[HN Gopher] How did Microsoft make Flight Simulator seem so real?
       ___________________________________________________________________
        
       How did Microsoft make Flight Simulator seem so real?
        
       Author : rbanffy
       Score  : 310 points
       Date   : 2021-04-04 23:57 UTC (23 hours ago)
        
 (HTM) web link (www.airspacemag.com)
 (TXT) w3m dump (www.airspacemag.com)
        
       | platz wrote:
       | Does anyone know how close Falcon 4.0 (or Falcon BMS) got in
       | terms of the flight model?
       | 
       | Do the DCS games have a good flight model?
        
         | willyt wrote:
         | Listen to this to find out.
         | https://omegataupodcast.net/333-flying-and-simulating-the-f-...
        
       | billfruit wrote:
       | One thing though is seriously missing in MSFS is crash physics.
       | So many of other types of games have realistic collisions and
       | destructuble environments (Racing games like Dirt 4 even have
       | that for licenced models). Why can't MSFS can't have something
       | that other games are having for many many years?
        
         | CedarMadness wrote:
         | Microsoft removed crashes from Flight Simulator following the
         | 9/11 attacks. If you want good destruction physics a combat
         | focused simulator like DCS is probably more relevant than a
         | civilian flight simulator
        
       | curiousmindz wrote:
       | Microsoft Flight Simulator is really a simulator, not just of
       | flying, but also of the entire world.
       | 
       | It would be amazing if they could turn Flight Simulator into a
       | "game engine", so that other developers can build specific
       | scenarios/games on top of it!
       | 
       | Imagine Flight Simulator with all the creativity of Minecraft.
       | That would be awesome.
        
         | ThrowawayB7 wrote:
         | > " _It would be amazing if they could turn Flight Simulator
         | into a "game engine", so that other developers can build
         | specific scenarios/games on top of it!_"
         | 
         | They did, back in 2007 in a product called Microsoft ESP, which
         | became Lockheed-Martin's Prepar3D when Microsoft's ACES Studio
         | was shut down in 2009.
         | 
         | https://en.wikipedia.org/wiki/Microsoft_Flight_Simulator#Loc...
        
         | rurounijones wrote:
         | > It would be amazing if they could turn Flight Simulator into
         | a "game engine", so that other developers can build specific
         | scenarios/games on top of it!
         | 
         | Something _similar_ happens for Digital Combat Simulator in
         | that third party developers can develop modules for the base
         | game engine (so far it is mostly aicraft but there are 1st
         | party ground units and a 3rd party has indicated interest in
         | building a relistic Integrated Air Defense Network simulator on
         | it as well).
         | 
         | Not quite "A world simulator you can do whatever you want with
         | to minecraft levels" though.
        
         | kylebarron wrote:
         | Cesium is trying to do this:
         | 
         | https://cesium.com/blog/2021/03/30/cesium-for-unreal-now-ava...
        
           | mch82 wrote:
           | This is worth submitting as a separate post. Thanks for
           | sharing!
        
           | unixhero wrote:
           | Oh my god
        
           | demarq wrote:
           | Another one, though not sure if it stalled, outerra
        
         | robertlagrant wrote:
         | It's not simulating the world. It's just pulling in elevation
         | and texture data from real world sources (and then people are
         | patching in Google Maps because Bing is not a great data
         | source).
        
           | [deleted]
        
           | Macha wrote:
           | Also if you've ever flown low over somewhere that's not like
           | an airport that is modelled/textured separately to the ortho
           | scenery, you see that the data doesn't hold up, so you'd need
           | stuff with sky high views.
           | 
           | so could be used for flight sims and.... maybe an rts? You're
           | not using that is as for e.g. driving games or fps games, and
           | crunching Street view data into something usable would
           | require processing and storing a lot more data
        
           | anthk wrote:
           | That was something Flightgear offered with a custom build
           | since a decade ago.
        
       | lsh123 wrote:
       | Disclaimer: I am an instrument rated private pilot.
       | 
       | I tried the latest MS FS when it got out and went back to X-Plane
       | for majority of my instrument "currency" training:
       | 
       | 1) MS FS still doesn't have a lot of US instrument procedures
       | available.
       | 
       | 2) Avionics (e.g. G1000) doesn't behave as in real life:
       | buttonology is just wrong and often the logic is wrong too.
       | 
       | 3) Planes don't feel "right" at the edges of the envelope.
       | 
       | I still checkout MS FS challenges once in a while, but I treat it
       | as an arcade. It is not real by any means thought rendering is
       | pretty nice.
        
         | okareaman wrote:
         | I think you've fallen into the uncanny valley, where it is very
         | close to real but not close enough, so it feels off. The rest
         | of us without your reference context continue to find it
         | amazing.
        
         | jillesvangurp wrote:
         | Disclaimer, not a real pilot but I have flown X-plane for many
         | years. So, yes, I am biased. But I do recognize the enormous
         | progress MS has made with their latest sim. The visuals are
         | stunning and the rest got a fairly big upgrade as well. It's
         | hard to not get enthusiastic about it. I don't have the
         | hardware to run it but I definitely want it.
         | 
         | Avionics in the default planes (both products) are not intended
         | to be hyper realistic. Study level plane add ons exist for both
         | X-plane, and all of MS recent simulators. They typically cost
         | more than the base simulator and you can geek out over every
         | little part of the plane's functionality. There's a great
         | ecosystem of add on developers for both simulators that can get
         | you a lot of realism.
         | 
         | That being said, Austin Meyer's primary motivation for building
         | and continuing to build X-plane has always been simulation
         | fidelity whereas MS core customers do include some hardcore
         | users, they are mostly a bit more casual users. However, add-
         | ons exist that do have a some hard core users and they do
         | provide an excellent experience.
         | 
         | In between shipping Vulkan support for the core sim (which
         | landed last year), Austin Meyer actually dedicated an entire
         | release (11.40, 2019) to addressing some long standing edge
         | cases with aerodynamics. There's a great overview of that on
         | Youtube where he explains what he did
         | (https://www.youtube.com/watch?v=v4UfGE-JJY4). He even
         | addresses "that new MS sim" at the end of the presentation.
         | 
         | There's all sorts of subtle behavior that he figured out the
         | mathematics for and built into the sim. I like flying tail
         | draggers in x-plane and the behavior definitely improved. It
         | wasn't bad before (famously) and it got a lot better with that
         | release. That represents the level of attention that goes into
         | the product and it's a reason why lots of people like me
         | continue to enjoy that product. It's also the reason you get
         | more sensible behavior at the edge of the envelope for a lot of
         | planes. Some plane manufacturers actually use plane-maker
         | (which is included with x-plane) to model their new models:
         | it's the easiest way to get a feel for how their plane will
         | behave before they build it.
         | 
         | Likewise, the reason the default G1000 is so nice in X-plane is
         | that they have a German contractor who is a real life IFR pilot
         | obsessing about it for years for the past decade or so. His
         | mission in life is to make this thing as real as it gets. And
         | it's apparently very good. I've not actually touched the real
         | thing ever of course but the simulated one is quite a complex
         | thing to figure out. X-plane also has had ways to interface
         | with real Garmin equipment for many years. But that's just one
         | vendor and of course there are many. Most of the other ones are
         | only available via add-ons.
         | 
         | The recent MS simulator does represent a very huge upgrade in
         | realism with better default planes, improved approach to
         | aerodynamics, weather, etc. It's much more engaging without
         | investing a lot in add ons (which in the past was the only way
         | to not make it look hopelessly outdated). Those add-ons still
         | exist of course. Including scenery add ons, airport add ons,
         | etc. It's good out of the box but not that good that those add-
         | ons are no longer needed. In a way it caught up to X-plane's
         | rendering capabilities (and a bit beyond). Where before x-plane
         | just looked way better out of the box. I use a lot of ortho4xp
         | scenery with osm2xplane objects and a few other goodies (all
         | free btw) and you get quite far with just those two. But what
         | MS did is definitely a few levels better. But for a six year
         | old product, it's not bad.
         | 
         | X-plane 11 is coming to the end of its cycle. I expect v12
         | betas to start showing up end of this year or early next year.
         | I expect that there will be a lot of progress on the scenery
         | front particularly now that they have the Vulkan upgrade out of
         | the way. They've always been good at making the most of data
         | driven scenery production given that they have a small team.
         | And there is a lot of open data to work with.
        
