September 21, 20196 yr I have mentioned this idea in the FSX beta, and I think maybe the FS9 beta (so long ago) - way ahead if its time then, but I will try again. Since it appears that realism is in focus and that even grass and weeds are in play, I had a huge feature in mind that could be ground breaking. NOTAMS are a gigantic part of aviation, and in our sims they simply don't matter. But what if they did (or for beginners, could, as an option)? Taking things to new levels like when a crane goes up near an airport and a real world NOTAM is posted, that same crane goes up in the sim - like real weather, but actually adding to the scenery, until it comes down and is removed from the scenery. Or how about when approach lights are out, a taxiway is closed, VOR maintenance, the list of things that affect real flight are endless. If they could be translated to the sim somehow that would definitely help get a better feel for reality...a true simulation. Of course the flight planner would need include NOTAMS for a flight. The ATC and AI would need to know about it too. Multiplayer sessions would have to include a NOTAMS on/off option too. I realize this is one of those "far-fetched" "dreamland" ideas, but if we could go towards a feature like this, then flying in the sim will be much closer to reality. If we could at least start off small, because I realize even at the smallest airports there could be complicated NOTAMS that could bog down a simulator and sim pilots quickly. Maybe start of with "simulated" NOTAMS, similar to simulated aircraft system failures (which we have had since the very early days as an option), with an on/off, and then a percentage of possibility, and a percentage of severity. Then we could move eventually to real world NOTAMS translated into the sim, real time. I think Flight Schools and many if not all real world aviation organizations would take notice.
September 21, 20196 yr 4 hours ago, pracines said: Maybe start of with "simulated" NOTAMS, similar to simulated aircraft system failures (which we have had since the very early days as an option), with an on/off, and then a percentage of possibility, and a percentage of severity. Then we could move eventually to real world NOTAMS translated into the sim, real time. I like that idea. It could even be implemented manually if the sim came with an UI to change Navaids and Airport facilities on the fly. You'd type in the name of the navaid and simply switch it to off, or have the ability to easily switch runway markings or lights on the fly. All without the need for an extra program.
September 22, 20196 yr On 8/4/2019 at 8:49 PM, elmar01 said: 16. A particle effect API for developers to allow 3rd party developers to easily integrate touchdown smoke, wing vortices, condensation effects, water blast from engines etc. into their aircraft addons. 1. Yes Particles please (my interest is in water effects for seaplanes) 2. External wingman camera effects (aircraft drift) ie EZDOK or the Wingman script on XP11 (there appears to be some sign of this in the teaser video external shots) 3. Scripting support to allow enhancements like this single user formation flying script in XP11. Bring on the Alpha ! Specs: Win10, 4790K, nVidia 1080ti, Saitek Yoke+Quadrant+Radio/Switch and AP panels, VRInsight 737 overhead, Virtual Avionics 737 MCP. 3 x 1440*900 main display + 1024*600 VDU display. NLR V3 Motion seat. Oculus DK2 CV1 HTC Vive VR headsets.
September 22, 20196 yr Everyone seems to be saying flight dynamics, and all agree. But can I be specific? The best thing I've ever felt, was taking off from 1D2 in a piper Cherokee taking off from runway 36. Smooth climb out until I hit the city of Plymouth. I hit an updraft from all that hot pavement that picked me up about 100 ft. In a blink. I've NEVER had that in a sim.
September 22, 20196 yr Controller profiles for different types of aircraft. Forexample: Powered aircraft: throttle= throttle Gliders: throttle = spoiler At the moment I have to manually reassign the controller mappings which is a pain, so some kind of controller profile system that I can switch between or assign to different kinds of aircraft would be awesome!
September 22, 20196 yr FSUIPC has this functionality for many years now, where you can save profiles per aircraft. It is, of course possible to allocate spoiler to any spare non allocated key already. This would apply to FS2004 and up! Robin "Onward & Upward" ... To the Stars, & Beyond...
September 22, 20196 yr 36 minutes ago, Wobbie said: FSUIPC has this functionality for many years now, where you can save profiles per aircraft. It is, of course possible to allocate spoiler to any spare non allocated key already. This would apply to FS2004 and up! I'm sure it is possible with FSUIPC - I was just making the point that this would be useful native functionality.
September 22, 20196 yr Author Is it possible to have big waves matching wind intensity? Maybe procedurally generated around the plane to save performance? All the screenshots and clips so far have a very beautiful, but flat water. This could be interesting for float planes of course or if you want to land with a heli on military ship for example.
