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Gami0522

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Everything posted by Gami0522

  1. One of the problems I keep running into is having a strong desire to fly, but not knowing where to fly to or from. I think some type of online community flight/job board that is easily accessible within the sim would be a great idea in helping other simmers, veterans and newcommers alike, explore places they've never been to while also instilling a sense of purpose to one's flight if so desired. I'm thinking sort of like a 'mission creator lite' but where a user can just simply create a flight plan, and then upload it with a brief written scenario description and screenshot where other users may then download and fly said flightplan, all automatically imported and within the sim. It doesn't have to be complicated. For example, someone could simply upload a flight plan that just involves flying waypoints over Orlando and Disney World with a written description saying "As a new pilot for our company 'X Tours', take this family of three sightseeing above the Florida suburbs in one of our light aircraft.." The user may then choose to fly this flightplan which ever way they feel fit whether through the books VFR following procedures in a Cessna at sunset, or simply picking up and using dead reckoning in a Piper during the early morning. The same can apply for commercial taxi-like flights with airliners. I think this system would compliment and be able to coexist well with the more structured mission types that you find in FSX. Where the more structured missions can focus on cool scripted events and specific unique scenarios/challenges (like seeing a UFO over the Nevada desert), the community flight board could provide a more open ended straight forward experience where the entire world and the community's imagination is the stage. Perhaps users can also leave ratings and feedback on these flights to help improve and curate the flight board as well as a search option using the world map to filter jobs that are in the general areas you would like to fly around.
  2. "Turn down the lights, tune out the real world, and turn on Flight Simulator. Flying high over the Grand Canyon, it's easy to forget that you're sitting at a desk staring into a computer monitor. Sure, Flight Simulator looks real, but it also sounds real. And sound has a subtle yet powerful psychological effect on a simulation's believability." This quote taken from Flight Simulator's Learning Center encompases a great philosophy in regards to sounds and their effect on simulating an immersive environment. I feel this is an area where despite the quote above, hasn't been pushed to it's full potential as of yet in the Microsoft line of sims when it comes to the base software. Addons like accu-feel, xprealistic pro and other third party sound packs are great examples of attention to detail and a good reference point to expand upon. An emphasis on not just the overall aircraft engine sounds, but all the other small details not yet represented by current addons would be amazing such as better audio representation of the physics on an aircraft and it's relationship to the environment. A few items that came to mind to expand: Dynamic shaking and rattling sounds based on turbulence and surface movement like takeoff/taxi. Turboprop sounds like the beta range groan https://www.youtube.com/watch?v=QY9hETjtNT8 Doppler effect flyby Engine takeoff environment reflection on ground Engine sounds change based on camera postion like FMOD If helicopters are included, then blade slapping sounds when turning https://www.sciencedirect.com/science/article/pii/0022460X66901325 Environmental and weather I remember taking a trip a few weeks back on a 737-700 after not having flown in years. I was seated in the rear seat 22A and there was a sound I thought that was really cool from this position that was like a loud roaring blast of wind halfway between the spool up of the engines as it taxied to the runway for takeoff. It's hard to describe but it sounded similar to the sound of reverse thrust (but wasn't as we were taxiing for takeoff) and was quite nice, you could really feel the power of those CFM-56s ready to blast away and is a little detail in the audio characteristics of the engines that adds so much to the sense of being there and immersion if replicated in the simulator. Side note, for anyone who uses the zibo mod with the included FMOD soundpack you kind of hear that sound when you spool up, it sounds like an abrupt roar of wind as you rapidly spool up from low n1 but it's not as prominent and powerful as I remember in person. I'm going off on a tangent and starting to sound crazy haha but in short, I believe each plane is like it's own living creature with it's own voice and audio "fingerprint" which comes from not just the engines, but the specific aircraft's interaction with it's environment whether small piston, medium turbo-prop or large jet. Physics also plays an important part when looking at sounds. It will be interesting to see how the simulator's physics engine will tie into this. What other audio details would you all include that are present in real world aviation and the environment? Would be interesting to hear from more frequent flyers than myself and even real world pilots.
