January 3, 20233 yr Commercial Member Another example of the only consumer level flight sim having a feature? Edited January 3, 20233 yr by GoranM
January 3, 20233 yr He didn't connect the dots at the end, but here's where those curves show up in XP. Friendly reminder: WHITELIST AVSIM IN YOUR AD-BLOCKER. Especially if you're on a modern CPU that can run a flight simulator well. These web servers aren't free...
January 3, 20233 yr Author Commercial Member 26 minutes ago, blingthinger said: He didn't connect the dots at the end, but here's where those curves show up in XP. Thanks for that time stamp, @blingthinger. That should really help people see just how far ahead of the competition the X-Plane flight model is. Not just airflow over the fuselage and wings, but actual engine physics. It's not just a case of "push throttle forward, plane goes faster, with some calculations in between". There is actual engineering and physics behind it, and it's there for all to see.
January 3, 20233 yr "Actual engine physics" is a bit of a stretch as there's no actual compression, combustion and thrust modeling involved. Instead, it's all cleverly implemented smoke and mirrors to get plausible engine performance from publically available data and a bit of trial & error at minimal computational cost. It's heaps better than what I had to work with in FSX, but there are still drawbacks such as supporting only two spools at best and the "Jets 1" and "Jets 2" curves having too little possibilities for more fine-grained modeling of N1-N2 and N1-Thrust relationships. Not sure what the competition is doing at the moment. P3D is likely still using the fixed tables from the its Microsoft ancestors. But MSFS? Edited January 3, 20233 yr by Bjoern 7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux My add-ons from my FS9/FSX days
January 3, 20233 yr Author Commercial Member 6 minutes ago, Bjoern said: "Actual engine physics" is a bit of a stretch as there's no actual compression, combustion and thrust modeling involved. Instead, it's all cleverly implemented smoke and mirrors to get plausible engine performance from publically available data and a bit of trial & error at minimal computational cost. It's heaps better than what I had to work with in FSX, but there are still drawbacks such as supporting only two spools at best and the "Jets 1" and "Jets 2" curves having too little possibilities for more fine-grained modeling of N1-N2 and N1-Thrust relationships. Not sure what the competition is doing at the moment. P3D is likely still using the fixed tables from the its Microsoft ancestors. But MSFS? There is a lot more freedom in the SDK to recreate authentic engine behaviour, beyond what is available in planemaker.
January 3, 20233 yr Just now, GoranM said: There is a lot more freedom in the SDK to recreate authentic engine behaviour, beyond what is available in planemaker. Of course, but we're talking "out of the box" here. 7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux My add-ons from my FS9/FSX days
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