March 28, 201313 yr A website or blog, please post it for us....Good luck !!!! MSFS2020 MICHAEL J proud supporter KJAX FLORIDA
March 28, 201313 yr Monday is April Fools day and I keep fearing that will be what this is all about. :p0816: Robert Yunque
March 28, 201313 yr Commercial Member Monday is April Fools day and I keep fearing that will be what this is all about. :p0816: Nop, that's the PMDG 777's Release Date... Sent from my Galaxy Nexus using Tapatalk 2 Regards, Efrain RuizLiveDISPATCH @ http://www.livedispatch.org (CLOSED) ☹️
March 28, 201313 yr Honest here. You should start a donation pool to get this running faster and have more on this. I would seriously pay to get this running because this could be susceptible to falling through half way through, so we need an incentive. I REALLY REALLY WANT 64bit fsx and DX11. Please if you are going to do this- Hyperthreading compatibility Hex core use(i7 3930k) SLI compatibility. Please don't lead my hopes to nothing. Thanks Pete
March 28, 201313 yr According the the DX10 Previewers. My understanding is there is no need for a newer sim?
March 29, 201313 yr Wouldn't the purchase of the required field data for the whole globe, cost $XXX,XXX ? ..... or would you not cover the whole globe? I'd love to see something come of it, but as others said, if Aerosoft and others have failed to make a new platform build feasible, will we really see this come to fruition. All we've really seen from the OP is "in principal" statements, about what he'd like to include. A lot of people have set their hopes very high, very very early! ......... and I hope don't get disappointed. One design principal that I 100% do not believe is achievable is that existing FSX add-ons could work, as intended, with an externally built application, and no access or availability to FSX source code. My best hopes will remain in a 64 bit, DX11+ P3D in the future. But I would love to be proven wrong with regards to this 'development'. :smile:
March 29, 201313 yr You should check out the open source flight simulator at flightgear.org. I'd think it would be a whole lot easier to start with their code and add the features you want, than redoing everything they've done completely from scratch. I think they've had 50-some programmers and over a dozen artists contributing to it for the past 10+ years. It would take you at least the same to get just to their level now. Gabe Keewaydin
March 29, 201313 yr if Aerosoft and others have failed to make a new platform build feasible, will we really see this come to fruition. You have to consider that Aerosoft decided that continuing with a new sim was not a wise business decision for them. Now that X-Plane is 64bit, they know that a LOT of new payware addons will be available for them to promote without having the time, cost and labor of creating a new sim from scratch. When they were going in that direction, FSX was the only kid on the block, and it was (is) a cripple. Robert Yunque
March 29, 201313 yr FSX is better than it's ever been, quite stable and amazing actually. More and more people are finding the right way to tweak their computers to get the most fps and eye candy possible. Why am I saying this? I believe that even though FSX is considered an old 32bit program, it still has plenty of life left in it. The faster our computers become the better FSX will perform. 6-7Ghz is only a couple years away, maybe less. Unfortunately, FSX is a very unoptimized unfinished product that craves clock cycles but we're finally getting tech capable of doing the job. If you're still here reading this, cool... I'm all for this great idea but have to agree with some of the other posters in saying this would be a major project requiring hundreds of talented people and several to many years to do right. Not their exact words but along the same lines. Not to sound discouraging but, this will probably end up being Vapor Ware! Best of luck. My list: 1. Realistic weather that physically interacts with the 3d model / radar / etc.. 2. Make the world more like a sandbox where people can get out of the plane and easily walk around (inspections, FBO, gift shop!). 3. A "Virtual Passenger Experience", actually fly "Real" virtual passengers! (Pilots would be able to enable/disable any potential interaction) "Ahh, this is your Captain speaking, Ahhh, hold on to your seats I'm new and this is my first time!!!!" 4. User controlled ground services from push back to baggage handling. (I know I wouldn't mind giving someone a push before I needed one myself) 5. Oculus Rift VR compatibility (Talk about immersion!) 6. Insane audio capabilities. 7. A native easy to implement (for developers) fully functional shared flight deck. 8. Serious SDK tools with lots of thought put into them from the beginning (which will help you build the game). Think Unreal UDK editor 9. I like the idea of an open source flight sim, with enough of the worlds talent interested, it could be something huge. Thanks for reading and seriously, I hope it can be done. Jon Preston
March 29, 201313 yr Have you considered building upon/contributing to/forking FlightGear? It is built around OpenGL, but at least you get much of the simulator side for free and can concentrate on the visuals and FSX addon compatability... Frank Olaf Sem-Jacobsen
March 29, 201313 yr Carmine, good job. We are about the same age and I have been with flight sim all the way back to the Apple IIe where we had a World Grid. LOL Mountains were two dimensional. There was a WWI kind of game to it where you shot down another dot. When Sublogic took it over I thought I was in absolute flight sim heaven. The fact I could take a modeled 172 and fly it from Chicago to Champaign Urbana, Well we simply didn't need to go any further. HA! Here we are to day!! My suggestion would be to simply not break what aint broke. I would do everything I could to simply make a better more stable sim while keeping the ability for PMDGs, EarnieAlstons, Feelthere, Shockwave, Pete FSUIPC, people going. I think it should be able to run as well on a i5 vintage processor without overclocking, all the way up to the i7, and beyond. That way if you make all of these people your friends if you will, you would be able to corner this thing. How do you do that? Your the programmer. If you would like, I have flown, been typed, etc in over 26 different makes and models of real world aircraft. I have a keen ability to find the problem with some system. I dont know how but I do. I also have several computer languages I have worked with so I'd like to be considered some time if and when you might need test and beta people. Good luck!! Take Care. Respectfully, Jet