  3. https://hifisimtech.com/forums/showthread.php?9657-Development-News-Update-Summer-2018 "The main priority for us has been Active Sky for X-Plane, our first effort to provide an Active Sky experience on the X-Plane platform. ASXP’s initial design included several technologies and new concepts that we worked on for over a year before realizing that we needed to go back to the drawing board and re-work the design for an experience that provided high performance as well as great visuals while providing the kind of realism that our customers expect. This redesign set us back quite a bit from our original estimate of completion. Currently we are looking at Q3 2018 Beta and Q4 2018 Release. Of course, these are only estimates and subject to change. We hope to begin providing information on features, some screenshots and videos as well as other media on ASXP within the next 30-60 days." All dates subject to change of course, but exciting news nonetheless. There's also a section titled "secret upcoming projects" at the bottom of the page too that has piqued my interest. What do you all hope to see in Hifi's venture into the world of XPlane?
  4. -Support for the modding/addon community both freeware and payware by ways of a user friendly SDK of sorts where users are more able to easily customize their sim. Whether it is the tools to make an airport, an aircraft or even customize the environment and world. -Stable performance and smart use of modern pc hardware such as utilizing multiple cpu cores and gpu appropriately. Vulcan, Dx12, etc -Updated/current global vector, city, land, vegetation and airport data. Perhaps even a way for the user to update this data over time, especially airport related data. -Autogen object variety including objects such as global landmarks and regional styles. Perhaps a way to also implement osm city building elevation data -Strong focus on a realistic depiction of overall weather, atmosphere, clouds, large variety in meteorological phenomena, precipitation, sky etc while capturing those small little details of flying whether it's condensation effects, icing, or even that insanely fast perception of speed you get when flying through clouds: As others have mentioned you also have areas such as functioning ATC for IFR and VFR flight, live weather, AI airline, general aviation, sea, and road traffic system, and multiplayer whether it is through an in simulator server browser, open to external hosts such as ivao or vatsim, or both. As long as the core pieces are in place, and these core pieces are able to be enhanced and or expanded then specific areas can be augmented even further over time by users/developers, etc. I believe that is what led to the success of the microsoft flight simulator series, it provided a beginner entry level default sandbox experience out of the box that covered all the important and basic areas of aviation and flight which could then later be expanded in which ever direction the user saw fit. I equate the ideal base platform for flight simulation to model trains in terms of how a hobbyist is able to customize the theme of his or her track, what accessories they want, as well as types of trains and scale to suite their tastes.
  5. Thanks all, I agree the clouds still need a bit more tweaking and the spinning is still there sadly as the clouds are not fully volumetric I believe, but definitely a step up from the previous version 1.07 in my opinion. It's no Trusky but it can look pretty in it's own way at times can't wait for future updates.
  6. Addons: Ortho4xp Forkboy East Coast World Traffic 3 xEnviro 1.08 (Update just released today publically. Really great direction for this addon, a few bugs and minor performance hit but awesome nonetheless.) Taxing to Active Line Up Parallel Takeoff with Company A319 Reaching Cruise On Approach Touch Down Turn Off Home Greetings From Charlotte
  7. Thought i'd do something a bit different as a homage to my very first flight simulator, X-Plane 5. Released back in 1999, it's now been 19 years for me since i've started this wonderful hobby. 19 years is also quite some time between graphical advancements in gaming and I always enjoy seeing how technology progresses. Can you imagine how flight simulators will look in the year 2037?
  8. Such an underrated plane, love it.
  9. I love the colors of all your shots. What add-ons are you using?
  10. I remember watching a live stream where Stephen Hood himself had expressed interest in the Dash 8 and would love to see an aircraft such as that make itself into FSW. I can't remember which one but it was shortly after truesky was released. Either way I cant wait for what the future holds for add-on aircraft in FSW and this is good sign.
  11. Correct, its xp11 with a bit of reshade using the default Lancair 400
  12. It's actually a tweaked lens flare shader from reshade. For these shots I was using Ambient Light, FXAA, Technicolor 1 and 2, bloom, and lens flare. I'm hoping we get natural built in god rays some day, it will be sweet.
  13. Thanks guys, I highly recommend checking out reshade in fsw, it helped solve some jaggies and aliasing (I was using the fxaa filter too). I was surprised it worked.
  14. 20170820223122_1 by gamalier padilla, on Flickr 20170820223807_1 by gamalier padilla, on Flickr 20170820223934_1 by gamalier padilla, on Flickr 20170820224845_1 by gamalier padilla, on Flickr 20170820220340_1 by gamalier padilla, on Flickr 20170820222208_1 by gamalier padilla, on Flickr 20170820222525_1 by gamalier padilla, on Flickr
  15. Occasionally I'll fire up FS9 and do a little plane spotting, here was a project I completed a few years ago when I finally learned how to set up AI traffic from scratch. Tedious but well worth it and great for taking those old Historic Jetliner Group birds out for a spin. All timetables are from around 1993 to 1994. Taken at default LAX with sweetfx and enb nothing too fancy.
