Microsoft Flight Simulator Announced 2019

I wouldn't worry too much about that yet. I assume that speed was for the purpose of the viewing demonstration, with all sim sliders
and detail maxed. The article also didn't say what monitor resolution was being fed. I assume the final product will allow some kind
of resolution adjustment and internet speed download, like Netflix, where you can choose non-HD, HD, or Ultra HD play resolutions.

As far as pricing goes, the article says MS hasn't decided yet, Certainly with a cloud based system, they can offer all sorts of payment
options. Maybe a full purchase price option, but with a lease to own subscription option for those on limited income. Maybe they could
even offer a free subscription, but with commercials every so often :biggrin-new: .

I just wonder how you would install third party products, including repaints, on a cloud based system, unless they were offered like
apps through an MS store. I also wonder what would happen if the sim got really popular, and I was trying to sign into the cloud
along with thousands, or even 10's of thousands, of other simmers all at the same time.

Anyway, for me, it's still way too early to get excited about, even with all the wonderful high res videos. I've still got lots of planes
to fly and places to visit yet in P3Dv4. And right now, P3Dv4 is working very well and looking very good for me.

-RobM

It was said that the resolution shown was 4k! So, how hany of us have 4k GPU's & monitors?
Also, as far as backward compatibility, it was stated that FSX planes have a single point 'surface' area, compared to a 1000 points per surface of the new aircraft.
It was said that the new planes will have far better stall caractoristics where a wing can stall before the other, & even touching a cloud with a single wing will affect the aircraft.

So, do we really want to use our old planes?
 
Personally, I'm ready for the new world. A fresh start. Just visually, it's time. If you haven't listened to Froogle's latest video...do! He goes through all his notes from the time spent at MS. It's head spinning what has been done.
 
This sim will be the best one out there, with significant distance from second. And it's totally new, from ground up.
Not another FSX version as the case was with Dovetail's sim or P3D.
It's not just the virtual environment that is jaw dropping. it's the new Flying dynamics also. When you get a sim
where planes stall & stall - spin, you know you get some serious Air Dynamics there.
If you watch at the videos how plane behaves - translates each wind gust it receives in the three axis (yaw, roll, pitch),
you easily realize that porting over FSX planes "that fly in rails", is like you're trying to downgrade your flying
experience with the sim. Except in the case that FSX planes can be converted to follow sim's aerodynamics. But still,
they won't have the PBR visual technology.
For me, this is a total start from the beginning. And for such a sim, I don't complain. It's turn of the page, end of an era.
My only concern now is to gather money enough to build a ring that will allow me to enjoy this sim in it's full potential,
about a year from now. Estimations for release is mid 2020.
 
Seems the 2D panel is no more. Expect cries of oy vey iz mir and the old Chopin in the background! :monkies:

Per a new interview with developers at Flightsim, no 2D panel but there is a mode that gives you a 2D like experience with all the 3D benefits of shadows and environmental effects, plus zoom and pan if you wish.
 
Microsoft Flight Simulator Developer Interview - Episode 2:

[h=1]Aerodynamics & Cockpit[/h]
Using FSX code and explain why!

 
Microsoft Flight Simulator Developer Interview - Episode 3:

[h=1]Community Engagement[/h]
 
Well, I've signed up with MS to become some a tester. I guess that will be up to them as to what kind of a tester I will be. Who knows if I will be chosen to give feedback on anything. It all remains to be seen. All very secret.
 
Peek at the menu!

B4T1or8.png
 
I'm interested in seeing how we will get our 3D content into the sim. Such as, will the exporter for plane models now work with Blender and other 3D software, or will everything still have to be filtered through either 3DSMax, GMax, or 3DS?

Is it going to have seasons? I haven't seen any snow in there yet, but if it's as good as the rain, it will be something to see.

Also, how will we modify the terrain if we would like to add in old airports that no longer exist? I would love to see one of the 3rd party teams make a "Golden Age" of aviation add-on for this, like was done for FSX. That's where I think using Bing will be a liability, but we'll see.

