Spitfire!!!!

How are the frame rates? If I can run the default planes on medium to high settings in somewhat dense scenery will I be ok with one like this?

Thanks

I can sort of answer this one.

We run stock sims on medium to high ( baz pushes his into the high territory for screens and loves his ORBX scenery ) we both have the same system. We aim for between 25 - 30 + fps ( higher obviously but the base is that )- They are old systems as well, have to be about 4 -5 years old now.

- i5 6600 3.3ghz ( stock no OC )
- 32 gb ddr3 2333 mhz RAm on stock latency and settings in the bios.
- nvidia 1060 gtx 6gb of ram. Baz is on cutting edge nvidia ( I keep mine about 2 revisions back ). No OC .
- Sim installed on a 7200 rpm standard drive with buckets of room ( 700 gb or so spare ? ).
- Both running steam edition. Baz has the store edition for testing as well. ( if that matters ?)
- The rolling cache on my machine is on the same 7200 rpm drive where as baz leaves his on the SSd. I have notices a little change in the speed he gets over mine but I sacrifice 2 -3 fps for more swap space on the SSD.

So in your case you're pretty much running the sim at about the same settings it seems. And yes we are getting between 25 - 30fps . It dipped a little when baz flew under the gateway bridge in Brisbane but then baz stuck it into the drink ... apparently it was someone elses fault ( PEBCAC ? )

Sorry a bit more info than you asked for but you arent the only one asking so thought to put the info in here.
 
Last edited:
I can sort of answer this one.

We run stock sims on medium to high ( baz pushes his into the high territory for screens and loves his ORBX scenery ) we both have the same system. We aim for between 25 - 30 + fps ( higher obviously but the base is that )- They are old systems as well, have to be about 4 -5 years old now.

- i5 6600 3.3ghz ( stock no OC )
- 32 gb ddr3 2333 mhz RAm on stock latency and settings in the bios.
- nvidia 1060 gtx 6gb of ram. Baz is on cutting edge nvidia ( I keep mine about 2 revisions back ). No OC .
- Sim installed on a 7200 rpm standard drive with buckets of room ( 700 gb or so spare ? ).
- Both running steam edition. Baz has the store edition for testing as well. ( if that matters ?)
- The rolling cache on my machine is on the same 7200 rpm drive where as baz leaves his on the SSd. I have notices a little change in the speed he gets over mine but I sacrifice 2 -3 fps for more swap space on the SSD.

So in your case you're pretty much running the sim at about the same settings it seems. And yes we are getting between 25 - 30fps . It dipped a little when baz flew under the gateway bridge in Brisbane but then baz stuck it into the drink ... apparently it was someone elses fault ( PEBCAC ? )

Sorry a bit more info than you asked for but you arent the only one asking so thought to put the info in here.

Thanks for the reply! It looks like it might work. My system is a bit slower than yours. Probably going to give it a try. My specs - gtx 1050 4gb, I5 7300q, 16 gb ram. :ernaehrung004:
 
Well as PVP says, my system is ageing (like me) and I do use a lot of ORBX stuff and I like my sliders up pretty high too. I can get 20 - 30 fps in the Mk1A over ORBX Sydney on a cloudy day (live feed weather).:engel016:
 
One quick question Baz: Will this Spit get all grumpy when flown inverted for too long and have carburation problems?
:pirate:
 
If we finally get the coding cracked, yes. It is one of things we are working on right now. That and the boost cutout control. You can dial in a gravity fed carb in the sim but guess what? it doesn't work. No surprises there then. There's a ton of stuff still needs correcting in the SDK. When we were working on the boost-control, the data readout for the engine had us using 3,480 inches of mercury in normal boost. That would take us to Mach3 I think. Smoke and mirrors my friends - there's quite a bit of that I'm afraid.:engel016:
 
We add the MkVb

We are happy to announce the forthcoming release of another early Spitfire, the MkVB. Here's a video showing a WIP flight test. Sounds are placeholders only. We have the gravity fed carb working now. The pilot is animated and has an on-demand oxygen mask and goggles animations also. A third Spitfire will be joining these two (more later) and we have some very exciting news relative to the Spitfire releases.:engel016:

 
Nice! Can you fit these with Miss Shilling's orifice to stop the cutouts? :)

Very cool... Sounds like you have an announcement coming up, so I'll wait, but obviously wondering if this will be a bundle of all three marks. Anxious to hear!
 
Changes...

Could we have a list of changes for the MK1 between what we're flying in FSX and whats possible in MSFS..?
I realize this is a WIP and MSFS has flight dynamics and SDK limitations.
 
Some of the things you will find in the Mk1A and MkVb include, heat-blur effects, gravity-fed carburettor effects, full PBR/MSFS materials and textures and a lot more.

Flight dynamics would be similar but perhaps a little more realistic to fly. MSFS flight model leaves a lot to be desired so we have spent a long time getting the dynamics right for feel and performance.

All the usual suspects are there : Opening engine covers reveal an all-new Merlin engine model, opening service/ballast hatches reveal radio set and battery compartment in the rear, animated dedicated WW2 pilot has on-demand oxygen mask and goggles whenever oxygen is selected. The entry door has the second position canopy lock (not many seem to know about this stunningly simple yet effective device to lock the canopy when open to stop it from sliding forward when flying with it open.)

In the cockpit we have working morse code lights unit, working remote contactor, dipping, selectable landing light controls, correctly back lit gear light indicators with a working night-shade, switchable gunsight reticle, working gun button safety switch, correct operation of the landing gear control with gate - the list goes on.:engel016:



SpitMkVB.jpg
 
Some of the things you will find in the Mk1A and MkVb include, heat-blur effects, gravity-fed carburettor effects, full PBR/MSFS materials and textures and a lot more.