         | EMM_386 wrote:
         | I disagree with a lot of the talk in the flight simulation
         | community that always runs along the lines of "MSFS is a game
         | with nice visuals, use X-Plane if you want a real simulator".
         | I've used X-Plane for many years prior to FS2020 being
         | released, both for legal currency as well as learning the
         | inside out of complex types I haven't flown.
         | 
         | I'm a US certified commercial pilot and have been using
         | simulators since the early 90s.
         | 
         | Regarding #1, the only approaches I've noticed that aren't in
         | the simulator are some RNAV approaches to smaller airports. Are
         | you seeing otherwise? If you need those now, Navigraph seems
         | like a solution.
         | 
         | MSFS is a technological tour de force that has only been out
         | now for 1/2 a year. X-Plane has been around for decades, which
         | is why things like the G1000 are more reliable at the moment.
         | 
         | Aircraft like the newly released Aerosoft CRJ show the
         | potential in the sim, and this is with the developer only
         | having their hands on the SDK for a short period of time.
         | 
         | For developers reading this, a peek at the SDK is interesting.
         | They are using modern techniques throughout the simulator, such
         | as using WASM along with HTML/CSS/JS for gauges, among many
         | other interesting choices.
         | 
         | https://docs.flightsimulator.com/html/index.htm
        
           | ekianjo wrote:
           | > MSFS is a technological tour de force that has only been
           | out now for 1/2 a year.
           | 
           | If you conveniently ignore the fact that fs has been around
           | since the 80s.
        
             | EMM_386 wrote:
             | > If you conveniently ignore the fact that fs has been
             | around since the 80s.
             | 
             | This is like saying that the latest Doom "has been around
             | since 1993".
             | 
             | FS2020 was developed by the French company Asobo.
             | 
             | https://www.asobostudio.com/games/microsoft-flight-
             | simulator
        
               | Daho0n wrote:
               | That is not a fair comparison. If MSFS has _less_
               | features but better graphics it is either moving
               | backwards as a sim or becoming more arcadeish. A sim with
               | less sim is less not more.
        
               | ekianjo wrote:
               | > FS2020 was developed by the French company Asob
               | 
               | yes I know. It does not mean that they disregarded the
               | whole history of 40 years of FS when designing the game
               | did they ?
        
               | mlavin wrote:
               | But Doom Eternal wasn't developed from the original Doom
               | engine, same with the new Flight Simulator.
        
               | mopsi wrote:
               | The new Flight Simulator is an upgraded version of the
               | engine that dates back to at least 1990s, if not earlier.
               | Legacy aerodynamics simulation from Flight Simulator X
               | (2006) is included and fully functional. Air traffic
               | control system introduced in Flight Simulator 2002 is
               | also there with minor changes throughout the years. Even
               | some artwork is 20+ years old, such as
               | "737-400_scenery_t1.bmp" texture map[1] for a fictional
               | 737-400 that came with Flight Simulator 2000[2]. I guess
               | they forgot to remove it, or left it for backwards
               | compatibility reasons.
               | 
               | [1] https://imgur.com/a/KnP1NKl
               | 
               | [2] https://microsoft-flight-
               | simulator.fandom.com/wiki/Orbit_Air...
        
             | rbanffy wrote:
             | I don't think there is much Sublogic code left in the
             | current release.
        
               | jonathanstrange wrote:
               | "not much" is a bit subjective. In any case, I'd wager
               | that 99% of the ATC code was taken from them. It has the
               | same incorrect terminology and nonsense than in any other
               | version of Microsoft Flight Simulator.
               | 
               | The visual "game engine" is from Asobo, though.
        
             | golergka wrote:
             | Wasn't MSFS2020 developed from scratch by a new studio?
        
               | Macha wrote:
               | From scratch? No, consequently there is a pretty much
               | automated aircraft converter [1] and the directory
               | structure is incredibly similar and early alphas had the
               | fsx flight physics, and started with fsx airports before
               | the ml scenery was finished.
               | 
               | It's certainly a more ambitious engine upgrade of the
               | engine than p3d or fsw, even excluding the cloud scenery
               | stuff, but "write a flight sim from scratch" is a task on
               | par with "write a Web browser from scratch".
               | 
               | Yes, most of this forum could write a IE3 or Netscape 2
               | or Lynx clone in a long but manageable amount of time,
               | but if you want to catch up to Chrome/Firefox/Safari,
               | good luck.
               | 
               | [1]: https://www.nexusmods.com/microsoftflightsimulator/m
               | ods/117
        
           | mdip wrote:
           | > MSFS is a game with nice visuals, use X-Plane if you want a
           | real simulator
           | 
           | I completely agree -- Microsoft Flight Simulator has _always_
           | been more than a game. I haven 't used X-Plane, myself, and
           | wouldn't have the expertise to properly judge the
           | differences, myself.
           | 
           | However, as a kid in the early 90s, we had upgraded from an
           | 8088 to a 80486, and getting time on the shared, single,
           | computer, was difficult while Dad was training for his
           | pilot's license and later IFR rating using the 80s version of
           | Flight Simulator.
           | 
           | The funny thing is that until recently, it _never occurred to
           | me_ that the intention of Flight Simulator[0] was to be  "a
           | game". Now, I'm sure 1985 (or so) Flight Simulator on an 8088
           | left a lot to be desired as simulators go, but even back then
           | it was "far more than a game".
           | 
           | I remember playing with it after my dad purchased it. The
           | pretty picture on the front/box art gave everything the
           | _appearance_ of being a game. But it was missing one,
           | critical, element. Games, I thought, were supposed to be fun.
           | But outside of a small handful of major airports, which had a
           | few lines to represent landscape, the game was basically
           | "make the small airport disappear into large amounts of gray
           | landscape", dial in the frequency, aim the plane, and then
           | the best part -- when you're done, try make it a car[1].
           | 
           | As a child, I flew with my Dad in his Piper Cherokee probably
           | somewhere in high doubles/low triple digits (over about 5
           | years). As a kid, I remember my Dad saying something along
           | the lines of: Take-off, Landing and Problems are the only
           | time the pilot is doing anything. Most of the time you aim
           | the plane and wait. My Dad used to keep a 500 ct box of
           | Atomic Fireball candies to keep him awake on long, multi-leg
           | flights.
           | 
           | I have only, briefly, played with the latest Flight
           | Simulator, but I felt like they nailed a lot of the physics
           | engine. I used to love taking my friends with us on trips in
           | the small plane. Where we lived, by about my teen years, all
           | of my close friends had been on at least one commercial (jet)
           | flight, and they all acted macho (the boys, anyway) having
           | flown before (none would admit to a fear of heights at this
           | point). The most intelligent of my friends would start to see
           | their anxiety rise shortly after the hangar was opened. My
           | Dad would hand me this pole to attach to the front landing
           | gear -- so that I could pull the thing out of the garage. I
           | was all of 145 pounds soaking wet, so watching me pull a
           | larger-than-a-car-sized object that seats 7 with one arm and
           | no physical exertion is the first sign that it's going to be
           | a bumpy ride.
           | 
           | Shortly after, when my Dad asks for everyone's weight, the
           | new passenger is confronted with the fact that "the plane is
           | so light that everyone's safety partly depends on _where I
           | sit in this thing_ ". If they aren't scared, yet, the next
           | chance is about ten minutes after take-off, when my Dad would
           | usually make a comment over the headphones about how smooth
           | the air is -- I'm not sure if he was _always_ being
           | sarcastic, but  "a smooth flight" was usually about as bad as
           | the _worst_ turbulence I 've experienced on a commercial jet.
           | So depending on how long we had planned on flying that day,
           | my buddy now realizes _this_ is as safe as they 're going to
           | feel.
           | 
           | The best description I've heard of it is that it feels like
           | you're sitting in a kite. It's a kite that can be controlled,
           | safely[2], but you feel _every_ gust of wind and you can 't
           | help get the feeling like mother nature is getting annoyed
           | with you and might just decide to slap you out of the air,
           | much like we would do to an annoying fly... and that it would
           | take very little effort on her part.
           | 
           | [0] In reference to the original MS Flight simulator from the
           | 80s/90s -- there are many flight simulation games out there,
           | but the point of these games is usually "to use a plane for
           | war/combat/other traditional game purpose". The physics
           | engines of these kinds of games are far simpler and sometimes
           | feel like the plane is flying through loose snow rather than
           | air -- i.e. like a ski/snowboard simulation game that
           | includes "up/down" and reacts more slowly to turns than
           | "being firmly attached to the ground" but not so slowly that
           | you feel completely at the mercy of the wind.
           | 
           | [1] Also known as "landing" -- on that version, if memory
           | serves, a good landing was characterized by a high-pitched
           | "chirp" (implying the wheels hit the ground) and you could
           | roll around on the ground. If you didn't stick the landing,
           | the plane just _stopped dead_ wherever it touched the ground
           | (I think a  "game over/start again" screen popped up but I'm
           | not sure).
           | 
           | [2] I've written a few stories about the kinds of fun my Dad
           | has experienced flying -- he was a "private pilot" in that he
           | was not licensed to charge people to take them places, but he
           | flew multiple times per week as a sales manager/owner of his
           | company. He _hated_ flying if he wasn 't the pilot
           | (commercial or otherwise) because he'd been through enough
           | trouble in the air (and handled the problems successfully)
           | that he had greater confidence in his abilities to handle
           | problems than "a person he didn't know who was in charge of
           | his life". I had always thought we were trying to save money,
           | but it was far more expensive to fly the small plane (alone)
           | than commercial.
        
