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Noooch

What We Want (Part 1)

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7 hours ago, dexton said:

I would love to see an interactive and easy to use scenario/mission editor such as Lockheed Martin's SimDirector. The editor in FSX was painful.

I agree with this, and I'd like to expand on it.

Sometimes I just keep flying the same routes over and over again because I don't know what other places would be nice to fly to / land on / depart from.

With that in mind, it would be awesome to have a "community" tab where users can submit flights/routes they like, with suggested airplanes, so other users can experience them too. Something like a community-driven "scenario" system, even something like a mission creator.  I think it could bring a lot of variety to our flights. 

The scenarios could be anything from a serious airline flight to a small bush route to deliver supplies to a little town. The scenario selection menu should have a few creator-submitted screenshots to help us decide "hey, this looks nice, I'll fly that one". 

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J.C.

"Not all those who wander are lost." - J.R.R. Tolkien
Microsoft Flight Simulator - i7 7700k 5.0 gHz - EVGA 1080ti FTW3 - G.Skill RipJaws 3200 MHz 32GB

 

 

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Hi Microsoft team

 

Very pleased to know that you guys are monitoring this thread. Your community engagement has been spot on.

 

I’m a real world A320 Pilot. I used MSFS as a kid growing up and I occasionally use P3D to this day to refresh on the nastier and more obscure failures and failure management before heading into the sim every six months. 

 

On that note, I’m not going to wax lyrical about wanting study level aircraft because that would be something far exceeding your development remit. Instead I’ve been considering annoyances/content gaps in FSX/P3D in terms of the base application, and what things I deal with in day to day real world flying that don’t really pop up too often in game.

 

  1. Weather is a big one. We consider icing every sector. A realistic icing simulation based on OAT/visible moisture/cumuliform or stratiform cloud structures. To that end, performance degradation in aircraft performance with icing picked up/carb icing in carbureted props. It’s not unheard of for the GW indication on the aircraft to bump up 100kg when icing is picked up. Deicing simulation with holdover times/fluid types and ratios.

    An accurate windshear simulation, positive and negative, and the resultant effects on the aircraft. Different turbulence effects through stratiform or cumuliform cloud. Mountain waves are a big one. Realistic modelling of phenomena like sea breezes/anabatic-katabatic winds/rotors. If I’m flying a light SEP downwind of a sharp mountain ridge I’m expecting strong downdraughts and moderate turbulence.

    Adding onto the Foehn wind stuff above, if your fluid dynamics/weather guys could model the very, very real phenomena of LLWS/turbulence on very short final from wind blowing over airfield structures like hangars/terminals/hotels I would be mega impressed!

    Accurate simulation of the wildly different types of wx. I don’t really care about landing in DZ/RA/SHRA. The weather being given as FZRA however has us both paying very special attention….

    Modelling the important differences in FG and BR, snow grains, hail, ice pellets, their effects on the environment/vis/the aircraft. HZ and DU. It is very, very unrealistic flying in the Middle East in FSX/P3D. In the real world the visibility is often gash in DU and HZ, the horizon and sky are redder/a dirty sort of grey. Sandstorms and blowing sand. That would make a huge difference in the accuracy of the simulator. Accurate HZ simulation elsewhere dropping the visibility.
     
  2. AIRACs are on a 28 day cycle. Magnetic variation changes constantly, so navaids and runway headings around the world get updated all the time. This is something FSX/P3D are known to be horrendously out of date for. If you guys could provide the functionality for the MSFS2020 database to be easily updated with a nav database product like Navigraph provide, in the same way 3rd party add-on aircraft get updated, that would be FANTASTICALLY useful.
     
  3. Following onto that, the current ATC system is obviously extremely primitive. Basic stuff like not hearing American style phraseology (Altimeter instead of QNH etc) when flying an approach into Mongolia. How about integrating real world procedures like SIDs/STARS/NPA approaches into the ATC system, linked to the nav database update facility mentioned above? If it wouldn’t kill the CPU, smart AI like Cortana integrated and able to reasonably intelligently respond to voice commands? On that note, the pushback system could be redone along the same lines.
     
  4. Performance is a big one -  Dry/wet/standing water/1/4 slush/ ice etc etc as in visible on the runway textures and very, very relevant ramifications on braking action and takeoff performance. How about linking in the ICAO standards/SNOWTAM codes for runway assessments in the ATIS passed by ATC? Very real world realistic and would be very impressive.
     
