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FSRealistic Pro is out!!

Featured Replies

1 minute ago, FrankR409 said:

I don’t know who is right, and who is wrong, but I accidentally flew without the product on today and the difference in realism is profound.  I don’t know how they do it, but with the product off, I lost the same feeling of immersion that I had when it is turned on, so what ever it does, or is supposed to do, it does it very well.

What will really get your attention if your landing rate is a bit high in the A 320. 

 

 

 

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4 hours ago, Reader said:

The simulator cannot get hold of your head and move it, so it must instead simulate the movement of a head by moving the eyepoint or camera if you prefer.
 

You have hit on the crux of the issue here,

Clearly what we need is head shakers to physically move our head about.

ON a more serious note.  As I normally use TrackIR on a high resolution I do not see a huge difference with FSRealistic, mu head bobs about anyway, The sounds are nice though.

Edited by Glenn Fitzpatrick

1 hour ago, WestAir said:

the majority of MSFS videos I see on youtube are done with very low zoom. Often I can barely read any cockpit instruments, and the view is almost fish-eye.

Agreed - plenty of aircraft in those videos land at 400kts plus! 😲

CPU Ryzen 7800X 3D  RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090
Monitor AOC AGON AG352UCG UltraWide G-Sync @ 3440x1440
Internal Storage 1TB NVMe PCIe SSD 
External Storage Three 4Tb HDs

23 minutes ago, Glenn Fitzpatrick said:

Clearly what we need is head shakers to physically move our head about.

Well, there are BUTT kickers out there that connect to the post on chairs, why not clamp one to the neck?

CPU Ryzen 7800X 3D  RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090
Monitor AOC AGON AG352UCG UltraWide G-Sync @ 3440x1440
Internal Storage 1TB NVMe PCIe SSD 
External Storage Three 4Tb HDs

7 hours ago, jarmstro said:

Yes but in this case parallax is not in play. In the case of the 737 glare shield, say, the whole thing moves independently of the whole cockpit. There is no parallax. If my head moves up I would expect to be able to see the top of the glare shield but I can't. All I see is the front of the glare shield positioned a bit higher. My head hasn't moved but the glare shield has. It's just a separate part of the cockpit wobbling up and down. It's not your head that moves. It's the parts of the cockpit which is the opposite of what should happen?
 

Out of interest how is this effect working in VR?

EDIT. So looking left out of the window in the Islander at the engine my eye and the engine are perfectly aligned and neither moves out of alignment even a fraction. But the window moves up and down. No way is this correct or lifelike.

I flew the SR22 this morning and watched the entire window/door slide UP AND DOWN,  alongside the non-moving dash and glare shield, and the part of the side wall that wraps on either side of it(!)  The hinge side of the door/window, was at the EXACT same 'visual distance' as to my eyes...' so forget the parallax narrative (!)....   at that junction, the entire doorframe was moving up and down independent of the REST of the cockpit...the entire instrument panel and glare shield.   We are not talking about a 'wing tip'....we are talking about two surfaces butting up against each other, in the cabin, seemingly, with the cabin, detached from the forward cockpit/instrument panel...inside the cockpit....so again...POOF goes 'this is simply the parallax effect.  NO IT AIN'T(!!!!)  But, whatever...one can turn off that aspect of FSRealistic until something can be done about disjointed cabin structure with the Turbulence/Head Movement as on.... 

Edited by Sesquashtoo

5 minutes ago, Sesquashtoo said:

I flew the SR22 this morning and watched the entire window/door slide UP AND DOWN,  alongside the non-moving dash and glare shield, and the part of the side wall that wraps on either side of it(!)  The hinge side of the door/window, was at the EXACT same 'visual distance' as to my eyes...' so forget the parallax narrative (!)....   at that junction, the entire doorframe was moving up and down independent of the REST of the cockpit...the entire instrument panel and glare shield.   We are not talking about a 'wing tip'....we are talking about two surfaces seemingly, with the cabin, detached from the forward cockpit/instrument panel...inside the cockpit....so again...POOF goes 'this is simply the parallax effect.  NO IT AIN'T(!!!!)  But, whatever...one can turn off that aspect of FSRealistic until something can be done about disjointed cabin structure with the Turbulence/Head Movement as on.... 