Flight dynamics would be similar but perhaps a little more realistic to fly. MSFS flight model leaves a lot to be desired so we have spent a long time getting the dynamics right for feel and performance.

All the usual suspects are there : Opening engine covers reveal an all-new Merlin engine model, opening service/ballast hatches reveal radio set and battery compartment in the rear, animated dedicated WW2 pilot has on-demand oxygen mask and goggles whenever oxygen is selected. The entry door has the second position canopy lock (not many seem to know about this stunningly simple yet effective device to lock the canopy when open to stop it from sliding forward when flying with it open.)

In the cockpit we have working morse code lights unit, working remote contactor, dipping, selectable landing light controls, correctly back lit gear light indicators with a working night-shade, switchable gunsight reticle, working gun button safety switch, correct operation of the landing gear control with gate - the list goes on.:engel016:



View attachment 82038


Very impressive, thanks..
 
Here's a cool paint scheme I would love to see depicted, that being a 277 Air Sea Rescue Squadron Mk.II, as seen here applied to the Battle of Britain Memorial Flight's BoB-vet Spitfire Mk.II (one of the great many paint schemes it has sported over the years), representing specifically P8509, "The Old Lady". The best British paint scheme, in my opinion, is the Temperate Sea Scheme, which is perfectly illustrated here, featuring Extra Dark Sea Grey and Dark Slate Grey over Sky. This particular paint scheme also had a large black stripe/band running down the center of the bottom of the fuselage. The large yellow ASR fuselage codes also greatly appeal to me more than anything else - something different than the "normal" paint schemes we see time and time again.

Photo by Peter Green (Warbirdapps).

158109058_4073218966022146_1218046313626097522_o.jpg


Following two photos by Richard Crockett.

27017617144_2466e47ecf_h.jpg

27017617554_f1c7777e51_h.jpg
 
Well John, unfortunately, the MkII is not being modeled. There will be a paintkit so people can apply the schemes they want. We will be producing a variety of liveries for both the Mk1A and the MkVB.:engel016:
 
And on the bright side, other than the prop on some Mk IIs, externally they were little changed, so still a good candidate for a Mk.1A repaint...
 
A video manual anyone?

As part of our foray into MSFS, we are going to trial a video manual. We think it may be the quickest way to get important information to customers and get them flying as quickly as possible. We would be interested in constructive comments and whether you think a video manual would be a good idea.

This first one introduces the cokpit and its features and controls and also a guide on starting the Merlin.:engel016:

 
As part of our foray into MSFS, we are going to trial a video manual. We think it may be the quickest way to get important information to customers and get them flying as quickly as possible. We would be interested in constructive comments and whether you think a video manual would be a good idea.

This first one introduces the cokpit and its features and controls and also a guide on starting the Merlin.:engel016:



Nicely done. Video length is well matched to the subject content. Information is well presented with good closeup visuals allowing one to see what is being discussed, gauge movement and associated sounds. There were a couple of situations where even closer visuals would have been helpful. I also did not notice the change expected in testing the magnetos, from RPM drop to recovery. Maybe its me but the engine start seemed a bit too smooth and quick.

For you to present concise and informed videos is a solid idea. A chance for perspective customers to see the study level quality aircraft you are bringing to the MSFS world as well to get ahead of all the video reviews that will pop-up on YouTube.

Will you have a configuration manager to handle load outs and hot starts..?

Again well done.
 
Thanks for the feedback, appreciated. Yes we are teaching the sim to deal with mag checks. Hopefully it will learn soon!

Not sure on a config panel yet.:engel016:
 
Hi bazz,

Finally got a 15 minute block of time to check out the Spitfire overview video. Loved it! It'd be of interest to any aviation fan, I'd think, as I sure learned a lot about how they were operated.

I really like the video format, because the narrator explaining the functions as you're looking at them is like the difference between an instructor showing them to you and just looking at a manual.

I do wonder if it wouldn't be good to break out specific procedures, such as startup, into shorter, step-by-step videos, or at least put a marker in the video for people who want to jump to the startup process. For instance, I watched the entire video, but when I get the plane, I'll likely pull it back up on my iPad and jump straight to the startup tutorial. For the step-by-step procedures, shorter stuff that just outlines them would be handy.

I do love the depth and background of the first 3/4 of the video, though, and I absolutely would love to see that level of detail continue. It's only the procedural stuff I'd like to be able to access in "bite-size" chunks, in case I'm trying to remind myself how a process works.

Nicely done! Is that you narrating?
 
Glad you liked it. It's early days but I think your suggestion of smaller chunks is a good one. Yes that's me doing my best to be an instructor! Not sure how I'm going to go with the flying lesson so bring a parachute.

Incidentally, for those who'd be interested, we are changing the type of oxy mask and goggles to the Type B (Battle of Britain) for the Mk1A with the side entry oxygen pipe and those really awkward goggles and sunshade. Designed in 1938, they were better suited to a bi-plane than a Spitfire. Poor blokes must have been so uncomfortable in that lot.:engel016:
 
side entry oxygen pipe and those really awkward goggles

Flying only in VR nowadays I know all about side entry cables and steamed-up goggles :)
Hopefully somebody on the test team is a VR fiend and will ensure it all works well in 3D-o-vision...
Cheers
Keith
 
VR is not high on the list of priorities at the moment. We need it to be stable in the sim. And frankly, there is too much else needs fixing in the sim. The amount of workarounds we are having to do to get things to work properly is getting more each day...:engel016:
 
Back
Top