           | danaliv wrote:
           | _> the only approaches I 've noticed that aren't in the
           | simulator are some RNAV approaches to smaller airports._
           | 
           | That's bizarre. CIFP has every approach in the country.
           | They'd have to actually _remove_ approaches to be missing
           | any.
        
           | zeroc8 wrote:
           | Well, at this time XPlane is better for IFR training and
           | everything the original poster mentioned is true. But MS
           | Flightsim is still a young product, so let's wait and see.
           | But if I had to bet, I'd always bet on Austin Meyers and his
           | enthusiasm for aviation.
        
             | TimTheTinker wrote:
             | Agreed; but if I had to bet, I'd also bet that the best
             | high-def realistic scenery would come from a very well-
             | resourced company.
             | 
             | Austin may be passionate, but he doesn't own anything
             | comparable to Azure cloud or Bing maps.
             | 
             | I wish it were possible to marry X-Plane with MSFS's
             | scenery and world rendering.
        
               | mdip wrote:
               | It's likely an issue of differing goals, too.
               | 
               | As I mentioned in a previous post, my Dad used the 80s MS
               | Flight Simulator for IFR training. The graphics, on our
               | amazing CGA monitor, were Battleship Gray ground (with
               | mixes of solid green, I think) with white lines
               | representing "scenery". I'm guessing that (for the 80s)
               | the physics were a high priority, but graphics -- even
               | for the 80s -- were not.
               | 
               | Microsoft could do the scenery more easily than others
               | due to Bing, and frankly, if it weren't for the scenery,
               | I wouldn't have shelled out the cash. The flight physics,
               | while positively amazing[0], wouldn't have even been able
               | to be described to me in a manner that would have gotten
               | me excited enough to purchase it, but on that -- alone --
               | it'd be worth it[1].
               | 
               | I can't speak as to how well it simulates IFR/related
               | things -- not a pilot -- though I mentioned in a previous
               | post that my Dad basically got his IFR rating by
               | practicing on _ancient_ MS Flight Simulator.
               | 
               | I am curious, though -- what is it that MS Flight
               | Simulator's latest version gets wrong about IFR that
               | X-Plane gets right?
               | 
               | [0] Admittedly, I've probably used it for a total of 3-4
               | hours since its release. What I saw was impressive in
               | that I wasn't intending to _notice_ the physics, but it
               | was impossible not to. There were moments where I had
               | (extremely minor) anxiety while angled just right,
               | looking out the  "window" trying to get the plane to do
               | something nuts.
               | 
               | [1] Bear in mind, my impressions come from not having
               | played a modern flight simulator (outside of ones that
               | are not intended to be accurate) in over a decade.
               | Perhaps some of the things that I'm so impressed with
               | have been available in other simulators and I'm just
               | seeing them for the first time, here. I'm encouraged that
               | so many people love X-Plane; I hadn't looked at it, yet
               | (and not exactly sure as to why), but I'll be checking it
               | out, now.
        
               | kvirani wrote:
               | What about this other trending HN post?
               | https://cesium.com/blog/2021/03/30/cesium-for-unreal-now-
               | ava...
        
           | robertlagrant wrote:
           | > MSFS is a technological tour de force
           | 
           | You rarely see people who aren't paid to advertise a product
           | talk like this.
        
             | MaxBarraclough wrote:
             | The guidelines ask you not to do this.
             | 
             | > _Please don 't post insinuations about astroturfing,
             | shilling, brigading, foreign agents and the like. It
             | degrades discussion and is usually mistaken. If you're
             | worried about abuse, email hn@ycombinator.com and we'll
             | look at the data._
             | 
             | https://news.ycombinator.com/newsguidelines.html
        
           | pc86 wrote:
           | For anyone like me who immediately scoffed and said "there's
           | no way you can use X-Plane for actual FAA currency
           | requirements," it turns out you can if you have appropriately
           | certified hardware controls to go with it: https://www.faa.go
           | v/documentLibrary/media/Advisory_Circular/...
        
             | danaliv wrote:
             | Be careful with this. I used to give aircraft simulator
             | instruction and had to learn that AC backwards and
             | forwards. Bottom line is it's not enough just to get a
             | certified yoke and throttle quadrant. The entire package,
             | hardware and software together, has to be "authorized," not
             | just "certified." The instrument for this is a Letter of
             | Authorization (LOA) that spells out exactly which kinds of
             | currency/experience can be logged on that specific Aviation
             | Training Device, and the approved aircraft configurations
             | (e.g. SR20, PA-28R, BE-76). No LOA, no hours. If you can
             | get a copy of the manufacturer's LOA, and the experience
             | you want is in that letter, go for it! Otherwise, you've
             | just got a very expensive video game.
             | 
             | There's a list of current LOAs here: https://www.faa.gov/ab
             | out/office_org/headquarters_offices/av...
             | 
             | And here's an example of an LOA: https://flypfc.com/wp-
             | content/uploads/2020/03/PFC-CAT-II-III...
        
         | t0mas88 wrote:
         | X-Plane has a big advantage by the fact that it has been out
         | much longer. Their built-in Garmin GNS430 / 530 and G1000 are
         | not exact replicas of the real ones (subtle differences in
         | behavior and missing functions). However you can fix that with
         | a simple add-on, because RealityXP sells an add-on that lets
         | you connect the real actual Garmin simulator software that is
         | often used for training (which you can download for free) with
         | the simulator. And if you do that the buttons are all 100%
         | exactly the same as in the real thing.
         | 
         | I'm expecting this type of thing to be released for MS FS as
         | well over the coming years. It just takes time for these third
         | parties to write a version for MS.
        
           | Daho0n wrote:
           | I don't understand how it's an excuse that the current
           | version is new or newer than X-plane? Either this is not
           | actually MSFS but just a new game that sells by using
           | (abusing) a known name or it _is_ MSFS that has roots back to
           | the 80 's. If it's the last then it is clearly moving
           | backwards if it has missing features and less realism. The
           | logic that every new release is starting from scratch and
           | isn't comparable to the old version is strange. Even if they
           | throw out all the code and start coding from scratch MSFS is
           | still not some un-comparable game to the last release.
           | 
           | To take it to an extreme: If Adobe started from scratch and
           | released a new shiny Photoshop that looked good but had the
           | features of MS Paint would people see it as moving backwards
           | or "give it time, third parties will re-add missing
           | features"?
        
