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What would you like to see in the Ep.3 'Aerodynamics'

Featured Replies

Dear Avsim members,

I believe that the next Episode will be the most important for all of us here. 

Stunning visuals(World ep.1, Weather ep.2) is something that Asobo can do without any problems especially with their previous development experience. And Cockpits (ep. 4) it is something that can be easily fixed by 3rd party devs if needed.

However the real physics simulation can be tricky and it would be interesting to know how they are dealing with it.

Since we know for a fact that they are 'watching' 🙂 let us help them and share what would you like to see in the next episode (Ep.3 'Aerodynamics'). The more specific you get the better. 

PS. I saw many similar topics and thought that it would be easier for Microsoft and Asobo if all aerodynamics questions/suggestions combined in the one thread.

Edited by gtaboncer

Edge of the envelope flying is what I'm most interested in right now. Not even those expensive Level-D Sims get it right.

Also interested in the physics of the ground friction. Soft field landing vs concrete vs water.

Take-offs are optional, landings are mandatory.
The only time you have too much fuel is when you're on fire.
To make a small fortune in aviation you must start with a large fortune.

There's nothing less important than the runway behind you and the altitude above you.
It's better to be on the ground wishing you were in the air, than in the air wishing you were on the ground.

Really want to see how the sim does wind and how it affects the plane. Especially P3D, it always felt a bit lethargic and canned. Having to dance with the plane under heavy winds and make constant adjustments is really satisfying.

[MSI MPG X870E Carbon | 9800X3D (PBO +200Mhz / -20 Offset) | Corsair 64GB DDR5 (Custom Timings) | RTX 4090 Founders Edition (Undervolted) | WD SNX 850X 4TB + 4TB | Antec Flux Pro]

 

There's icing, prop wash, precession, turbulence, windmill effects etc.

I'd be interested to hear about weight & balance, stability, how they deal in the user interface with station loads, fuel, baggage etc. Also takeoff and landing performance and if there's a way to reliably calculate takeoff/landing distance, and whether they are properly modeling density altitude.

Hopefully they also talk about ground effects and wheel physics.

As a bonus, are belly landings supported??

Edited by fs4fun

Barry Friedman

I would like to have a bit more in-depth explanation of how this new flight model works (even if it's a bit technical). From the infos given so far, it seems similar to a panel method. Classic panel methods don't deal with separated flows (stalls) though, so it must be somewhat different.

Also would like to know if ground physics deals with water (seaplane floats etc) or is currently only limited to solid ground.

"Society has become so fake that the truth actually bothers people".

Just now, Murmur said:

Also would like to know if ground physics deals with water (seaplane floats etc) or is currently only limited to solid ground.

+1

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

33 minutes ago, fs4fun said:

As a bonus, are belly landings supported??

You can do that in FSX/P3D as well with many add-ons, (yes with crash detection enabled)

Edited by FDEdev

8 minutes ago, FDEdev said:

You can do that in FSX/P3D as well with many add-ons, (yes with crash detection enabled)

True, hopefully in the new game they support better physics and collisions eg mesh colliders.

Barry Friedman

The people who were selected to got to the Seattle event have already said the flight aerodynamics even better than Xplane 11.

AMD 9800X3D,  NZXT X73 RGB AIO COOLER, Gigabyte X870 Aorus Elite WIFI7, 64GB 6000MHZ RAM, 4TB Samsung Pro NVME, 4 TB Crucial P3+ NVME, 4TB Crucial SSD, Gigabyte Gaming OC Geforce RTX5090, Antec C8 ARGB Case, X55 JOYSTICK/THROTTLES, LG 4K C4 42" TV/Monitor 120 Hz, 2 Dell 1080 monitors. Honeycomb Alpha Yoke, Bravo Throttle. Thrustmaster TPR Pedals. Moza AB6 FFB Joystick, Pimax Crystal Light VR, Tobii Eye tracker, Steelseries Arctis 7+ Wireless Headphones.

 

22 minutes ago, eaim said:

The people who were selected to got to the Seattle event have already said the flight aerodynamics even better than Xplane 11.

How could they say so, by feeling during the test flights?

Any proof or is it just wishful thinking? 

 

1 minute ago, nas123 said:

How could they say so, by feeling during the test flights?

Isn't that how you'd get a feel for it?

[MSI MPG X870E Carbon | 9800X3D (PBO +200Mhz / -20 Offset) | Corsair 64GB DDR5 (Custom Timings) | RTX 4090 Founders Edition (Undervolted) | WD SNX 850X 4TB + 4TB | Antec Flux Pro]

 

I've always felt that FS9 had better aerodynamics than FSX, my flying in FS9 was smoother and felt more realistic somehow than in FSX.
I don't know what they did to break that in FSX, but here's hoping we can get the "feel" of FS9 back.

MSI MPG Z490 Gaming Plus | Intel Core i9-10900K @ 5.3GHz | 64GB Corsair Vengeance | Gigabyte GeForce RTX 3090 | 500 GB M.2 NVMe for win | 2TB M.2 NVMe for FS2024 | TrackIr v5 | Honeycomb Alpha & Bravo | Thrustmaster Hotas Warthog

Eric from EHAM, a flying Dutchman.

 

A proper jet engine model for startups, windmilling, high altitude, correct egt, epr, n1 readings and behavior etc.  The same for turboprops as well.  Edge of the envelope aerodynamics as well because that's what is so hard to program right now, its easy to make an addon meet published rate of climb and fuel burn, but not easy to make it behave the way it should at high altitude with either high or low speeds or stall conditions.  

Edited by Pilot53
need to edit

 

Lian Li 011 Air Mini | AMD 9800X3D | Asus ROG STRIX B650E-F | Arctic Cooling Liquid Freezer II 280mm RGB | 2x32GB G.Skill DDR5-6000 | ASUS TUF RTX 5090 | Seasonic Prime Platinum 1000W | Pimax Crystal Light

 

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