How would a program, that modifies in game camera coordinates, break apart a solid 3d model and then modify the coordinates of independent parts of that model? Do you understand the insane amount of intentional dev time that would be needed to grab parts of the 3d model and move them?

I'm willing to be proven wrong here by a developer of FSRealistic, but I really strongly doubt they said "Instead of simply moving the camera coordinates, we're going to invent a program that can find the panel's 3d model and move that! But we'll also find the wing 3d model, and keep that anchored. And then we'll find the door 3d model, and move that a whole lot! And the dashboard 3d model? Random! And how will this program differentiate all of these different 3d models for hundreds of unique aircraft in real time? 10,000 dev hours of work, of course!"

This is one of those rare times I might be willing to die on this hill on a topic I don't necessarily have the answer to, because the alternative seems so insanely unlikely.

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.

17 minutes ago, WestAir said:

How would a program, that modifies in game camera coordinates, break apart a solid 3d model and then modify the coordinates of independent parts of that model? Do you understand the insane amount of intentional dev time that would be needed to grab parts of the 3d model and move them?

I'm willing to be proven wrong here by a developer of FSRealistic, but I really strongly doubt they said "Instead of simply moving the camera coordinates, we're going to invent a program that can find the panel's 3d model and move that! But we'll also find the wing 3d model, and keep that anchored. And then we'll find the door 3d model, and move that a whole lot! And the dashboard 3d model? Random! And how will this program differentiate all of these different 3d models for hundreds of unique aircraft in real time? 10,000 dev hours of work, of course!"

This is one of those rare times I might be willing to die on this hill on a topic I don't necessarily have the answer to, because the alternative seems so insanely unlikely.

WestAir...I have no special version of the SR22...take it up...create or enter Real Weather turbulence...and move your mouse and eye view to about 45 degrees to the left (and keep it there) to observe the leading hinge door frame,...and watch how the hinge vertical side of the door frame moves up and down, alongside the non moving forward cabin wrap on either side of the actual instrument panel and glare shield.   That is what we are talking about.  The door frame and window is animated, while the wrap around and instrument panel/dash/ glare shield is not animated at all. Flying the Baron 58, one can watch the entire door move up and down, while the engine nacelles sit where they should  attached to the wing...only a couple of feet outside the cabin, from one's virtual eyes...this isn't' 'parallax' in action....this is a flaw of the camera system to simulate head movement and eye x/y elevation...for it IS moving the actual side graphics of the door/window frames...and as to your brain's perception...your head is not moving at all...the freakin'  cabin is coming apart, LOL!   Glad that the SR22 has the chute....(whew)!

Edited by Sesquashtoo

2 minutes ago, Sesquashtoo said:

while the engine nacelles sit where they should  attached to the wing...only a couple of feet from one's virtual eyes

Something wrong with the model if the engines are a couple of feet from your eyes 😁

CPU Ryzen 7800X 3D  RAM 32GB Corsair VENGEANCE DDR5 6000MHz GPU GEFORCE RTX 4090
Monitor AOC AGON AG352UCG UltraWide G-Sync @ 3440x1440
Internal Storage 1TB NVMe PCIe SSD 
External Storage Three 4Tb HDs

2 minutes ago, MrBitstFlyer said:

Something wrong with the model if the engines are a couple of feet from your eyes 😁

Just sitting only a few feet outside the cabin walls, from your seat, sir....just enough that the props don't carve into the forward hull cap...lol!  That's all....

Edited by Sesquashtoo

27 minutes ago, Sesquashtoo said:

WestAir...I have no special version of the SR22...take it up...

