In FS9, the world is flat. The view you see out the windo only "builds" what you see a piece at a time so tere is no actual "map" of the whole world. Imagine yourself on a huge chess board, and you can only see the squares next to the one you are standing on. When you step on to the next square, the next series of squares you can see are built. The squares next to the ones you an see are just stored in someplace, adn not used until they are needed, like the chess board squares, rather than being on the board, are in a "deck of cards", and the individual card for the next section you will be able to see is only drawn and rendered when you can see it.
I'm sure the FS9 world would look very "interesting" had the 99,000ft altitude been lifted! (A giant food can perhaps?)
I understand FS9's flat earth, but what about the levitating trees?
Thanks for the horizontal 'tile' flat-earth explanation, although it doesn't account for one major issue as far as I can see, to do with great circle routes.
On a flat tile scenario, it would be shorter to fly 'straight' say from New York to Beijing than to fly a great circle route - see the above map for reference. If you use FSNav in FS9, you can double-check that what the FS planner is doing is planning the great circle route (over Greenland and close to the pole). Using the FSNav distance checker, you can confirm that this is shorter than the flat-earth 'direct' route (around 6,000nm for the FS great circle route, and more than 8,000 going 'direct' via London and central Asia) which of course mirrors what the distances would be if you did it in the real world.
If it was a flat map, this would surely be the other way around. (Same issue for the cylindrical-earth model.) So on this basis, it can't be a flat or even cylindrical model - or can it?
Am I missing something? Please let me know!
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