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FSX FDE Changes?

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One of the aspects of FSX I haven't seen mentioned yet is any changes in the flight dynamics engine. From FS2002 to FS2004, MS made some rather significant changes, for example taking wing twist and incidence out of the equation, as well as issues with body angle/drag etc. For those that like flight models that closely approximate r/w performance this is critical.Has anyone taken a good look at the beta or gold versions with this in mind?RegardsBob ScottATP IMEL Gulfstream II-III-IV-V L-300Santiago de Chile

Bob Scott | President and CEO, AVSIM Inc
ATP Gulfstream II-III-IV-V

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One great new feature I happen to like in FSX is 'Fly By Wire' implementation...

Curious here too..JohanA LITTLE LESS CONVERSATION, AND A LITTLE MORE ACTION PLEASE

Hi,We have looked at it for piston airliners, and it appears to be essentially identical to FS2004, so the FS2002 variables have not been restored. There is a change in the default zoom in VC view which degrades the accuracy in our eyes (should always be set to 1.0), but as I'm sure you know that is a matter that is often debated.Hope this helps,--Tom GibsonCal Classic Propliner Page: http://www.calclassic.comFreeflight Design Shop: http://www.freeflightdesign.comDrop by! ___x_x_(")_x_x___

  • Author

>One great new feature I happen to like in FSX is 'Fly By>Wire' implementation...It's also controllable through SimConnect, so you'll see it in more add-ons, although the AirSimmer team found a way to do it on a lower level for FS9.

'It's also controllable through SimConnect'Can someone please tell me what the heck is SimConnect??? :-hmmm A website with info would be nice...Thanks.

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>'It's also controllable through SimConnect'>>Can someone please tell me what the heck is SimConnect???>:-hmmm >>A website with info would be nice...Er, look DOWN just below this forum...Oh, there it is! ;)http://forums.avsim.net/dcboard.php?az=show_topics&forum=255

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

Bob,all I can say is based on a few days with the demo, plus a couple of hours this weekend with the final version, at the VAS06 Convention that takes place every 2 years here in Portugal (at LPCS).1) The Bell has it's autorotation capabilities restored. I did run a few autorotations and after lowering the collective, all the way down, I had nice rides down to flare, and even had to add a little bit of collective here & there to avoid overRev!2) Somehow it appears to me that SIM1.DLL friction coeficients got some modification, at least the rolling friction, but I'll have to make more tests and even Hexa-Edit the file to know for sure...3) As Ron pointed out as soon as he looked into a few AIR files, apparently the FM cycle get's a few more "ticks" to do it's job, and this is evident when very small MoIs are used (like in the ultralight) without compromising the stability like we used to fight in fs2k and 2k2.4) FsEdit was removed from the distribution, and I didn't put my hands on the SDK, but looking at the AIRCRAFT.CFG files I might be taken to conclude that wing incidence and twist may well be back to the scenes...5) Ron also found that TSFC can now be directly set for turbines without having to touch "fuel_flow_scalar". Ron Freimuth also adds:(transcript from a message posted by Ron Freimuth)It appears one can now set Prop SFC at 'Best Power'. I doubt that will change the way it varies at different Mixture settings. In FS9, one can lean a reciprocating engine to to SFC lower than realistic. The engine continues to run at non-combustionable lean mixture settings.I doubt CHT variation has been improved. Nor, do I think drag from cowl flaps can be easily implemented. (end of transcript)6) I also tested the mixture leaning bug. It is still there (lean above 4000' and you'll get an initial increase in FF) The higher the worst.... :-(7) I couldn't find any hint of the good-old propwash effects on tail surfaces :-(((8) The glider tug simulation is interesting, but far from what simulators like X-Plane or, even better, Condorsoaring give us. Don't expect any wake turb from the airplane in front of you even if you get low....9) Turbulence and windshift effects are just as they were: too soft, even at "severe" settings...Well... There will be add-ons... :-)

>Hi,>>We have looked at it for piston airliners, and it appears to>be essentially identical to FS2004, so the FS2002 variables>have not been restored. I read this earlier today and it didn't click. But now, for those of you who don't know what Tom is referring to... back when FS2004 was released, there was a lot of chagrin about how some FS2002 variables in the flight modelling were seemingly removed. I do not know all of the details, for example whether or not these vars were actually removed, or simply relocated--but the point is there was a lot of consternation about it back then. Fast forward 3 years later to now, and you have the same things going on.Given the great results that we have seen with FS2004 flight models, such as the side-slipping capable models, I think there is a lot in the FDE that was not ever fully documented nor even discovered. I'm thinking that's going to change.RhettAMD 3700+, eVGA 7800GT 256, ASUS A8N-E, PC Power 510 SLI, 2 GB Corsair XMS 3-3-3-8, etc. etc.

Rhett

7800X3D 96 GB G.Skill Flare  Gigabyte 4090  Crucial P5 Plus 2TB

>1) The Bell has it's autorotation capabilities restored. I did>run a few autorotations and after lowering the collective, all>the way down, I had nice rides down to flare, and even had to>add a little bit of collective here & there to avoid overRev!Good to hear! Have to try it myself though. :)>2) Somehow it appears to me that SIM1.DLL friction coeficients>got some modification, at least the rolling friction, but I'll>have to make more tests and even Hexa-Edit the file to know>for sure...Good. For me though, it's way more important (for realism sake) to have different braking/sideforce friction depending on runway conditions (dry, wet, icy). Judging from the demo, it seems they don't have modeled it. I really can't understand this... :((( >3) As Ron pointed out as soon as he looked into a few AIR>files, apparently the FM cycle get's a few more "ticks" to do>it's job, and this is evident when very small MoIs are used>(like in the ultralight) without compromising the stability>like we used to fight in fs2k and 2k2.Higher frequency for the flight model, at last! :)>7) I couldn't find any hint of the good-old propwash effects>on tail surfaces :-(((One of my main gripes, along with varying friction (see above). :(((>8) The glider tug simulation is interesting, but far from what>simulators like X-Plane or, even better, Condorsoaring give>us. Don't expect any wake turb from the airplane in front of>you even if you get low....Wake turbulence is probably not easy to model properly, and maybe quite computational intensive, as well.X-Plane boasts this feature, but it's absolutely not realistic and virtually useless in my opinion, as it is implemented by now.>9) Turbulence and windshift effects are just as they were: too>soft, even at "severe" settings...mmm...Well, I'll skip and look forward for these features in FS11... :(Marco

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

  • Author

In regards to the runway conditions, I noticed that you can definitely slide a bit more than usual on a wet runway. I haven't tested it extensively.

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