag increase. In supersonic flight, the airfoil is considered to be a diamond shape with the appropriate thickness ratio... pressures behind the shock waves are found on each of the plates in the diamond-shaped airfoil and summed to give the total pressures on the foil element.

4: Force Build-Up
Using the coefficients just determined in step 3, areas determined during step 1, and dynamic pressures (determined separately for each element based on aircraft speed, altitude, temperature, propwash and wing sweep), the forces are found and summed for the entire aircraft. Forces are then divided by the aircraft mass for linear accelerations, and moments of inertia for angular accelerations.

/ Max
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By -Adrian
#290205
I've only heard good things about X-Plane. It's said to be very realistic though, so maybe nothing for the casual gamer.
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By RonB
#290208
Damn..too bad! Back in the day I may have been interested in the tech aspect of the flight and just how real the plane was. These days I am after more of a reality escape with pretty enviro's, realistic scenes etc.
I used to hang glide and that's what is was...a total escape just floating in the sky.

Maybe there's something else out there more inline with what I am looking for. Thanks man.
By philhoole
#290220
I'm really quite sad about this - I even had this on the C64 when it was 'Sublogic Flight Simulator' and have bought just about every version since including FSX.

I recently bought Real Environment X (REX) and it does look superb. There are a few other addons too I am looking at.

Sadly, I don't honestly see anyone else picking this up and moving it forward but you never know.

On the bright side, I can now stop worrying that my CPU/GPU should be ugraded for FS !

I really should order X-Plane.....
By ricardo
#290746
Where is Nico? He builds hardcore gear to be used with xplane, his opinion would be interesting.

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