             | t0mas88 wrote:
             | In case of third party content I think it's a valid point.
             | X Plane did not have these add-ons when it was released,
             | they came a few years later. So it's not that strange to
             | give MS FS a bit of time to catch up in terms of third
             | party add-ons.
             | 
             | Missing features in the game itself can't be excused that
             | way, but guess what... X Plane still after many years also
             | doesn't have a good enough for training built-in simulation
             | of a GPS.
        
         | jaxx75 wrote:
         | >3) Planes don't feel "right" at the edges of the envelope.
         | 
         | Is there a simulation that does this well? With regard to
         | racing sims, there's still some argument on what has the best
         | tire model. I can only imagine how complex aero and airplane
         | models must be.
        
           | Alupis wrote:
           | It's not exactly a 1:1 with real life, but X-Plane places
           | "realism" in it's flight models and physics engine above
           | basically all else.
           | 
           | Which is a stark contrast with MSFS2020 where eye candy and
           | visuals are the primary focus, and realism a distant
           | afterthought.
        
           | exDM69 wrote:
           | Aero models are actually much simpler than racing tyre
           | models.
           | 
           | Most older flight sims used a lookup table for aerodynamic
           | forces, which is gives a pretty decent model for most of the
           | flight envelope. Newer sims do model the airflow around the
           | wings but it's still relatively simple.
           | 
           | Tyre models have similar history, most models are empirical
           | and based on the Pacejka tyre model with some adjustments,
           | not quite a lookup table but some very basic math formulae
           | with no physics behind it. Notable exception is iRacing which
           | has a physically based tyre model based.
           | 
           | But the physical phenomena going on in a deforming, elastic
           | racing tyre are much more complex than a wing cutting through
           | air.
        
             | lloeki wrote:
             | Not sure about the details, Forza Motorsport 4 has
             | completely redeveloped the tire model at some point, with
             | fresh intel from (IIRC) Pirelli, and they only improved
             | since then.
             | 
             | I could be wrong but it seems to go way beyond Pacejka in
             | my experience (including sidewall deformation). On old cars
             | it's night and day.
        
               | exDM69 wrote:
               | I assume most sims have moved beyond vanilla Pacejka
               | model by now, but they are generally still empirical
               | models with their roots in Pajecka. The standard model
               | doesn't account for dynamically changing pressures and
               | temperatures, for example.
               | 
               | When tyre manufacturers provide data, it is usually in
               | the form of coefficients for the Pacejka model or some
               | variant thereof, the model being the de facto standard in
               | the automotive industry.
               | 
               | But I admit I don't know the specifics about Forza 4 tyre
               | model.
               | 
               | At least a few years ago, the iRacing tyre model
               | developers said in their dev log videos that their model
               | is unique in being physically based and not an empirical
               | model. But that may have changed.
               | 
               | Empirical models are generally considered "better"
               | feeling for sim racing, iRacing's model is criticized for
               | being bad in handling extreme slip angles and ratios
               | (read: drifting).
        
               | lloeki wrote:
               | > The standard model doesn't account for dynamically
               | changing pressures and temperatures, for example.
               | 
               | Forza definitely accounts for these, there are three
               | thermal bands exposed in the telemtry UI: outer, middle,
               | and inner. Pressure is a tunable, and it varies with
               | heat.
               | 
               | There is also axial and radial deformation. Like, on
               | small rim/big wall tires accelerating produces a tire
               | twist along its rotating axis, as the wall itself is
               | elastic, which creates a lag in tire reaction, followed
               | by a tightening (and even a bounce) when it reaches
               | elasticity limit. Same on turns when the tires deform
               | laterally and depress, which creates some additional
               | lag/bounce back effects that tally up to create
               | interesting situations at the limit. This all matches up
               | with my (completely anecdotal and limited) real life
               | experience.
               | 
               | Most people play the cars tuned up to a given perf class
               | slot, which often includes rim/tire upgrades by default
               | (there's an auto-tune feature) when handed by the game
               | for the cars to be sort of competitive in that perf
               | class, so they probably don't get to feel that to the
               | full extent. I myself don't care about the perf, I like
               | to restore the car parts and settings to stock condition
               | and enjoy the "original" feel of cars I will probably
               | never drive or ever come near, and lap the car by myself
               | or with a couple of like-minded friends.
               | 
               | > Empirical models are generally considered "better"
               | feeling for sim racing
               | 
               | Yeah, theory has this way of matching reality, save for
               | the corner cases that are the ones being interesting. I
               | god honest don't know what Forza is using, and certainly
               | don't claim it's a super accurate sim, but they did a
               | fantastic job to make it feel realistic to great detail,
               | and gracefully degrading from a full-fledged sim race
               | setup to a gamepad (where it still manages to convey a
               | ludicrous amount of info given the device limitations)
        
               | exDM69 wrote:
               | Live for Speed also had tyre deformation, temperature,
               | pressure etc but it was still based on Pacejka model,
               | applied to different parts of the tyre separately.
        
               | magicalhippo wrote:
               | Project CARS described their tire model that they
               | developed for the first game[1], based on three coupled
               | simulations for the carcass, threads and heat. They
               | describe it as a fully dynamic model.
               | 
               | Not sure what the state of the art is though, I just
               | recalled this post from way back.
               | 
               | [1]: http://www.wmdportal.com/projectnews/inside-project-
               | cars-set...
        
         | mdip wrote:
         | Thanks for that -- just out of curiousity, what is "instrument
         | currency training"? My Dad was an instrument rated pilot (among
         | others) and trained on the original MS Flight Simulator. It was
         | obviously missing _far_ more than probably any of the flight
         | simulators released after 2000.
         | 
         | Also curious -- what is meant by your third bullet point? Where
         | is the physics most obviously screwy? As a non-pilot, I was
         | _blown away_ by how the plane felt. Obviously, I don 't have
         | the sense for what the plane is actually doing like my pilot
         | father would have, but while playing, it was the dynamics of
         | how the plane moved that really impressed me.
        
         | mastazi wrote:
         | I completely agree about avionics, for example the first time I
         | tried FLC mode on the G1000, the "Nose up" and "Nose Down"
         | buttons were inverted ("Nose up" would increase the target
         | speed, hence actually moving the nose down, and vice versa).
         | And many things were missing, even basic ones such as "track
         | up" mode for the MFD. Overall, X-Plane avionics are much
         | better.
         | 
         | I also agree with you that X-Plane still gets an edge in terms
         | of flight model, even though the gap is not as wide as it used
         | to be between X-Plane and FSX/P3D.
         | 
         | The one obvious shortcoming of X-Plane, when compared to MSFS,
         | is the lack of accurate world scenery, on the one hand we could
         | say that it's just eye candy but on the other hand accurate
         | scenery could help students prepare for VFR flights. Yes, you
         | can generate high detail scenery for X-Plane using Ortho4XP,
         | but it's time consuming and it requires a lot of disk space.
        
           | tjohns wrote:
           | VFR students shouldn't be anywhere near a simulator, imo.
           | Primary training is all about stick and rudder skills, which
           | you can't pick up in a simulator. The feel of the controls
           | isn't even close.
           | 
           | (I guess you could use a simulator to help teach pilotage and
           | dead reckoning... but that normally gets sprinkled in with
           | the other lessons along the way.)
           | 
           | On the other hand, simulators are useful for IFR training,
           | when you're focusing on procedures. But you're not looking at
           | the scenery in that case. ;)
        
             | mastazi wrote:
             | > VFR students shouldn't be anywhere near a simulator,
             | 
             | I agree but I wasn't talking about stick and rudder skills,
             | I was talking about cross country VFR preparation (learning
             | landmarks etc.). I guess you can do it just using Google
             | Maps, but it would be fun to do it in sim IMHO.
             | 
             | PS regarding the expression "VFR students": there is a
             | preconception where VFR skills are just something that you
             | learn as a beginner pilot, and then once you have enough
             | experience, you start focusing on IFR. I think this mindset
             | is wrong. There are some very experienced bush pilots who
             | regularly - and sometimes mostly - fly VFR; aviation is not
             | just airliners.
        
               | tjohns wrote:
               | Now that you mention it, I could see MSFS being useful
               | for general area familiarization.
               | 
               | Foreflight has 3D mode now for the same purpose. But MSFS
               | would certainly be more fun, and an instructor could mix
               | in other navigation skills. It would be a good exercise
               | to drop someone into an unknown area to practice VOR
               | navigation.
               | 
               | (And 100% agreed about the "VFR students" thing. Poor
               | choice of words on my part.)
        
