Hi all,
Just a headsup: within a few days, I will release a totally revised "car FDE"; initially for a BMW 760.
What is a "car FDE (Flight Dynamics Engine)" ?
If you have ever 'driven' an automobile in the MSFS scenery, you'll probably have noticed that, at best, the driving experiance is not what you are used to in your own car.
IMHO, with the standard FDE of MSFS it simply isn't possible to model good car behaviour, because MSFS (obviously, since it simulates aircraft) lacks two important features for creating that:
1. Speed/acceleration is a resultant of "Jet/Prop thrust" (in essence: pushing air backward, resulting in forward speed/accelleration); NOT: based on traction/friction of tires with the ground surface.
2. MSFS has no awareness of a gearbox function, meaning that there is a fixed relation between engine RPM and turbine/propeller RPM; unlike in an automobile, where wheel RPM is directly coupled to engine RPM, either via discrete gear transmission (manually or automatically switched) or socalled CVT's.
So, based on the same principles I use in my "VTOL" implementations (essentially: an FDE in gauge-code), I developped a "car FDE".
Initially, I will release this for Hama's beautifull BMW760LI visual model; although this was created for FS9, it works great in FSX.
What it features:
- A manual/automatic gearbox, 6 speeds Forward, Neutral and Reverse. With proper engine revup/revdown sound, and gearbox transmission factors.
- Accelleration/Speeds in each gear, matching realworld specifications.
- Audible/visible wheelspin/side-slipping/spin effects, including a "doughnut" feature.
- Switchable ABS, TractionControl and a (simple) CruiseControl.
- and a lot more.....
Will it be a perfect simulation ?? No, it won't be. Things like exact over/understeering, spin recovery, "counter-steering", etc. are very difficult to model; that is: it will be just a matter of spending enough time on implementing the right formula's.
And I don't pretend to give you the same quality of driving experiance as in many of today's excellent car/racing simulations "games"; but after all, driving a car around in the MSFS scenery is just a "gimmick".....
But you can judge it yourself, in a few days from now .....
And....freeware ....
:ernae:
Rob Barendregt
Just a headsup: within a few days, I will release a totally revised "car FDE"; initially for a BMW 760.
What is a "car FDE (Flight Dynamics Engine)" ?
If you have ever 'driven' an automobile in the MSFS scenery, you'll probably have noticed that, at best, the driving experiance is not what you are used to in your own car.
IMHO, with the standard FDE of MSFS it simply isn't possible to model good car behaviour, because MSFS (obviously, since it simulates aircraft) lacks two important features for creating that:
1. Speed/acceleration is a resultant of "Jet/Prop thrust" (in essence: pushing air backward, resulting in forward speed/accelleration); NOT: based on traction/friction of tires with the ground surface.
2. MSFS has no awareness of a gearbox function, meaning that there is a fixed relation between engine RPM and turbine/propeller RPM; unlike in an automobile, where wheel RPM is directly coupled to engine RPM, either via discrete gear transmission (manually or automatically switched) or socalled CVT's.
So, based on the same principles I use in my "VTOL" implementations (essentially: an FDE in gauge-code), I developped a "car FDE".
Initially, I will release this for Hama's beautifull BMW760LI visual model; although this was created for FS9, it works great in FSX.
What it features:
- A manual/automatic gearbox, 6 speeds Forward, Neutral and Reverse. With proper engine revup/revdown sound, and gearbox transmission factors.
- Accelleration/Speeds in each gear, matching realworld specifications.
- Audible/visible wheelspin/side-slipping/spin effects, including a "doughnut" feature.
- Switchable ABS, TractionControl and a (simple) CruiseControl.
- and a lot more.....
Will it be a perfect simulation ?? No, it won't be. Things like exact over/understeering, spin recovery, "counter-steering", etc. are very difficult to model; that is: it will be just a matter of spending enough time on implementing the right formula's.
And I don't pretend to give you the same quality of driving experiance as in many of today's excellent car/racing simulations "games"; but after all, driving a car around in the MSFS scenery is just a "gimmick".....
But you can judge it yourself, in a few days from now .....
And....freeware ....
:ernae:
Rob Barendregt


