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Will airports in FSX come close to CAE Tropos?

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>Pretty cool there. It also would be nice if fs would dump>the fake airlines and put the real carriers in like CAE did.CAE doesn't do this to be more real. They *get* to do this because their business model revolves around pilot training for those airlines.Believe it or not, the reason real world airlines logos and names aren't used *isn't* because we're in love with fake airline names.The art team's job would be *much* easier if we could use real world stuff. (and every now and again, we can)Cheers,Jason

>If another developer came come up with Tropos I'd leave>Microsoft and their upcoming incarnation in the dust. Easily.>>Now, would it be that difficult for FSX to implement some of>those great runway effects - such as blowing snow (or rain) ->something already which X-Plane has (blowing snow that is),>and those frosted runways? No it wouldn't.What CAE does is create simulations used for training for several areas, most notably airport familiarization. They have access far beyond what we're able to get, because they're building a scene to train pilots on an airport *before* they ever get there in real life.Having experienced a few CAE sims, their quality and detail drops off right outside the airport to FS95 stuff. Tropos gives 'em a bit extra, but believe it or not, they lack what FS 9 is capable for most of the representation of the world.That being said, some of the environmental effects (that ice is *sweet*!) shown are great. Can FS do that? No real reason why it shouldn't be possible *even in FS 9* to get pretty close. What's the problem then?To do that sort of stuff (in FS9, for example) you need to do what CAE does: build every airport by hand, bit by bit. Nothing generic.What causes us (MSFT) problems is trying to deliver such stuff on a worldwide generic basis. It *is* more dificult than it seems t first blush. *Should* we be doing it? Of course!Does that guarantee you'll see it in FSX?Nope.It's something we work on (we've had a nice blowing snow effect in the can for a while now-- at least two versions, but it aint hooked up to anything, which makes it useless), and it is something I expect you'll see someday, *maybe* even in this next version.But my daddy taught me never to make promises unless I'm 100% sure I kin keep 'em...Cheers,Jason

Thanks for your replies. With reguard to the blowing snow effect, how do you mean its not hooked up? providing you can answer of course :)

Alaister Kay

>Thanks for your replies. With reguard to the blowing snow>effect, how do you mean its not hooked up? providing you can>answer of course :) Sure.We've done an effect of blowing snow here in house (kind of like how there are waves at shore edge). What we *haven't* done is hook it up to display in the sim, when it's snowing, or when the wind is blowing and it's snowing. It's like trying to watch a TV without having any shows on...:)Cheers,Jason

> What causes us (MSFT) problems is trying to deliver such stuff on a worldwide generic basis.In theory there shouldn't be iced runway textures at all, only perfectly clean ones. Then the effects of snow and rain will build up over time creating piles of snow and puddles of water etc. Doesn't sound to difficult? :)John.

I think what most of us are thinking about is that the FS team provides the framework for the incorporation of those features. That is, you take a few model airports and implement the coding. Then release the SDK so that 3rd party developers implement the features in other airports.

Knowingthis *can* be done, and is being done by X-plane, how about blowing snow/rain in jet/propwash? most of us have seen it when travelling :)I'd like to se better falling precip too, but I'm at a loss as to just what I mean by that. Other than that, I'd like to see licensing/partnering with people like George Grimshaw and Flightscenery. Their stuff is really that good (look into the new version of KBOS from George! In the library)Reflections are cool- glass reflections on buildings, water reflections, skin reflections. Bump mapping on almost everything (by choice of course!) Wet/icy surfaces (we've seen that, now add differing coefficinets of friction- make the autobrakes and antiskid have real value other than simply shortening the landing roll!)Better night lighting- make lighting a real priority. Make scenery have definable light sources that actaully illuminate instead of texture tricks- "night textures" that don't apply to all objects- parking aicraft under floodlghts anyone? How about illuminaton that comes from large/picture windows?

Oh wow thanks for that link. That pretty much answers my question.

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