by Papafox » Wed Jan 07, 2009 12:57 am
Jieitai,
I have over 10,000 hours in light planes (owned a Great Lakes biplane for 16 years) and flew as captain for a major airline in narrow-body jets. MSFS is realistic enough so that many airline pilots and retired airline pilots enjoy flying it.
That said, there is much room for improvement. Stall and spin behavior is not yet modeled nearly as well as we'd like. Most MSFS X aircraft require that you hold a little rudder in the direction of the turn to keep the ball (of turn coordinator or needle and ball) centered, and this is just plain incorrect. Some rudder is needed to counteract adverse yaw from the aileron when the turn is initiated, but at cruise speed there's no reason why one needs to hold rudder in the direction of turn once the bank angle is stabilized. Also, most MSFS aircraft do not slip properly (holding the left wing low while applying right rudder to keep the plane from turning, etc.)
Don't forget noise, vibration, heat, bad air, and g-forces. Cockpits in some of the unlimited air race planes at Reno get well over 100 degrees during a race, these guys are pulling 5 gs or more, if you get in the bad air behind another racer you can be rolled slightly inverted or worse, the roar is loud, and if things go wrong you can die. Your heart is beating a lot faster in a race plane's cockpit than when you're flying a sim. From that regard, the realism is somewhat lacking, but the aircraft performance (bank angles, zoom capability when an engine fails, etc.) are not bad.
Realism depends greatly upon the particular aircraft you are flying. I enjoy aerobatic flying and putting on low-level airshows in my sim, and the Extra 300 which comes with MSFS X has some real issues, particularly in slips. On the other hand, the Extra 300s which come with the Acceleration add-on fly much more like the real thing (yes I've flown the real Extra 300L). Be sure to choose an Extra 300 with the alternate paint schemes to get the better flight modeling.
My buddy retired as #2 from American Airlines, and his favorite ride is the Captain Sim F-104 in MSFS9. Unfortunately they did not port this plane over to MSFS X. The real F-104 required nearly 15,000 feet to complete a 180 degree turn from downwind leg on a simulated flame-out approach. Captain Sim is very close to the real F-104's performance in this regard. Other F-104s we've tried glide far too well and we're still looking for a suitable F-104 for MSFS X.
My niece and nephew are about to both learn to fly, and I'm giving each some sim time in MSFS X before they begin their lessons so that they get the concepts down beforehand. I will also ask them to practice on their sim between lessons.
That's my 2 cents worth.
Last edited by
Papafox on Wed Jan 07, 2009 1:08 am, edited 1 time in total.