  5. Developers are now linking in ACARS/ATSU systems into their 3rd party aircraft. How about supporting the ability to datalink METARS for the destination aerodrome so the base aircraft (airliners/G1000) can do it too? D-ATIS. CPDLC is massively common and only getting more popular/expanding every day, backend support for CPDLC terminals in 3rd party aircraft to talk to the ATC system? Since the ATC system is text based anyway I would imagine that would actually be quite straightforward to implement? “Contact London control 128.815” popping up on a little CPDLC screen for you to hit the WILCO/UNABLE buttons rather than clicking on the popup ATC screen.

    PDC digital clearance. Relevant to point 4 - ATC/digital METARS having the braking action/SNOWTAM codes included based on the actual runways conditions.
     
  6. Apologies in advance if this is too complex but how about a (reasonably) developed damage system? The FSX/P3D system is binary, either you’re ok or it’s play time over and you have to reset the scenario which I always thought was ridiculous. I note the Flamingos in one of the screenshots you guys released - how about a birdstrike to the leading edge of one of the base light SEPs causing aerodynamic problems, needing aileron input to keep it straight and level? Jammed slats? Windscreen damage. Engine severe damage/fire. Or you’ve landed too flat in a default SEP and the nose gear collapses. Prop shatters, the engine shockloading chucks a piston and starts a fire….
     
  7. SDK/3rd party ecosystem - ease of development and ease of integrating into the simulator. For example, I appreciate you guys would be totally unable to provide an AI traffic service with accurate liveries/models/schedules like that provided by 3rd party add ons so as the sim builders, being sympathetic to the 3rd party content developers and making it a lot easier (and better system performance wise) to incorporate those sort of products into the sim through ground up software architecture and from the get go as a development ethos. SO many different products for FSX/P3D have to be developed and used using special tricks to circumvent the awkward/not fit for purpose SDK/simconnect functionality. PMDG/FSL processes have to run outside of the sim. It ideally shouldn’t have to be that way.
     
  8. From what I’ve seen already I bet you guys are going to nail the environment texture/realism wise. In terms of mesh though - accurate runway slope? I think people would be amazed if they had the view out the front like we do going into certain aerodromes, in the sense that there are a lot of runways out there that are more like sine waves than straight lines! A hump or downslope in a touchdown zone makes a huge difference to the landing technique……
     
  9. Cherry picking the best of what 3rd party developers have come up with for FSX/P3D. For example, A2As accufeel is great. Building that sort of realism into the aerodynamic model from day one.
     
  10. Dynamic environment. Air condensing over the leading edge. Vortexes being sucked into the fan. Wingtip trails. Wake vortices when flying through visible moisture/IMC. Jetblast throwing up water etc on a contaminated runway. Raindrops on the windshield beginning to stream off as speed builds on the takeoff roll. Nice little realistic touches.
     

I’m signed up to the insider programme with the intention of being happy to help with feedback/beta testing. Looking forward to possibly being able to help out with real world experience and knowledge.

 

Cheers 

Edited by 3d102
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- Optimisation and Performance

- a tool to customize ans share airports like the very clever XPlane gateway system

- animated copilots in airliners

- customize loading screens with screenshots we take

- geopolitical awerness like war zones, no-fly zones military airspaces with fighters coming to you if we don't comply.

- fire fight mission with water tankers like the Canadair would be awesome!

Edited by Noooch
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Re :SDK

Making some amateur sceneries, correcting/enhancing airports etc, I would very much welcome an all-in-one SDK tool which would integrate the functionalities of some  abandonned software like SbuilderX for terrain modeling, Instant Scenery and some of the wonderful tools provided the FSDeveloper community.

 

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Dominique

Simming since 1981 - Prepar3D v3 on a 4770 @ 4.4 GHz and a 1080 @ 2560*1440 - Warthog HOTAS - MFG pedals -

 

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Frankly, if by now, developers of any sim (particularly Microsoft) do not know the 'What we Want/What Developers Want' list off by heart, then...

It was the same list expressed for the shortcomings of FSX, the same list for P3D, the same list for Dovetails version -  and it's the same list again.  Pages and pages and pages of the same requests list for years, summed up in two lines:

Much better SDK's, better scenery tools, better friction models, better flight dynamics, better animation modeling, better weather engine, better AI engines, better turboprop modelling, better helicopter modelling. 

Basically, everything P3D/FSX does not/did not have - and incidentally, what it did have, make that better too..

