Bird Strikes

FSX including FSX Steam version.

Re: Bird Strikes

Postby ashaman » Sat Apr 07, 2007 4:19 pm

And if I want a simulator which is:
Unimmersive
No missions
Little community
Buggy
No planes with complex systems


You don't want a simulator. You want a game. Whatever floats your boat.




The FS9 forum is that way -------->



Gladly. But know that making people shut up like this, where I live is considered defaulting to the wrong side. Whatever floats your boat as well.

In the end, it seems I've been able, without wanting, to rile you all up to an offended fury. Do you feel I have slighted your game only because I've not spoken of it with stars in my eyes? I am so sorry.

Not.

Sayonara.
Last edited by ashaman on Sat Apr 07, 2007 4:37 pm, edited 1 time in total.
There's but one real cure for human stupidity. It's called DEATH.

At the moment mourning the assassination of sarcasm and irony for the good of the "higher".

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Re: Bird Strikes

Postby Brett_Henderson » Sat Apr 07, 2007 4:48 pm

I'm not riled.. or in a fury. I'm just responding to jibberish.   :)

(still wondering how simple question about bird-strikes drew in all the old, tired FSX groans)
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Re: Bird Strikes

Postby Nick N » Sat Apr 07, 2007 5:11 pm

Gladly. But know that making people shut up like this, where I live is considered defaulting to the wrong side. Whatever floats your boat as well.

In the end, it seems I've been able, without wanting, to rile you all up to an offended fury. Do you feel I have slighted your game only because I've not spoken of it with stars in my eyes? I am so sorry.

Not.

Sayonara.




No one has told anyone to shut up, nor said anyone
Last edited by Nick N on Sat Apr 07, 2007 5:53 pm, edited 1 time in total.
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Re: Bird Strikes

Postby Nick N » Sat Apr 07, 2007 5:18 pm

[quote]I'm not riled.. or in a fury. I'm just responding to jibberish.
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Re: Bird Strikes

Postby justpassingthrough » Sat Apr 07, 2007 7:35 pm

I don't want to jump in here and start any kind of a ruckus but I have something to say on the off topic direction this thread went. I read what you posted the same way Nick so I am glad you clarified that.
Last edited by justpassingthrough on Sat Apr 07, 2007 7:40 pm, edited 1 time in total.
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Re: Bird Strikes

Postby Brett_Henderson » Sat Apr 07, 2007 8:50 pm

The best way I can think of to explain FSX's improved flight dynamics... is that it's like they're buffered, and kinda "re-curved".  Rolling into a turn for example; It's not like it's a less linear thing... it's like there's a proper parabola to it. Soft at first and then a bit more pronounced as all forces converge and then the "stop" (as in you hold a bank angle) doesn't just HAPPEN. It too is sort of buffered. You can really feel it when you enter ground-effect.. and really really feel it if you're cross-controlling a crosswind in ground effect... And where it's most noticeable is when the plane gives up and settles onto the runway. It's much less of a jerky, final touchdown... it's very realistic and rewards you for holding the plane off, just a bit longer (just like a real plane). That same, less jerky, "buffered" sense comes into play during turbulence too.

There was a similar improvement in the jump from FS2002 to FS9.. this is just that much better. I'm not naive enough to think that they redid the flight model algorithm, because stalls and spins are still "not right"... but they did add a line or two, to the formulas that affect how each vector is applied to the COG. Or who knows.. maybe they took a line or two out and made it all more efficient... or both   :o
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Re: Bird Strikes

Postby Nick N » Sat Apr 07, 2007 9:09 pm

[quote]
I read what you posted the same way Nick so I am glad you clarified that.
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Re: Bird Strikes

Postby justpassingthrough » Sat Apr 07, 2007 9:40 pm

[quote]

There was a similar improvement in the jump from FS2002 to FS9.. this is just that much better. I'm not naive enough to think that they redid the flight model algorithm, because stalls and spins are still "not right"... but they did add a line or two, to the formulas that affect how each vector is applied to the COG. Or who knows.. maybe they took a line or two out and made it all more efficient... or both
Last edited by justpassingthrough on Sat Apr 07, 2007 9:52 pm, edited 1 time in total.
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Re: Bird Strikes

Postby DizZa » Sun Apr 08, 2007 2:34 am

You don't want a simulator. You want a game. Whatever floats your boat.

Since when does flexability, complex systems and immersive graphics make it a game?
Last edited by DizZa on Sun Apr 08, 2007 2:35 am, edited 1 time in total.
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Re: Bird Strikes

Postby Brett_Henderson » Sun Apr 08, 2007 7:53 am

There's no doubt that the MSFS flight model is flawed. Stalls, and how trim behaves at or near stall exposes a lot of it. That point where gravity, lift and thrust (to a point) are converging. The RealAir 172 is better, but has to work within MSFS's limitations. I've thought about adding invisible flaps that are controlled by an XML gauge that gets it's cue from airspeed. These flaps would deploy with a significant negative number for their lift scalar, hopefully inducing that"break" at stall... but that would be a lot of work for what is such a small part of the flight envelope.

As it is now, FSX does a wonderful job representing what airplanes do in flight. The pitch/roll/yaw/momentun/airspeed/altitude/thrust/lift/drag realtionships are more than close enough, for 95% of what they're trying to re-create. In fact.. I've notice more of a difference between to R/L 172s of the same year/model, than I have between either one of them and the MSFS 172... when it comes to normal flying.
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Re: Bird Strikes

Postby ATI_7500 » Mon Apr 09, 2007 11:37 am

If X-Plane was like FSX (graphics, traffic, feeling), I'd change camps immediately.

But since it's more an experiment with FS2002 graphics, it's never gonna have a chance with the "normal" users.
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