  16. I apologize to those about the Track IR stuff and must admit I completely forgot about how important it is! Truth be told I have not been able to purchase a TrackIR due to financial issues at the moment nor have not used one in the past but it is something that I would really like to get into and see implemented in Flight. As for sending the letter I sent it to the feed back address on Flight website before I posted it here and just thought I would share some of my ideas with the community.I kind of agree it may be asking for a bit too much, but I wrote the letter more with the intention of offering ideas on a full platter to the development team that they could use or just scarp those that they would not be interested in or limited to by todays current hardware.I greatly appreciate any extra ideas I may have accidently left out (I was almost falling asleep writing this letter) such as the Track IR stuff and would check back in a couple of days to see if you all thought of anything I left out then revise the letter and send it to the other adress mentioned by ViperPilot
  17. Well just finished writing this letter that took about three to four hours to Microsoft Flight on my opinion on the hopes of Flight and what can be added to expand this game to both veterans and newcommers alike --MICROSOFT FLIGHT SUGGESTIONS AND IMPROVEMENT-- Dear Microsoft Studios, I really enjoy your game and the new approach you are taking, unfortunately, some people aren't well to adapt to change. I look forward to seeing the entire planet being rendered with the new Flight engine and after looking at the Partners section of the web site "Whether providing the nuts-and-bolts details with which we design and build our aircraft or the data we use to re-create the entire planet" I see that you will be committed to slowly building Flight into a full fledged simulator and virtual world that can attract hardcore aviation fans or casual players. There are some suggestions I would like to add however: Visuals/Graphics Update the visuals of the game over time or at once as a large package. As of now the visuals are great, but there is a lot of room for improvement such as adding dynamic cloud shadowing, more realistic volumetric clouds, and improved ground lighting effects simulating artificial sunlight or making use of effects such as High Dynamic Range Lighting. Take a look at the back ground image of the web site and you will see that the screen shot of what at first appears in game is actually completely different than that of the actual effects and lighting used in game. The clouds seem more realistic, the sky textures are dramatically better than those in game, and the ground appears to have better lighting effects, and even what appears to be cloud shadows are present. As a hard core simmer I have paid a great deal of money for products such as Real Environment Extreme for both FSX and Fs2004 and Ground Environment 2004 and X and would most certainly pay for high quality graphical improvements to the simulator, whether released over the course of time or released as a large graphic DLC package. To sum up important points and add some more that were left out: • Improve Flight's graphics either over time or as a large package to add continued consumer interest • Make use of higher quality effects used in some of today's games • Improve the weather engine overtime or as a large package to include more realistic weather effects such as turbulence. • Engine condensation effects such as small vortices forming under the engine of a low mounted turbofan or turbojet aircraft on wet runway surfaces and aircraft condensation effects on the wings of aircraft ( FSX's wingtip vortices were a great start) • Instead of a reflective texture used to simulate wet runway and pavement conditions like that in FSX, create dynamic puddles on the surface of runways and pavement that affect aircraft characteristics on the ground • Add realistic wake turbulence that affects aircraft characteristics and performance generated by Artificial Intelligence Aircraft. • Continue with FSX's theme of a dynamic living world and add animals throughout the world that can affect aircraft and pose a risk pilots such as flocks of geese or small animals such as deer which can cross over smaller airfields and pose a challenge and risk for bush pilots. • Rework the AI ground traffic used in FSX. I noticed there weren't any cars or airport traffic throughout Flight but looking at FSX, the AI road traffic needs serious work if it is to be re implemented as cars would behave strangely and unrealistic such as disappearing into thin air or colliding head on only to go right through other vehicles. The sea traffic and airport vehicle traffic however, seemed just fine without any anomalies and would love to see this system implemented again in Flight • Create more realistic simulated seas and other bodies of water that include effects such as distant wave crests forming off of a landmass's coast line and lakes and ponds having a more realistic water system that does not use the same system used to generate ocean water • New higher resolution ground detail textures that would complement the walk about mode introduced in Flight • Persistent contrail effects left over by user and AI aircraft that can affect the weather such as forming high altitude cirrus clouds • Hail effects • Improved road system that aligns with ground textures and auto generated buildings (no highways cutting through baseball fields) • Reworked post processing effects such as the bloom used in FSX that is more frame rate friendly or take the extra step of upgrading to a more sophisticated lighting system such as High Dynamic Range Lighting • Improved night lighting system that makes use of ground based lighting such as simulated streetlights and