I purchased the Deluxe version of the game, but only have Standard version aircraft because I run windows on a different Microsoft/Xbox Account. So sadly I can't fly the SR22. 😕

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.

2 hours ago, WestAir said:

I have a feeling a lot of people fly with their zoom level not at 100% (real life) but something closer to 20% (way zoomed out to see both cockpit side windows)

Oh yes.

The common view preference of most FS YouTubers 😁

And I have to say, Q8Pilot, whom I'm otherwise a big fan of, is terrible for this.

As a general rule of thumb, if you can see the rudder pedals (and a good foot in front of them), you're zoomed out too far 😉

Bill 😎
FS2024 • Currently in 'GA mode' : A2A Comanche 2024 & Aerostar • Black Square C208, Bonanzas, Barons, TBM850, Dukes • COWS DA40 & DA42 • FSW Legacy, C24R Sierra & C414 • Echo Falco F8L • FFX HJET, Visionjet and P180 2024 • Got Friends A32 Vixxen • FSReborn Sirius TL3000, Sting S4 and Piper M500 • Flyboy Rans S6S • Skyward DA50RG • SWS Zenith CH701, RV-8, RV-10, RV-14, PC12 • Milviz C310R • Air Foil Labs Bristell B23 
TrackIR • BeyondATC • PMS GTN Payware • RealTurb • Axis & Ohs • FS Realistic Pro
9800X3D • RTX 3080 • 64GB DDR5-6000
NPPL licence holder in the UK

1 hour ago, Sesquashtoo said:

WestAir...I have no special version of the SR22...take it up...create or enter Real Weather turbulence...and move your mouse and eye view to about 45 degrees to the left (and keep it there) to observe the leading hinge door frame,...and watch how the hinge vertical side of the door frame moves up and down, alongside the non moving forward cabin wrap on either side of the actual instrument panel and glare shield.   That is what we are talking about.  The door frame and window is animated, while the wrap around and instrument panel/dash/ glare shield is not animated at all. Flying the Baron 58, one can watch the entire door move up and down, while the engine nacelles sit where they should  attached to the wing...only a couple of feet outside the cabin, from one's virtual eyes...this isn't' 'parallax' in action....this is a flaw of the camera system to simulate head movement and eye x/y elevation...for it IS moving the actual side graphics of the door/window frames...and as to your brain's perception...your head is not moving at all...the freakin'  cabin is coming apart, LOL!   Glad that the SR22 has the chute....(whew)!

spacer.png

8 hours ago, Sesquashtoo said:

Just sitting only a few feet outside the cabin walls, from your seat, sir....just enough that the props don't carve into the forward hull cap...lol!  That's all....

Is this the same effect you are seeing in the sim? (Look at the window frame move but the wings stay still) If so, it's realistic.

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.

9 hours ago, Sesquashtoo said:

I flew the SR22 this morning and watched

Without video evidence this is pointless. Hit the windows and g key and record a clip so we can see what you are talking about.

  • Commercial Member

Hi Everyone, FSRealistic here.

Don't intend to interrupt the interesting discussion going on here , just wanted to let you know that we have just released a version update which can be downloaded via our website (and later today from the stores as well) :

Fixes
- PMDG aircraft now shows fine in profiles cloud
- Zoom change via mouse wheel now works as expected
- Camera upper view trigger will now work via controller bindings
- Experimental fix for all users who experienced stutters while banking

New
- Experimental freeze mode, see in the settings tab
- Turbulence effect is now more realistic
- Turbulence effect has a new slider to control movement smoothness
- Windshield wind effect is now more realistic

Known Issues - to be addressed in the next version
- Cabin ambiance not working with PMDG
- Cabin ambiance can be heard from 5.1 front speakers
- Custom camera views are getting messed up
- VR overall camera movements improvements

Edited by FSRealistic

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