               | mastazi wrote:
               | Oh yes I love Foreflight 3D mode.
               | 
               | > an instructor could mix in other navigation skills
               | 
               | Yes you made me realise that my initial comment was not
               | very clear, I said "VFR" but really I meant visual
               | navigation.
        
               | redis_mlc wrote:
               | > cross country VFR preparation (learning landmarks etc.)
               | 
               | That's unnecessary since your sectional (map) has most of
               | that.
               | 
               | > there is a preconception where VFR skills are just
               | something that you learn as a beginner pilot, and then
               | once you have enough experience
               | 
               | It's a really strange argument to make, since pilots are
               | responsible for see and avoid, which means looking out
               | the window, even with an IFR clearance.
               | 
               | Since you're writing basically GPT-3-level nonsense, are
               | you actually a pilot?
               | 
               | Source: commercially-rated pilot.
        
             | ffk wrote:
             | Pair X-Plane with PilotEdge, and you've got something that
             | can help you with your radio skills so that you can
             | effectively communicate with ATC. So many pilots go without
             | flight following (asking ATC to watch your path and notify
             | you of things you should be aware of) simply because they
             | are afraid of the radio.
             | 
             | Completely agree about stick/rudder skills though...
        
               | sundvor wrote:
               | Is anyone doing anything akin to a direct drive system
               | for HOTAS force feedback? That would be incredible.
               | 
               | I have TM's Warthog system which is presently collecting
               | dust due to lack of triple screen support (Nvidia
               | Simultaneous Multi-projection or SMP, AMD has nothing) -
               | in my space/flight titles, but hopefully not forever.
               | 
               | It's not anywhere able to convey forces affecting the
               | plane in the way my DD steering wheel system does for
               | driving. The feedback I get there combined with
               | transducers is truly sensational, especially once you've
               | had the time to become attuned. I'm becoming half
               | competent now and it's an amazing thing to be able to do
               | from the home.
               | 
               | Whilst there might be limited stuff to simulate in higher
               | end fbw planes, for anything hydraulic there ought to be
               | some options. I once had a Microsoft FFB joystick but
               | considerable time had passed since.
        
               | mastazi wrote:
               | There are sticks, yokes and even rudder pedals with FFB,
               | from a couple different vendors (for example the ones
               | made by the Swiss company Brunner) but they cost
               | thousands. Unfortunately, AFAIK, there is nothing in the
               | lower cost segment.
        
               | rbanffy wrote:
               | Wouldn't it be awesome if someone could license brand
               | names like Boeing, Airbus, Embraer, Cirrus, Garmin, or
               | Cessna and sell reasonably priced panels mimicking
               | instrument panels of those makers with their help?
               | 
               | An LCD touchscreen and a plastic overlay would do wonders
               | and still be a reasonable compromise.
        
               | [deleted]
        
             | zeroc8 wrote:
             | Yes, but stick and rudder skills are the easy part (I used
             | to be a flight instructor). The hard part is everything
             | else.
        
               | tjohns wrote:
               | Out of curiosity, what areas did you find were the most
               | challenging for your students?
        
         | [deleted]
        
         | spoonjim wrote:
         | MS FS is developed, marketed, and priced as a _game._ That 's
         | what it is and in terms of pure flight sim I'm sure there are
         | better.
        
           | mastazi wrote:
           | I disagree, I believe that MSFS and XP11 are marketed to a
           | similar niche. MSFS was marketed as a realistic sim and not
           | as arcade, there were multiple statements about that,
           | including in the very first post of the official blog[3]. At
           | the same time, you can buy XP11 on Steam, a platform for
           | gamers[2], and while it's true that there is a version of
           | X-Plane for professional use[3], most people who own it, use
           | it in a home setting.
           | 
           | [1] "We are making Microsoft Flight Simulator. Emphasis on
           | the word SIMULATOR."
           | https://www.flightsimulator.com/june-20th-2019/
           | 
           | [2] https://store.steampowered.com/app/269950/XPlane_11/
           | 
           | [3] https://www.x-plane.com/pro/
        
             | spoonjim wrote:
             | What I mean by a "game" is that the goal of the software is
             | to be enjoyable. It's definitely marketed towards a crowd
             | that wants a simulator, but it's not trying to get you
             | ready to fly a real airplane (even if that is possible as a
             | side effect). That's not how it's marketed.
             | 
             | Whereas, the flight simulator that Airbus trains its pilots
             | on is evaluated by a different goal... that simulator's
             | goal is to make sure that you don't kill 400 people on an
             | A380. You're not supposed to enjoy it, using it is paid
             | work and not recreation.
        
               | mastazi wrote:
               | Yes this makes sense, I would say that MSFS is purely
               | focused on the entertainment market, P3D (and many other
               | specialised sims) on the professional market, while
               | X-Plane caters to both segments.
        
             | Alupis wrote:
             | You may have misinterpreted what the parent meant about a
             | "game" vs a "simulator".
             | 
             | XP11 focuses on the flight models and physics of flying a
             | plane, whereas MSFS2020 focuses on the visuals.
             | 
             | Neither are perfect, but for those studying or
             | familiarizing, XP11 is a far better choice since it goes
             | out of it's way to mimic real life. MSFS2020's basic G1000
             | (crammed into nearly every cockpit in the game) still has
             | buttons that don't function, just for starters.
             | 
             | Different focuses, one's a "game" and the other is a
             | "simulator".
        
               | mastazi wrote:
               | OK after reading your comment I get what you mean, yes
               | it's possible that that's what parent meant. However I
               | still think that MS should spend some effort fixing the
               | avionics, because in their current state, they are not up
               | to scratch, even considering the different focus as
               | explained in your comment.
        
               | Alupis wrote:
               | Completely agree, and am hopeful they will add the
               | missing features and have some sort of "realism" update.
               | 
               | Basic things like the inability to manually set
               | barometric pressure - there's no option in the G1000
               | implementation, you have to press 'B' on your keyboard
               | and it just sets itself. Little things like that add up
               | and firmly take MSFS2020 out of the "simulator"
               | category... for now.
               | 
               | Some others have mentioned that MSFS2020 might be more
               | akin to a platform, upon which content will be added over
               | years and years. Some enterprising individuals have
               | already figured out how to add helicopters, for example,
               | while officially there's no support for helis by
               | MS/Asobo. So, I remain hopeful.
        
               | kewrkewm53 wrote:
               | I would argue that historically MSFS series has indeed
               | been more of a platform and an ecosystem than anything
               | else. It's predecessor Flight Simulator X also had quite
               | shallowly modelled default aircraft, yet over the years
               | third-party (mostly payware) devs modeled almost all
               | commercial airliners in use today to a very high detail.
               | 
               | So, I think MSFS2020 will be a great simulator for those
               | hardcore simmers who are willing to pay 50-150USD for a
               | single aircraft modeled to a very high detail, just like
               | they did in FSX days.
        
               | mastazi wrote:
               | Yes, for sure the add-ons ecosystem will fill every
               | possible niche. However if we look at X-Plane, we can see
               | that having good quality default avionics can actually
               | help add-ons makers, the two things are not mutually
               | exclusive! Many 3rd party X-Plane add-ons improve on the
               | default avionics rather than having to develop a unit
               | from scratch (like it's often the case with P3D add-ons).
               | This means that developers can focus on other aspects
               | (e.g. failures, systems, walk around, manuals) while
               | reducing dev costs.
        
             | 7952 wrote:
             | I love planes but am not a pilot or trying to be a pilot. I
             | think MSFS is enough of a simulator to satisfy me. It has
             | enough technical sophistication to be interesting and teach
             | me things. But I dont need to learn to fly with it. And the
             | scenarios I play are completely contrived anyway.
        