highway lights • More dynamic lighting emitted from the moon (more night lighting during a full moon and darker nights during a quarter moon for example) • Heat effects emitted from hot surfaces such as hot pavement or aircraft engines • 3D rendered passengers that users can see boarding your aircraft on non jetway based gates and parkings • 3D rendered essential airport personnel such as those who direct aircraft to the gates and load up baggage • AI Air Traffic system re implemented and improved • Military based AI air traffic • Helicopter based AI air Traffic Game Play/Interaction I really enjoy the new missions in Flight and believe they add a sense of immersion and a great relief to individuals who want to try something other than flying a simulated flight plan. Missions really do add a new and unique flying experience and gives the user another form of purpose in the sim whether it is trying to collect the Aero cache of the day or exploring. Overall the game feels great in my opinion. Aircraft handle very well and missions are well constructed and offer quick entertainment.Some suggestions for improved game play elements: • More creative missions released over the course of Flight's development to give the user alternative game play elements • New achievements released and challenge modes such as a challenge of the month in which a user must attempt to fulfill some sort of goal in Flight, individuals who achieve the challenge of the month have to opportunity of being listed on the Microsoft Flight's web site in a top ten list of others who have successfully completed the challenge and even wining a free small amount of Microsoft points to purchase extra scenery, aircraft, etc • Cooperative multi player objectives and missions which place an emphasis on team work and coordination (Formation flying or air show missions) • More interactive features added onto the Microsoft Flight main web site such as featured users list which details individuals who completed hard tasks in game/earned special achievements • Forum and user based area for users of Flight and fans of aviation to connect and share their experiences of flying. Also a great place for individuals to ask questions/connect and make friends, share in game videos, etc • Recruitment area for individuals to find other users for activities such as virtual flight formations, air shows, flying groups, and help with cooperative based multi player missions • Complete overhaul of the in game video recorder previous flight simulator users have experienced offering a more streamlined user interfaced, built in video editing (such as those offered by other games such as Grand Theft Auto IV for PC) and the ability to upload user generated Flight videos to the main Microsoft Flight web site • Screen shot and video contests displaying this months top user voted generated content uploaded and displayed on the Microsoft Flight web site • Unlockable high quality aircraft that can not be purchased but must rather be earned through the user performing difficult tasks and challenges such as being the first to find the Aero cache of the day or discovering a secret spot in the game. This allows more users to spend more time with the simulator completing unique challenges and adding a sense of competitiveness to the game • New Free Flight system implemented allowing users to select what type of flight they want to do (passenger, cargo, acrobatic, etc) and have users the option of enabling stats to be recorded onto the Microsoft Flight web site examples include fun and important flight stats such as distance traveled, landing speed/rate, passengers effectively catered over a long haul flight, flight duration, spectators impressed (acrobatic flights only), and type of cargo hauled • Improved Air Traffic Control system allowing for features such as emergency declarations in flight and others such as a new way ATC handles traffic avoidance procedures • Ability for users to download and upload custom flights and flight plans to the Microsoft Flight site • Allow users to feel connected to the aircraft they are flying and introduce a system or virtual hanger where users can choose if they want to use a system of experience points to modify select aircraft of their choice (ex. modifying an Extra 300 with improved engine power and performance or a new paint scheme) the entire system would be based on in game performance and experience gained in game through missions with no real world currency involved Story/Action/Plot I greatly respect what Microsoft is trying to do to get more individuals interested in aviation but truth be told, today's generation of gamer mostly includes individuals who want a quick thrill with action, a deep story, and visuals galore. One must take into account these factors when trying to market for a new audience without forgetting about those who enjoyed Flight Simulator as a hard core simulator. I will start of by introducing this section with a game titled Take on Helicopters a helicopter based simulator developed by Bohemia Interactive or the company most well known for their realistic military simulators also known as the Arma series. Take on Helicopters follows something never before seen in a flight simulator and that is story based missions. An excerpt from PC gamer reads courtesy of Tim Stone: "Take On Helicopters has blown away that melancholy. Combining flight sim, adventure and a little dash of business, it’s the most refreshing flying game I’ve played in years. I may, courtesy of an FSX or Search & Rescue 4 sortie, have delivered SWAT teams, skycraned cargo, and medevaced accident casualties before, but I’m pretty sure I’ve never combined aviation with flirtation or interrogation, or spent inter-mission intermissions in a 3D hangar overseeing helo upgrades, repaints and repairs." This