March 29, 201313 yr Recently I had the joy of re-installing FSX and all the stuff that goes with it, then all the configuration etc..yawn Several hours later I loaded up my first flight only to have it crash upon clicking o.k..Eventually when I got it to load up, light textures were missing in parts blah blah blah..so I had to troubleshoot why and fix that, other quirks reared their head and so onto troubleshooting those.. We've all been here and after re-installing so many times and re-configuring this simulator I have got to the point where I'm nearing the end with FSX.. FSX can be a thing of beauty but it feels like it stands on brittle and misaligned foundations. Reading the OP idea of creating a new sim is great and I'm willing to get behind it and give anything a go. However the thought of using FSX aircraft has me feeling this will still be held back trying to be backward compatible with aged code. In my head it has got to be 100% new. 1) DCS have got it right - And when and if civilian flight models appear then that will be a truly great platform 2) Aerofly - apparently working on expanding their simulator and judging from screenshots It really does look nex-gen and is one to follow 3) Outerra engine - Again beautiful looking and given time and the right 3rd party devs could use this to make a really special sim platform. My advice is to get a blog/website going, tweet updates. People need to see stuff and they love following updates and progress reports. The time is right for a new platform and if it looks like it could be great you'll get a big following however if it looks like it like it's going to be a lightweight, FSX clone then it will go down like a knackered lift. Good luck mate, looking forward to what you come up with Phil Mosley - Rotation Films http://youtube.com/rotationfsx @RotationFilms
March 29, 201313 yr I would say, make something based on an completely new engine, and new ways to use vector and terrain mesh. Find a smart way to place autogen. Get the basics up, make sure it's good at simulating the real world. Make it open for developers to create addons for it, and do it in the same language so they don't have to adopt to much. Get developers to create some launch material, and otherwise ship an nice "world" for the addon-developers to create the fun. Much like fsx has become.. I mean, who the ###### uses default fsx planes, sceneries or even functions(weather etc) included theese days.. Participatory design is fine, but I would ask the developers, cause they already have an good idea what the clients 'want' So to sum up 1. Great physics 2. Broad sectored SDK 3. New Engine
March 29, 201313 yr The faster our computers become the better FSX will perform. 6-7Ghz is only a couple years away, maybe less. It's been what 5 maybe 6 years since we actually saw any increase in clock speed on the Intel side when you look a maximums, i.e., overclocked? Sandy Bridge already overclocks slightly higher than Ivy Bridge. The direction processing has gone is not in increasing single or multi core clock speed but in improved microarchitecture, multi core, and multithreading. A quick look at tablets and cell phones w/ 6 and 8 core processors points to the reality that it's more efficient to parallel process that to whip up one or two cores into a frenzy. Add in offloading to the GPU and then 64-bit, and all of a sudden you've left FSX in the dust in terms of basing your hopes on better FSX performance from upcoming improvements to hardware, other than very very incrementally and I believe essentially insignificantly. Indeed, I think this is a big part of the reason for the entire thread here, i.e., why the OP is thinking of embarking on the project. Yes, FSX is a model to strive for in that is demonstrates what a good core [for its time] w/ good SDKs, scaling and depth will do to spawn 3rd party support and enduring use, but I'm afraid that's the issue--it's a done deal in terms of real material performance improvements is concerned. And plus as others have mentioned, it's become bloated to install and maintain at times, inefficient and fickle to set up perfectly, and at worse is prone to instability. At the moment P3D is the existing hope for better performance, but that is not so certain until we see what they can do to improve its fundamentals. XPlane 64 doesn't have the depth and support of the 3PD's yet, but who knows. Noel System: 9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL 64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync. Aircraft used in MSFS 2024: Fenix A320, Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.
March 29, 201313 yr Lot's of good stuff here guys thank you and I just want to address some items: • Is it a lot of work ahead: YES WITHOUT QUESTION • Is it going to be a small team completing this: NO! I expect there to be MORE developers/artists/3rd Party companies joining in in the future. After all the MAIN GOAL is for US to have the simulator WE wanted to see for the next gen! • Is it going to take 10 years and end up like flightgear: GOD I hope not!! That is a LONG time for me to wait! • Will there be backwards compatibility. The biggest goal we have for FSX compatibility is for aircraft importing. Yes there are 32 bit modules which are going to have to be either recompiled by the developer for 64 bit or we will take an IPC approach (a 32 bit application which talks with the main FSNext 64 bit application) Other scenery items/objects remains to be seen at this point. • Currently the groundwork is being laid out & defining the modules necessary to be built. • All the existing FSX keystrokes are planned on being the same • I was approached and asked for a blog here on Avsim, so when that is active I will post updates there. Thanks all! Carmine
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