What should we see in FS11?

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Re: What should we see in FS11?

Postby FiGHtA_PiLoT » Sat Jun 02, 2007 7:15 pm

extremely realistic crashes. Like in FSX, you crash into the ground, it's not even a fraction of a percent realistic. In FS11 you should see skidding and major damage (parts falling off, things bent in, fire, etc.)
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Re: What should we see in FS11?

Postby RitterKreuz » Sat Jun 02, 2007 7:21 pm

hmm - guess the object ofthe game is to not crash - MSFS has always lacked in this area... i suppose to prevent people from just crashing oer and over again  ::) thats pretty dumb.

the best crash effects i have seen were in janes ww2 fighters back in 98... awesome
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Re: What should we see in FS11?

Postby an-225 » Sat Jun 02, 2007 8:18 pm

What should we see in FSXI? I think its way too early to be asking. Just sit back, and enjoy FSX.

RitterKruez - I think that while the FS selection of planes is limited - the freeware and payware designers fill in the gaps.

Also FiGHtA_PiLoT, Microsoft simply CANNOT do that. If...lets say...the 747 could crash in FSX. Microsoft would have to name it something else, say, the C800 Stingray. The actual airplane manufacturers (Boeing, Cessna etc.) do not want to see their aircraft crash. Its exactly the same for the car racing gaming Gran Turismo.
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Re: What should we see in FS11?

Postby Ashton Lawson » Sun Jun 03, 2007 12:46 am

3D water swells, and waves.
More 3D trees and houses, which look better close up, rather than cardboard cut-out style.
Runways which 'cling' to the landscape, so they're not always completely flat.
An option to increase the number of iterations on runway lines and taxiways, so they don't look like polygons.
More aircraft, from many more companies.
More missions, and maybe a career mode.
Voice recognition for ATC, and more realistic pilot and tower voices (and not always american accented people).
Grass (it may seem that grass will come in the DX10 patch, but that remains to be seen).
Better AIRCRAFT PHYSICS.
An option where the SDK for aircraft creation, can make a .cfg file by looking at the actual geometry of the aircraft model.
Better traffic, boats, and animals.
Textures which have roads depicted actually have 'real' roads generated along them.
Traffic which can stop at traffics lights, turn left down one way, and do stuff like real traffic.
Dynamic work areas, such as docks which have ships come in, and have their cargo unloaded by the huge cranes.
Actual people running around the airport, servicing the planes.
Hangars which open and close to let people do maintenance, and house planes.
Helicopter air traffic, instead of all fixed wing aircraft.
VTOL aircraft of different types, propeller (V-22 Osprey) or jet (AV-8B Harrier).
Carrier operations, like catapult aircraft launches, and arrestor cable landings.
Blimp physics.
Mid-air refueling with military or other aircraft.
Being able to see actual people walking around in an airport terminal.
People parking cars, and walking into an airport terminal, to board a plane.
Opening aircraft doors during flight actually effects the handling of the aircraft.
Dynamic breakage, or aircraft problems which can occur randomly without the user having any clue about it happening.
Higher quality autogen objects.
Better lighting on roads and airports (dark lightmaps are used on aircraft under airport lights, and the aircraft looks black).
Self-shadowing without the use of 'imitation' methods.  This way, no SDK work would have to be done to have self-shadowing.
Helicopter rotor blade flexing.
Real motion-blur.
Real depth-of-field.
Better cloud lighting, and blending.  E.G. Thick clouds are dark when covering the sun, but thin ones are light.
Better aircraft sounds.
Better particle effects.  E.G. Soft particles, and smaller, but larger in number particles.
Better lens effects.
Better, less FPS killing, HDR on the sun.
SLI and/or Crossfire support.
Contact points replaced by actual mesh collision checking.
Helicopter blades rotation are controlled by the sim, rather than pre-animated.
Better forcefeedback physics.
Default virtual-cockpits which have every single polygon visible from any angle view using TrackIR, so you don't get missing polys.
Better flight recording functions.  E.G. Faster record speed, more recording options..

Anything else I can think of later...
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Re: What should we see in FS11?

Postby Fozzer » Sun Jun 03, 2007 5:28 am

...I just requested something simple, like; "Moving Grass" for my Piper Cub's wheels to sink into, in FSX...

...and look what happened, following all these requests...