           | theYipster wrote:
           | Nope. MSFS and X-Plane may start as games, but you'd be
           | surprised how widely they are used in professional aerospace
           | and aviation for a variety of purposes. In fact, back when MS
           | had the old Flight Simulator (disbanded in 2006,) they had
           | developed and sold a parallel commercial version which was
           | used in a variety of flight simulation and training
           | platforms. It was this version that was sold to Lockheed
           | Martin, which became Prepar3D, which--whether you agree or
           | not--is explicitly licensed as "not a game."
           | 
           | Now, one could argue the differences between X-Plane and MSFS
           | in terms of realism. From a professional point of view
           | (airline pilot or aerospace engineer,) both are very much in
           | the same general field. Truth is that neither of them meet
           | performance requirements to be used in the kind of certified
           | full motion flight simulators airline pilots use on the job,
           | although both products arguably have components that are
           | useable in those. However, both products are also highly
           | extensible. Just because the out of the box models may not be
           | super detailed doesn't mean an add-on product can't come with
           | its own flight and system models--for instance, PDMG and
           | FlightSimLabs produce airliners for the old FSX and Prepar3D
           | that will outperform most everything on X-Plane from a
           | realism perspective. Expect that their products will be on
           | MSFS2020 in time.
           | 
           | Also, it's important to distinguish between flight model
           | realism and systems realism. Both X-Plane and MSFS add-ons
           | can and do come with their own flight and system models which
           | replace out of the box componentry, but arguably it's the
           | flight models that are more dependent on the capabilities of
           | the base sim. Everyone complaining about the lack of realism
           | in the MSFS stock G1000 implementation should just wait 6-9
           | months, and surely something better will be out.
           | 
           | From my POV, the new MSFS does 2 extremely impressive,
           | arguably revolutionary things, and the aerospace/aviation
           | industry has taken note: a) The photogrammatry rendering of
           | the whole earth in high fidelity 3D detail, and b,) the
           | representation of the real ATC airspace through leveraging
           | ADS-B (i.e. FlightAware and Flight-Radar 24.) Simulating a
           | single airplane to a high degree of fidelity on desktop
           | hardware is easy. Simulating (I mean truly simulating) an
           | airspace of airplanes is not... ATC in most sims--to date--is
           | scripted, not fully simulated. Piping in the real world (and
           | combining it with live multiplayer) is a very interesting
           | alternative.
        
             | t0mas88 wrote:
             | The visuals are not that relevant for professional
             | training, it's much more about accurate instruments and
             | procedures. On the other hand, in my multi-crew
             | coordination training the first part was sitting in front
             | of a cardboard 737 cockpit. That could also be done with a
             | cardboard cockpit + 2 screens connected to MS FS. Because
             | with cardboard only you have no time pressure, while if
             | something is really "moving" you do have time pressure.
        
             | anthk wrote:
             | I think Flightgear supported ADS-B just fine.
        
         | neither_color wrote:
         | FS2020 is the first simulator Ive played and on a whim Ive been
         | using an add on pack call "FS Academy VFR/ IFR" to learn IFR.
         | It's ok although the PDF manual needs editing because it throws
         | acronyms at you without defining them so I find myself googling
         | terms like VOR, NDB, OBS, etc. Thanks for your comment
         | regarding X Plane's better IFR realism I'll be sure to check it
         | out next. I enjoy "programmatic and calculated flying" a lot
         | more than I expected, it's a shame FS2020 doesn't encourage it.
         | I think the Hacker News crowd would enjoy this type of flying
         | if they knew more about it. It also makes me feel a lot safer
         | knowing how meticulously pilots have to plan everything. I dont
         | plan on getting an instrument rating but the basic IFR
         | knowledge made me a lot more confident with regular VFR flying
         | because I feel better calculating descent and turns banks
         | rather than just "eyeballing and feeling" them. I got much
         | better at landing than with the in game tutorials to the point
         | where I want to get a PPL.
        
         | avipars wrote:
         | I think the flight simulator was geared towards the general
         | public rather than professional pilot training
        
         | imutemyteam wrote:
         | I mean if there were too many details, it would just have too
         | high a barrier to entry.
        
           | Alupis wrote:
           | I think this might be spot on. Simulators tend to have
           | extremely steep learning curves and turn off a lot of people.
           | MSFS2020 is trying to capture the casual market too, which
           | inherently means lowering that entry barrier.
           | 
           | It's a fantastic game though, and the satellite imagery AI
           | magic they've done is outstanding.
        
       | known wrote:
       | MS hires most psychologists in USA;
        
         | bdavisx wrote:
         | Are you implying that it's not actually realistic, it just
         | makes you think so? I'm not sure if the team that actually
         | developed the software used many psychologists. Perhaps they
         | did, but the article didn't mention that.
        
       | simfoo wrote:
       | The fact that MS did not add mouse yoke to the game, and despite
       | the backlash still hasn't done so (allegedly to push the sale of
       | new flying gear) makes me so sad.
       | 
       | Using the mouse for steering is absolutely superior to a keyboard
       | and connecting a joystick everytime I want to spend a few minutes
       | flying is just non-practical.
        
       | Osiris wrote:
       | Reading this article makes me feel like the team that built this
       | wasn't just building a game. It feels like a passion project
       | where the detail was important, not because it made for a better
       | game, but because it mattered to the people building it.
        
         | stephc_int13 wrote:
         | Microsoft clearly learnt a lot since their past _catastrophic_
         | management practice post-acquisition of gaming studios.
        
           | ralph84 wrote:
           | This version was developed by Asobo Studio, which is
           | independent and not owned by Microsoft.
        
           | djmips wrote:
           | Or maybe the gaming studios learned a lot about Microsoft.
        
           | spoonjim wrote:
           | This isn't a Microsoft product... Microsoft is paying a third
           | party to put their name on it.
        
         | redis_mlc wrote:
         | > It feels like a passion project
         | 
         | FS was Bill Gates' hobby project. The game team was disbanded
         | (licensed to Lockheed as Prepar3D) one year after he stepped
         | down.
         | 
         | Around FS2000 an oceanographer was hired to model the ocean
         | waves.
         | 
         | So very focused, deliberate effort has always gone into FS, but
         | that's more to achieve realism than for fun.
         | 
         | My theory is that military sim applications drive the realism,
         | and probably there is military funding, so it's not really a
         | "passionate gamers" angle. This would explain the quick
         | licensing to Lockheed (for govt. contracting requirements),
         | which is unprecedented for a game if you think about it.
         | 
         | (Atari Battlezone was likely also studied and used by the US
         | military. I have some high scores on that. There's one in the
         | SF pier historical arcade, as well as most of the Atari classic
         | machines.)
        
           | BlueTemplar wrote:
           | Wasn't there a team training simulation / propaganda game for
           | the US Army based on an Half-Life mod or the like ?
        
       | blackoil wrote:
       | We are able to run it on a PC is surprising to me, it seems to be
       | something from supercomputers realm.
        
         | the_only_law wrote:
         | I bought it when I had a pretty good PC (Ryzen 9, 2070S, memory
         | for days). I've since sold it and opted for much less powerful
         | machine. I'd be scared to try it on less than what I was
         | running it on at the time.
        
         | stephc_int13 wrote:
         | Modern desktop computers are extremely powerful.
         | 
         | The fact that they can sometimes struggle with simple things
         | such as reading emails (Gmail, _cough_ ) is telling something
         | about some of the modern programming practices...
        
           | unnouinceput wrote:
           | I'll double down this. Deeper Blue, IBM's machine that
           | crushed Kasparov in the iconic chess match in 1997, has less
           | computing power than an GTX 1070. So my computer, 20 years
           | later, is more powerful and it plays Flight Simulator in
           | glorious ultra details.
        
             | monsieurbanana wrote:
             | That a GPU from 2016 is more powerful than a supercomputer
             | from 1997 is unsurprising.
             | 
             | Does anyone know around which year consumer computers
             | started being more powerful than Deeper Blue? Wikipedia
             | says Deeper Blue was rated at 11 GFLOPS, which is...
             | nothing, by modern standards. The GTX 3080ti is rated at
             | 30000 FP32 GFLOPS.
             | 
             | On another hand, comparing GFLOPS from Deeper Blue vs a
             | modern gpu FP32 GFLOPS is probably meaningless.
        
               | adgjlsfhk1 wrote:
               | Especially since deep blue didn't use floating point
               | operations.
        