Having said that, just like Froogle, I've been blown away, no pun intended, by what I've seen from the team so far. :very_drunk:
 
I'm interested in seeing how we will get our 3D content into the sim. Such as, will the exporter for plane models now work with Blender and other 3D software, or will everything still have to be filtered through either 3DSMax, GMax, or 3DS?

One option you can forget is Gmax - Autodesk buried that possibility a decade or more ago. You’ll have to pray there’s an option for Blender or similar.
 
I'm interested in seeing how we will get our 3D content into the sim. Such as, will the exporter for plane models now work with Blender and other 3D software, or will everything still have to be filtered through either 3DSMax, GMax, or 3DS?
The devs have spoken much about how they're making it easier to get models into the sim - I would hope that they'll do so via something fairly universal in the SDK, a sort of ModelConverterX built into the program. Hard to know though. It's reassuring that they're clearly thinking about how best to support third-party devs and backwards compatibility options, keeping my fingers crossed that when the sim surfaces they'll have something in there to help us all out.
 
I understand it might be possible to "port" or "convert" some FSX (or P3D?) models to the new sim... But what about the gauges and external modules in 32 bits ? These are not going to be converted automatically, and they probably won't work at all in a 64 bits sim, as we can already see in P3Dv4 today.
Maybe simpler planes with only XML gauges will be fine. But that's quite a limiting factor nowadays. High quality planes (FSLabs, PMDG, MilViz, VRS etc...) all use complex systems. I'm pessimistic about the probability to see them ported to the new sim...
 
I understand it might be possible to "port" or "convert" some FSX (or P3D?) models to the new sim... But what about the gauges and external modules in 32 bits ? These are not going to be converted automatically, and they probably won't work at all in a 64 bits sim, as we can already see in P3Dv4 today.
Maybe simpler planes with only XML gauges will be fine. But that's quite a limiting factor nowadays. High quality planes (FSLabs, PMDG, MilViz, VRS etc...) all use complex systems. I'm pessimistic about the probability to see them ported to the new sim...

Hi,

You're right, but some simple models with 3D coded XML gauges can be the delight of many simmers and also an interest for some amateur developers that you seem to neglect because you are concerned by the realism of sophisticated models. Models representing the beginnings of aviation did not have such complex systems that an amateur could not achieve.

JMC
 
As far as porting FSX aircraft across, we were told that the new aircraft will have 1000 points of contact per surface, whereas the FSX aircraft are represented by 1, hence the railtrack performance.
So, ported aircraft will most probably not have the flight & stall characteristics that the new ones have.

But, worth a try.
 
A thousand points per surface sounds like blade element theory to me. Which is kind of cool as you might just be able to simply model your lifting and control surfaces and have the sim figure out the rest. This is basically what X-Plane does and will be more appealing for the common user as you can base the aerodynamic model of an aircraft on (good) three-views without having to worry about abstract tables.
 
A thousand points per surface sounds like blade element theory to me. Which is kind of cool as you might just be able to simply model your lifting and control surfaces and have the sim figure out the rest. This is basically what X-Plane does and will be more appealing for the common user as you can base the aerodynamic model of an aircraft on (good) three-views without having to worry about abstract tables.

I agree with your premise, but in the videos with the development team, they categorically deny they are using blade element theory. They're using an upgraded version of the FSX flight model.
 
Very minor aerodynamic changes in real aircraft can have big effects. For instance the detail of the filleting between the "car" and the wing of the P-38 made a huge difference in tailplane buffeting, the very small stall strip on the leading edge of the F4U had a major effect on stall.

I have not been that impressed with the Plane dynamics, I hope they have not gone off in this direction. Though it was often awkward to work with and had some bad limitations, the ability to fine tune flight dynamics of previous aircraft was quite good in achieving an overall realistic experience.

Much is possible to improve!
 
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