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XP12 now has weather radar. Why can’t MSFS 2024?

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Still same thread going. The title was XP has weather radar and msfs doesn't...

Yet here I am flying in 2024 with weather radar. 

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  • Why? As mentioned above, it comes down to different priorities. XP12 is clearly positioning itself towards the prosumer market, while MSFS 2024 is focused on serving the massive user base built since

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1 hour ago, Noel said:

That is, there is no actual 'feel' happening in a desktop sim

There is. But it doesn't translate into acceleration-forces, that you can of course only experience in the real plane. If you watched the streams of BB711 (a real airliner-pilot) he is speaking about "feeling" in desktop sims all the time. It's about which input gives which kind of reaction of the plane in the sim. That's what is meant by "feeling".

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1 hour ago, Franz007 said:

There is. But it doesn't translate into acceleration-forces, that you can of course only experience in the real plane. If you watched the streams of BB711 (a real airliner-pilot) he is speaking about "feeling" in desktop sims all the time. It's about which input gives which kind of reaction of the plane in the sim. That's what is meant by "feeling".

Sure there is when you re-define "feeling".  I'm talking about acceleration-forces et al.  That is missing and it's big and impacts cochlear balance, integrates w/ other senses, etc.  For where MSFS deviates from more accurate alignment w/ RW airplane behaviors like XP it touted to do better, most of that disappears once you're behind the yoke in a RW aircraft, is my point when it comes to using a desktop sim to enhance learning.  If we consider ALL there is to learn about aviation, navigation, avionices and general airplane flight management the so-called 'flight-dynamics' piece, especially where there are not drastic differences between Sim A and Sim B but more subtle differences, will play a minor role within the totality of all that is to be gleaned from desktop sim use. Once again behind the yoke/stick of the real plane in a matters of seconds or minutes one gets the real physical-sensational feel of flight dynamics. 

Noel

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1 hour ago, Noel said:

 If we consider ALL there is to learn about aviation, navigation, avionices and general airplane flight management the so-called 'flight-dynamics' piece, especially where there are not drastic differences between Sim A and Sim B but more subtle differences, will play a minor role within the totality of all that is to be gleaned from desktop sim use. Once again behind the yoke/stick of the real plane in a matters of seconds or minutes one gets the real physical-sensational feel of flight dynamics. 

Indeed.  All of which is why desktop sims can be good tools for practicing procedures, but not so great for the basic stick'n'rudder stuff.  A well-implemented force feedback system would help some, but you still miss the games that get played with your inner ear, both positive and negative.  I've never gotten "the leans" when flying a desktop sim in IMC.  IRL, you'll never forget the first time it hits you and you have to REALLY FOCUS on what all of the gauges are telling you, rather than what your body is. 

 

Scott

2 hours ago, tttocs said:

Indeed.  All of which is why desktop sims can be good tools for practicing procedures, but not so great for the basic stick'n'rudder stuff.  A well-implemented force feedback system would help some, but you still miss the games that get played with your inner ear, both positive and negative.  I've never gotten "the leans" when flying a desktop sim in IMC.  IRL, you'll never forget the first time it hits you and you have to REALLY FOCUS on what all of the gauges are telling you, rather than what your body is. 

 

Scott

Absolutely. Also I get all sorts of vestibular and somatogravic illusions when I fly using VR. A motion platform chair with VR would be pretty great, especially with a force feedback yoke...

Currently VR is stuck in this sort of middle area where you now have peripheral vision but your inner ear and skin are in disagreement with your vision. Get all 3 working together in conjunction and desktop Sims will be a lot closer to reality.

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.

This is off topic...

Speaking just for myself, I am not interested in visible damage, like dents in the leading edge of the wing after a bird strike. I don't care about that.

I do want damage like having a pod strike if you land a 747 with too much bank, although I'd be happy if that "damage" wasn't a visible animation but rather was an engine failure that the crew had to react to. 

I am not interested in failures that don't have training actions linked to them. For example, lightning blasts off your tail cone (this happened to me in real life!) and now the handling characteristics are different. That's probably not a feature I'd use in the sim, because it's too random to have any training value. It's hard in a sim anyway, because if "the handling characteristics are different," the crew in real life wouldn't know why. Is the tail cone missing? Or the radome? How much is missing? All of it? Or just the last ten inches? The randomness of events like this make them untrainable events, and so for me in the sim, I don't find value added.

However, I would like to see failures that do have associated procedures. For example, the FIRE CARGO AFT caption on the 747. If you see that alert, then there are procedures to follow. I'd like to train those procedures, so having that "failure" would be useful. In fact, a true "study level" sim IMHO should let you see every possible failure that the aircraft has a procedure for.

Back to the topic (a little), I do see value in a well-modeled radar, because you could get familiar with how radars work in real life, and that might be interesting to some people.

Edited by prolixindec

On 10/4/2025 at 6:22 PM, WestAir said:

Currently VR is stuck in this sort of middle area where you now have peripheral vision but your inner ear and skin are in disagreement with your vision.

Not sure what you mean by this...but yes motion sim rigs with VR as the cherry on top are awesome!

 

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17 hours ago, blueshark747 said:

Not sure what you mean by this...but yes motion sim rigs with VR as the cherry on top are awesome!

That's awesome! 

I would love to get one that has 360 degree movement on all 3 axis. I imagine you can get pretty close to the feeling of flight in normal or transport category flying, as far as your senses are concerned. As opposed to desk chair VR where your vision tells you youre banking but your inner ear says you aren't. 😂

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.

21 hours ago, blueshark747 said:

Not sure what you mean by this...but yes motion sim rigs with VR as the cherry on top are awesome!

 

Spot the single man.

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