             | FartyMcFarter wrote:
             | Deeper Blue was not a general purpose computer, it had
             | loads of chess-specific hardware. So it's tricky and not
             | very meaningful to compare it to modern computers.
        
           | parineum wrote:
           | Or indicative of how much more than reading emails they are
           | doing.
        
             | stephc_int13 wrote:
             | Do you imply that Google is somehow using Gmail as a trojan
             | horse to harvest CPU cycles and do some business with them?
             | Like hashing crypto or SETI@Home?
             | 
             | That could be an explanation. ^^
        
               | regularfry wrote:
               | I read it more as a comment on the additional
               | functionality in the UI than on anything underhand.
        
               | stephc_int13 wrote:
               | Yeah, it was sarcasm on my side.
               | 
               | I honestly don't find the performance of many web apps
               | acceptable, given the power of modern computers.
        
               | BlueTemplar wrote:
               | Well, they are basically running in an emulator (the
               | browser), so it's not that surprising?
        
               | stephc_int13 wrote:
               | No, that is surprising, there is nothing inherently CPU
               | intensive to run an email client, it should be almost
               | free, even inside an emulator.
               | 
               | People are making impressive 64k demos on the web these
               | days.
        
               | anthk wrote:
               | And that can be accomplished with a simple MUA like
               | Sylpheed or Thunderbird with 1/5 of the resources.
        
         | brundolf wrote:
         | > The size of this data set, which is continuously updated and
         | expanded, is now at three petabytes (and growing)
         | 
         | You're not downloading that much data at installation time, so
         | I assume there's a crucial online component where stuff gets
         | streamed in (partially simulated?) from the server, and your
         | computer is just handling what's currently in view. That seems
         | much more feasible.
        
           | neatze wrote:
           | Seems like base geometry with base textures are on local hard
           | drive, beyond that higher resolution textures are streamed
           | from cloud, down to 3cm precision, insane.
           | 
           | Nice article on this topic:
           | 
           | https://www.novatech.co.uk/blog/microsoft-flight-
           | simulator-2...
        
       | Koshkin wrote:
       | TBH I find the plane models in simulation "games" such as DCS
       | just as (if not more) realistic.
        
       | matkoniecz wrote:
       | One thing that was not mentioned in article (searched for "OSM"
       | and "OpenStreetMap"): building data and maybe also some other
       | info is from OpenStreetMap.
       | 
       | BTW, OpenStreetMap data is available for anyone as long they
       | credit it (there are some additional rules about merging it with
       | other databases) - see https://www.openstreetmap.org/ for place
       | where you may see just part of dataset and contribute.
        
         | aero-glide2 wrote:
         | Oh so thats why college in-game had the exactly same complex
         | layout as real life. I had updated it on OSM 3 years ago.
        
       | redis_mlc wrote:
       | I've used MSFS from the early days and here's some random facts:
       | 
       | - the model in the article foto is holding the yoke wrong -
       | you're generally supposed to use one hand, unlike a car steering
       | wheel
       | 
       | - FS2000 was used in some commercial simulators, as seen in
       | various ads in Aviation Week & ST. In the pre-digital era, often
       | sectional maps or video of models were projected for the pilot
       | 
       | - I aced my instrument checkride after practising with FS5, which
       | essentially had no terrain.
        
       | comprambler wrote:
       | As a result of pushing the envelope for realism, they have
       | simultaneously pushed the envelope for PC hardware requirements.
       | It really is the: "Can it run Crysis" benchmark of modern times.
       | 
       | It is very neat to see those kinds of technical leaps.
        
         | sio8ohPi wrote:
         | FS2020 is weird in regards to performance. I found it ran okay
         | ("shockingly playable") with reduced settings on my 1050, for
         | instance, before my new card arrived. But at high settings,
         | it's possible to sink very large amounts of money at hardware
         | without ever hitting a consistent 60fps. The performance/$
         | curve is very flat.
        
         | the_only_law wrote:
         | The most interesting thing about it wasn't the fact that I
         | could travel the world (in fact I flew out of a small airport 5
         | miles from me and crashed into my apartment first time I tried
         | it) but the fact that it supposedly simulates real time weather
         | and air traffic conditions. Not sure if that's technically as
         | impressive but still very cool.
        
         | xxs wrote:
         | >pushed the envelope for PC hardware requirements
         | 
         | You mean it utilizes mostly a single core.
        
           | comprambler wrote:
           | I definitely has issues with non multithreaded workloads, my
           | guess is the building renderer.
        
       | hypertexthero wrote:
       | MSFS2020 is the most fun I've had with software in a very long
       | time, even with the bugs. It is basically Google Earth with a
       | built-in flight and weather simulator. Bravo, Asobo Studios!
       | 
       | I finished a 20-hour flight from Perth to Sydney in a C172
       | yesterday as part of a race to benefit Australia's Royal Flying
       | Doctor Service (https://www.flyingdoctor.org.au/), organized by
       | the excellent SeedyL and FactualGull
       | (https://www.twitch.tv/SeedyL) team, and it was a blast:
       | https://www.twitch.tv/videos/976237681
       | 
       | The main thing I miss is a physical damage model for the
       | airplanes, and the classic Flyby and Tower views, currently
       | missing.
       | 
       | My favorite MSFS utility is Little Navmap:
       | https://albar965.github.io/littlenavmap.html P A kind gentleman
       | called Howard (https://www.twitch.tv/forderlearntofly) taught me
       | how to use it. Here is a video:
       | https://www.youtube.com/watch?v=87gSKiiGu6I&t=146s
       | 
       | My favorite MSFS mod is Neofly: https://www.neofly.net/
        
         | detritus wrote:
         | I'm sure you already know, but Google Earth's actually had a
         | really basic 'flight simulator' built in for a while now:
         | 
         | https://support.google.com/earth/answer/148089?hl=en
         | 
         | In gaming or technical terms, it's not much good as a game per
         | se (or at least, wasn't when I last tried many years ago) but
         | is still quite fun when playing around familiar areas, getting
         | an idea of various flight times.
        
           | hypertexthero wrote:
           | I had heard about it but never tried it.
           | 
           | Google Earth is a favorite software, too!
           | 
           | Might Google consider hiring another flight simulator team to
           | compete with Asobo and Microsoft?
        
       | nitza wrote:
       | There's a pretty amazing documentary from Noclip that goes in to
       | a bit more depth on how they built the world and how they were
       | able to model the physical attributes of each plane more
       | accurately with than previous versions --
       | https://www.youtube.com/watch?v=0w7q1ZFfsxs
        
         | FearlessNebula wrote:
         | Noclip had a fantastic mini-series for Hitman
        
       | atdrummond wrote:
       | I find it interesting how the article seems to reference the Bing
       | Maps division as though it isn't part of Microsoft. There hasn't
       | been some sort of spin-out that I should be aware of, has there?
        
       | billfruit wrote:
       | Wasn't it developed by Asobo, and Microsoft being the publisher?
        
       | bitL wrote:
       | Get an HP Reverb G2 and use it with Flight Simulator 2020 for
       | your vacation during pandemics.
        
         | glennpratt wrote:
         | And a high end GPU you can't buy.
         | 
         | (stuck with my RX 580, FS2020 is ok on my monitor, but the VR
         | unplayable).
        
       | alkonaut wrote:
       | Interesting side effect: It's been really difficult to find a
       | decent joystick since just before the game was released. Now it
       | looks like they are returning to shelves but still in short
       | supply. Not sure if it's a coincidence but it meant I haven't had
       | a chance to try it yet.
        
         | t0mas88 wrote:
         | The same thing happened early in lockdown with steering wheels
         | when iRacing got very popular due to some real races turning
         | into virtual races on television. I think they upped their
         | subscribers by 5x or something crazy like that.
        
         | jpm_sd wrote:
         | There was a run on HOTAS controllers when Star Wars: Squadrons
         | was due for release. Star Wars "space" combat is basically WW2
         | style dogfighting, so it's not far removed from flight
         | simulator territory.
        
           | mrguyorama wrote:
           | It's so weird to me that people run out and buy $200 HOTAS
           | controllers for a fun "toy" game like Squadrons or elite
           | dangerous, when something like an Xbox controller is what
           | they're designed for.
        