Edited by ErichB
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11 minutes ago, ErichB said:

Much better SDK's, better scenery tools, better friction models, better flight dynamics, better animation modeling, better weather engine, better AI engines, better turboprop modelling, better helicopter modelling. 

Basically, everything P3D/FSX does not/did not have - and incidentally, what it did have, make that better too..

It would be kind of hard to write a design spec with no more detail than that. 🙂  It might also help to have that list prioritized as the priorities change over time.

There are also a few new ideas in these threads not included in the list you posted.

I'm just saying that there is enough signal in the noise to make the threads worthwhile.

Hook


Larry Hookins

 

Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings;

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23 minutes ago, LHookins said:

It would be kind of hard to write a design spec with no more detail than that. 🙂  It might also help to have that list prioritized as the priorities change over time.

There are also a few new ideas in these threads not included in the list you posted.

I'm just saying that there is enough signal in the noise to make the threads worthwhile.

Hook

I was paraphrasing of course.  But that's essentially what it boils down to.

It is of course worthwhile, but hopefully this time, it will actually get some traction.

Edited by ErichB

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Realistic flight models and accurate internal cockpit/external aircraft models, Boeing 737 / 787 in addition to the airbus a320 shown in the trailer, and sloped runways are a huge feature needed also. 

And because I run a home cockpit, the ability to load the FMS/FMC on a kindle or iPad mini for touchscreen use. (Currently running xplane 11 and using WebFMCpro to get the FMC on the iPad mini/kindle)

https://youtu.be/hLKTfYjM23c

Edited by B1688J

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I mentioned this in another thread but it deserves a mention here. I would like to see an auto feature similar to Forza where the new sim detects a user's hardware and automatically optimizes the graphics and frame rates for best overall results, while still leaving the user the option of fine-tuning some settings to individual tastes if desired. In Forza this works very well and I am amazed at how well it runs and looks on my system, which is over 5 years old now. I hope the era of editing, tweaking and fooling with configuration files is over...


Ken

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Voice-enabled ATC. I would love to respond to ATC with my voice rather than clicking a key on the keyboard. This is especially important for VR users, whose population continues to grow and grow.

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This was mentioned above, but another request here for something more than binary damage modeling for aircraft, where there is either no damage at all, or it's a full crash.

There is a little of that in XP11 where you can get a "blown tire" instead of full crash, although I haven't seen that lately and it might have been disabled. We do see smoke and flames from the engines on a wheels-up landing or hard helicopter landing, but it's a very generic single effect. It would be nice to have more specific feedback about what happened, like collapsed landing gear, or a dinged a wingtip on a crosswind landing where the bank angle wasn't controlled well enough. Tail strikes should be modeled for airliners too.

There is also the somewhat fraught issue of aircraft vs. object collisions. There have been heated arguments before on Avsim about that ("it's a flight simulator, not a crash simulator!"), but again, there is an important training element in learning how to avoid obstacles.

It's especially important for bush planes that have to clear nearby tree lines on both takeoff and landing. Helicopters often need to operate out of confined areas surrounded by buildings, and have to be careful about hitting power lines and radio towers. It always feels weird when I blow the takeoff in a confined area in a helicopter, and just slide through a building like it's not even there. Ghost buildings and ghost tree lines encourage sloppy technique.

If the sim disallows crashing into every building for reasons of performance -- because collision detection is CPU-intensive -- or to avoid the stigma of being a "crash simulator," I would understand that. However, please allow airport designers to selectively include crash detection on hangars and other airport objects, and for the tree line surrounding a bush plane strip. If it isn't too CPU-intensive, all power lines and radio towers should probably have collision detection by default. There is a reason they're shown on the charts.

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X-Plane and Microsoft Flight Simulator on Windows 10 
i7 6700 4.0 GHz, 32 GB RAM, GTX 1660 ti, 1920x1200 monitor

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VATSIM integration so people using this simulator can also share the skies with others.  


9700k | Maximus XI Hero| 32gb DDR4 3000 | 1080Ti 11GB | 1tb EVO Plus 970 and 500GB M2+3TB HDD | 43" Samsung X60R 4k and 2  22" monitors | Corsair RM1000x |  240MM AIO.| MFG Crosswind | T16000M Stick | Saitek Throttle Quad | Skalarki MCDU and FCU | Saitek Radio Panel

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Closer release date. Even if only a quarter is called. But 2020 makes me look very long. 

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