FSX became TOTALLY UNPLAYABLE for most/all Folks out there... :o... :o... :o...!

The more complex "Stuff" we ask for, the more unlikely it is that we will EVER be able to take advantage of it... :o...!

Paul....STILL enjoying FS 2004....with my cup of Tea resting on my FSX CD... 8-)...!
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Re: What should we see in FS11?

Postby john_uk » Sun Jun 03, 2007 7:21 am

...I just requested something simple, like; "Moving Grass" for my Piper Cub's wheels to sink into, in FSX...

...and look what happened, following all these requests...

FSX became TOTALLY UNPLAYABLE for most/all Folks out there... :o... :o... :o...!

The more complex "Stuff" we ask for, the more unlikely it is that we will EVER be able to take advantage of it... :o...!

Paul....STILL enjoying FS 2004....with my cup of Tea resting on my FSX CD... 8-)...!


CD?, CD 1 out of 10 or something :P
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Re: What should we see in FS11?

Postby spitfire boy » Sun Jun 03, 2007 12:22 pm

[quote]wow - there seems to be some bitter resentment of FSX and microsoft... i cant seem to understand why though
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Re: What should we see in FS11?

Postby fighter25 » Sun Jun 03, 2007 3:33 pm

Some old millitary planes. EG. P-51, Spitfire and other war birds. Military AI traffic, flying sorties and doing touch and goes at bases.
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Re: What should we see in FS11?

Postby FiGHtA_PiLoT » Sun Jun 03, 2007 9:40 pm

I think that's pretty lame. I mean, i'm not some 9-year-old kid who crahes planes and stuff for the fun of it. Just in case I have probs with my plane, and it goes down, I actually want it to be realistic. Like I was flying the NAMC Air Nippon prop and the engines overheated and I went down. When I went down, the nose went into the ground about a foot and the plane was at like a 70-degree angle. Then the the landing gear popped out randomly! WAYYYY to unrealistic for me...sorry.
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Re: What should we see in FS11?

Postby rootbeer » Mon Jun 11, 2007 12:39 am

I want an auto-installer that allows dimbulbs like me to simply drag and drop the extracted file (which is on the Desktop) into some kind of an "active area" having to do with the sim (also on the Desktop), click once and it's installed into the sim, all hunky-dory and ready for liftoff. How wonderful that would be...








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Re: What should we see in FS11?

Postby Mitch. » Mon Jun 11, 2007 1:10 am

1)Lockheed Super Constellation (best looking aircraft ever)
2)Photorealistic scenery globally
3)Career Mode
4)Military aircraft/traffic
5)Better ATC
6)Maybe damage if possible
7)FMC
8)Airshow events corresponding to real life airshows
9)People/passengers
10)Opening hangars and aicraft towed from hangars

Thats it
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Re: What should we see in FS11?

Postby Gunny04 » Mon Jun 11, 2007 1:55 am

Actually car companies DON'T care if their cars are modeled for damage, so long as the damage is what occurs in real life, Has anyone looked up dirt? Maybe even NFS Pro Street... I think if the damage was 100% realistic that the Aircraft companies wouldn't mind if their aircraft could be destroyed in a game, The problem is, it would take too much time to model the destruction of an aircraft in the event of a failure, and the graphics processing power needed would be beyond anything we will have for a long time I'd imagine. I would love to see aircraft fall apart when I screw up a landing, have my gear fall off, my engines burst into flame in mid flight etc, But I doubt we will see it any time soon or at all. Something I would like to see, Waves on the water, a new graphics engine (Totally revamped basically) but its really too soon to care really, and as RitterKruez said, FSX has no major issues as far as I can tell, it just needs some good hardware is all!

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Re: What should we see in FS11?

Postby ATI_7500 » Mon Jun 11, 2007 7:38 am

2)Photorealistic scenery globally


Not gonna happen. This would take like 5 DVDs and 100GB of HDD space.
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Re: What should we see in FS11?

Postby Mitch. » Tue Jun 12, 2007 2:03 am

Not gonna happen. This would take like 5 DVDs and 100GB of HDD space.


yeah i know but its nice to dream
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Re: What should we see in FS11?

Postby PsychoDiablo » Tue Jun 12, 2007 2:10 am

a computer thats capable of running it with at least 15 fps maxed ::)  to far out i know
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