       | djmips wrote:
       | I've worked with Sebastian Wloch and was so impressed with that
       | guy. If there is such a thing as a 10x engineer I'd nominate him.
       | I didn't realize Asobo was involved with flight simulator.
       | Overall, seems like a big win for European software development.
        
         | Mulpze15 wrote:
         | I hope this success will help put Bordeaux, FR, on the world
         | map for tech and video game dev, in addition to wine.
        
           | BlueTemplar wrote:
           | But Wine is not a Simulator !
        
       | Shadonototro wrote:
       | Microsoft is only just the publisher
       | 
       | The developers who made the game are from the french game studio:
       | Asobo Studio
       | 
       | https://en.wikipedia.org/wiki/Asobo_Studio
        
         | jordache wrote:
         | what is the role of the publisher? Why can't Asobo simply
         | market the game?
        
           | gen3 wrote:
           | They normally bankroll and distribute the game.
        
           | billfruit wrote:
           | Publisher pays for making the game, and pockets a proportion
           | of the sales revenue.
        
         | Pulcinella wrote:
         | It's discussed in the article, though it really should be given
         | a different title because of that.
         | 
         | The fact that Asobo is the developer makes it much more
         | impressive. _A Plague Tale: Innocence_ is probably their most
         | technically advanced game (and their...uh..."Rat System" that
         | can handle thousands of rats on screen at once is technically
         | impressive) but it's nothing like a flight simulator. The
         | article discusses some of the support studios they worked with
         | to develop MFS, which again makes it even more impressive
         | because I don't think they had much previous experience
         | successfully managing a bunch of support studios to produce a
         | complicated product.
        
           | _e wrote:
           | 11 seconds into the trailer of A Plague Tale demonstrates
           | what, I believe, Pulcinella is referring to as the "Rat
           | System":
           | 
           | https://store.steampowered.com/app/752590/A_Plague_Tale_Inno.
           | ..
        
             | fuzzylightbulb wrote:
             | Well that's straight out of my nightmares. Thanks for
             | sharing.
        
       | goblin89 wrote:
       | "Seem" is the key word here. I'd be fine if they stopped at the
       | scenery, but this quote is just outright misleading and makes it
       | look like a paid hype piece:
       | 
       | > "All aircraft have been reviewed with professional pilots who
       | have many hours flying these aircraft or test pilots from the
       | manufacturers to make sure they are controlled exactly like they
       | should." ... In other words, when sim-pilots try to yank-and-bank
       | an A320, they will get the exact same response as if they were
       | flying the real thing.
       | 
       | For contrast read some takes by professional pilots, here's
       | one[0]:
       | 
       | > I'll confess that I don't know that type of modelling FS2020 is
       | using. But given how it feels, and how it's the child of FSX, I'm
       | inclined to think it's using a lookup table. This isn't
       | necessarily a problem -- a good lookup table with many data
       | points could be just as good, if not better than, a blade-element
       | model. Unfortunately, FS2020 doesn't seem to have a good lookup
       | table. The the linear behaviour unrealistic and the non-linear
       | modelling is terrible.
       | 
       | > Maneuvering is laughably easy -- and not because the aircraft
       | handles nicely. It's easy because the aircraft feels like it has
       | no inertia. Yes, the real plane is very maneuverable and
       | responsive, but there's a "weight" to direction changes which is
       | completely missing. In FS2020, you can instantly pull 60 degree
       | or more turns, and exit them just as quickly. In XP11, there's a
       | residual tendency to turn that you have to arrest when exiting a
       | maneuver.
       | 
       | If you care about how the world looks, get MSFS. If you care
       | about the physics of flying, get X-Plane--it's an excellent
       | project developed by a smaller company and sold for a fraction of
       | the cost of Microsoft's product. XP strives to provide the actual
       | fine-grained _simulation_ of flight surface behavior based on
       | weight, shape, etc. (Yes, this means your computer will spend
       | most of its resources simulating rather than painting a pretty
       | picture.)
       | 
       | If I had to draw a parallel, X-Plane is more or less the iRacing
       | of flight sims, while MSFS2020 is closer to something like F1
       | 2019.
       | 
       | [0] https://medium.com/swlh/microsoft-flight-
       | simulator-2020-no-c...
       | 
       | Bias statement: I own a copy of XP11, otherwise not affiliated.
        
         | Hawxy wrote:
         | > I'll confess that I don't know that type of modelling FS2020
         | is using. But given how it feels, and how it's the child of
         | FSX, I'm inclined to think it's using a lookup table
         | 
         | I'll note that this statement is easily disprovable through the
         | two aerodynamics videos that MFS published on Youtube (as
         | another poster here has pointed out).
         | 
         | From what I've seen and read, FS2020's aerodynamics simulation
         | is more advanced than the one in X-Plane.
         | 
         | The issue with aircraft performance might be to do with the
         | current bugs surrounding turboprop engines:
         | https://forums.flightsimulator.com/t/turboprop-engine-logic-...
        
           | Daho0n wrote:
           | More advanced does not necessarily mean better or more
           | realistic. It might but it doesn't seem to be the case here.
        
         | mopsi wrote:
         | The article was written by someone who didn't even bother to
         | read/watch Microsoft's promo material. Lookup tables are a
         | thing of the past. Microsoft has published two videos
         | showcasing their new aerodynamics simulation[1][2].
         | 
         | There seems to be a lot of pushback from old-timers who have
         | sunken thousands of $$$ into X-Plane and its expansions (from
         | terrain packages to cloud visuals), many of which now look
         | inferior to what Microsoft's new simulator offers out of the
         | box.
         | 
         | [1] https://youtu.be/Bw-opH4f8Qg?t=394
         | 
         | [2] https://youtu.be/2KdM2pT1hI8?t=253
        
           | goblin89 wrote:
           | That's nice progress since FSX. I recall reading that new
           | MSFS is compatible with FSX aircraft, which made me think
           | they must rely on the same lookup tables at least as
           | fallback.
           | 
           | While I stand corrected on lookup tables, the author does
           | make a point on how his personal experience of flying the
           | same aircraft as he does IRL does not compare to in-sim
           | experience with MSFS, and does with XP. I saw similar
           | feedback elsewhere, Wikipedia mentions it too in their
           | reception section. If they actually implemented a sound
           | physics model, this potentially could be addressed by
           | tweaking it in future updates, so there's hope.
           | 
           | For the record, I only bought XP11 itself for about $60 (no
           | paid add-ons) and am flying the default Cessna. Most pro
           | simmers appear to be invested in third-party aircraft for
           | both sims, so I don't know if there is so much unfounded
           | bias.
        
         | ppod wrote:
         | That person is not a professional pilot. They have 160 hours.
         | 
         | Their description of the handling does not match what many
         | other real pilots say about MSFS2020, and, as others have said,
         | they are wrong about how the model is implemented. Their
         | description of the stall characteristics also does not match my
         | experience of playing the game.
        
           | sio8ohPi wrote:
           | Their description of stall characteristics matches what I've
           | seen:
           | 
           | * It's impossible to snap roll, even in the aerobatic planes.
           | 
           | * It's impossible to enter a flat spin, even with aft CG well
           | past allowed limits.
           | 
           | * Spin recovery is automatic simply by neutralizing the
           | rudder, no PARE needed, ever.
           | 
           | * Single-engine handling is incredibly benign in all the
           | twins, even below Vmca.
           | 
           | I'm not a pilot, but I've spent a lot of time in other
           | simulators. I can't reconcile FS2020's stall behavior with
           | any of what I read in books.
        
       | doggodaddo78 wrote:
       | Going far back in time... In the mid-80's, I remember early MSFS
       | (2.0 and 3.0) were lightyears beyond almost everything else. 4.0
       | was a major milestone. It wasn't until EA, Spectrum Holobyte, and
       | a few others got into the category in the 90's that there were
       | also other semi-realistic FSes for the time. There were many
       | early ones with flight dynamics more like pure video games
       | ("fakey") that weren't very fun. Another fun sim was
       | Megafortress, which was a fictional, modified B-52 where the
       | player could change crew stations.
        
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       (page generated 2021-04-05 23:02 UTC)