September 22, 20196 yr I haven't done much float plane flying in P3D, but I landed the Goose near one of the tiny Caribbean islands (Redondo) and experienced waves appropriate for a 15 knot wind with a long fetch. I don't recall that happening before. (I've spent a lot of time in a sailing simulation and had to study waves.) I suspect the new sim will handle it properly. Hook Edited September 22, 20196 yr by LHookins Larry Hookins Oh! I have slipped the surly bonds of EarthAnd danced the skies on laughter-silvered wings;
September 23, 20196 yr On 9/21/2019 at 3:43 PM, pracines said: Taking things to new levels like when a crane goes up near an airport and a real world NOTAM is posted, that same crane goes up in the sim - like real weather, but actually adding to the scenery, until it comes down and is removed from the scenery. Or how about when approach lights are out, a taxiway is closed, VOR maintenance, the list of things that affect real flight are endless. If they could be translated to the sim somehow that would definitely help get a better feel for reality...a true simulation. I love that idea. It would make for a true dynamic environment.
September 23, 20196 yr 23 hours ago, Wobbie said: FSUIPC has this functionality for many years now, where you can save profiles per aircraft. It is, of course possible to allocate spoiler to any spare non allocated key already. This would apply to FS2004 and up! Ok, I’ll add to the wishlist the desire to no longer have to rely on an add on like FSUIPC for control mapping and calibration. Chris
September 23, 20196 yr Assign multiple simultaneous controller buttons to functions. This can triple or quadruple the number of functions you can assign to your controller buttons. A ten button joystick can deliver 19 functions, or even 27 if you assign more than one shift key. ie Button A = Function1 Button A+B = Function2 Button A+C = Function3 Elite dangerous does this. With this feature, it's very easy to configure a button to be a mode or "shift" toggle so when pressed simultaneously, the remaining buttons have a secondary function. This is ideal for flightsims where you quickly run out of button available. At the very least, you can set up buttons in a way that you can have the same physical buttons do different things when in the air or at a Gate, simply by holding down a "mode" button as well. You can even simply add multiple mode buttons ie: B+C = Function4, B+D = Function5 etc. Any button(s) can be a "mode" button as defined by the user. The devs need to think in terms of a "assign buttons to function" paradigm, whereas most games do it the other way 'round. IMHO, all games should use this paradigm I created a plugin for the Universal Controller Remapper which essentially offers similar functionality, here , (You may need to register on the Xplane.org forum to see the download) I would prefer it to be natively implemented in FlighSimulator2020 Edited September 23, 20196 yr by smoothchat Specs: Win10, 4790K, nVidia 1080ti, Saitek Yoke+Quadrant+Radio/Switch and AP panels, VRInsight 737 overhead, Virtual Avionics 737 MCP. 3 x 1440*900 main display + 1024*600 VDU display. NLR V3 Motion seat. Oculus DK2 CV1 HTC Vive VR headsets.
September 23, 20196 yr 1 hour ago, smoothchat said: Elite dangerous does this. I always found ED to be very fiddly on Xbox. But for flightsim this system would theoretically work better since you don't need as many button presses. I'm guessing MS will implement keyboard support as they have done for other games on Xbox in the past.
September 23, 20196 yr 10 hours ago, FlyerNYC said: I always found ED to be very fiddly on Xbox. But for flightsim this system would theoretically work better since you don't need as many button presses. I'm guessing MS will implement keyboard support as they have done for other games on Xbox in the past. I guess I was speaking more from a PC / VR point of view, (my reference to "A & B" were not referring to the xbox controller buttons, perhaps I should have said buttons "1 & 2 on the joystick"). In VR for instance, the more functions you can achieve with your X55, saitek / CH yoke and throttle buttons, the better the immersion as you don't have to raise your HMD to hit the keyboard. (A Logitech G13 helps a lot here) Edited September 23, 20196 yr by smoothchat Specs: Win10, 4790K, nVidia 1080ti, Saitek Yoke+Quadrant+Radio/Switch and AP panels, VRInsight 737 overhead, Virtual Avionics 737 MCP. 3 x 1440*900 main display + 1024*600 VDU display. NLR V3 Motion seat. Oculus DK2 CV1 HTC Vive VR headsets.
September 23, 20196 yr 12 hours ago, smoothchat said: Button A = Function1 Button A+B = Function2 Button A+C = Function3 Elite dangerous does this. Also Falcon BMS. "Society has become so fake that the truth actually bothers people".
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