is the KEY to drastically improve Flight's market to a broader audience, the idea of expanding upon the features of games that hard core gamers (Halo fans, God of War, etc) love and adding that twist of the world of aviation to it is what Flight needs to succeed in this department.Another key aspect that will expand Flight's audience is story. As of now, Flight offers little variations in the missions and there seems to be no purpose of doing them unless you want an achievement. Yes,achievements can help introduce the game to those who like that sort of thing but achievements can only go so far. Some individuals are attracted to the story based element of a game and offering all aspects of what makes a game great such as a combination of story, character and graphics helps widen the audience and brings individuals of all walks of life to a game. Another excerpt from PC gamer's review on Take on Helicopters reads: "The story revolves around Larkin Aviation – a struggling Seattle chopper operator – and relies heavily on dialogue for propulsion. A lot of that chat takes place in the air. Usually, your ears are absorbing plot developments while your eyes and hands are busy making sure your speeding rotorcraft avoids the myriad structures and trees that cluster the game’s handsome Washington State map. As some of the voice-acting is more school play than Broadway, and a few of the plot twists are shakier than a Huey with a bent swashplate, having that element of exhilarating distraction is a real blessing at times." I would like to add I really enjoyed the FSX mission titled Tokyo Executive Transport as it felt almost story driven and gave the user an added sense of immersion and purpose in FSX's virtual world mission wise. Overall story, action and plot could be a very welcomed change into Flight and maybe even bring over those who are strictly a fan of games such as Halo and those who are strictly hardcore simmers who see Flight's missions as childish.Key points to take note of: • Introduce story based missions which could link up to each other • Create some sort of story based campaign • Add effective dialogue to not only immerse the user, but also help effectively convey the story's plot • Allow these missions to involve all important aspects of flying such as involving the area of cargo transport, airline transport, and even military • create characters who will not only effectively convey dialogue but also help move the plot along and are memorable to the user with traits such as character devolvement • Sense of danger in missions such as the FSX oil rig rescue mission Sound Sound is another key aspect of Flight Simulator that greatly enhances the users ability to immerse themselves into the virtual world. I must say there has been an increase in quality of the simulator's sound effects. I particularly like the Boeing Stearman's sound effects but again there is much to improve in this department.Some noticeable areas for improvement include: • Limit the use of alias or recycled sound effects and create unique high quality sounds for each aircraft. A Bombardier CRJ-700 should not and does not sound anything remotely similar to that of a Lear jet 45 • Increase quality on engine spool up sounds specifically turbojet and turbofan aircraft. Jet based aircraft throughout the Flight Simulator series have sounded somewhat mediocre and lack the power and feeling of controlling a beast made of pure metal down a runway and through the air • Add realistic turbulence sound effects for example, the effect of feeling the aircraft shake and objects shifting throughout the cockpit and cabin areas • Realistic stall sounds similar to that of turbulence in that the user can feel the aircraft almost as if it were to come apart • Environmental reflective sounds such as hearing a jet engine roar down the runway on a take off roll • Improved aircraft system sounds such as the hydraulics inside an aircraft • The low groan of propeller based aircraft taxing across an airfield • Dynamic realistic aircraft wind sounds based on real world cockpit recordings • Passenger feedback sounds on passenger flights such as screams when taking a sudden dive or clapping after finally arriving on a continental long haul flight • Environmental sounds such as waves hitting the beach and wind blowing across a meadow (mostly for those who use and enjoy exploring with the new walk about mode) • Rushing water sounds when an aircraft accelerates down a wet runway • Improved AI sounds than that of previous versions of Flight Simulator with dynamic effects such as reverse thrust on landing, engine acceleration, and engine startup/shutdown sounds • The famous drone and buzzing sound of turboprop aircraft at full throttle • Realistic fly by sounds for AI and user aircraft in which users can hear the distant roar and the sharp piercing sound of as a jet engine powered aircraft as it flies past • The low drone of AI or user turboprop/piston aircraft flying past • New and improved air traffic control sounds and realistic less robotic sounding voices for controllers and pilots alike General Bug Fixes As with any game, there is nothing perfect and below I detail some general bugs I have found in my experience of using Microsoft Flight: • Some roads seem to overlap and go over ground textures (ex. Highway through buildings/parks and fields) • Walk about mode is a little bugged at the moment, it is easy to get stuck onto objects in the world such as an aircraft or something as small as a simple traffic cone at an airport I am quite surprised to say that most of my Flight experience was bug free and thank the developers for putting in the hard work to make sure everything runs smoothly Conclusion I would like to start off by saying please take time to consider and review these proposed ideas with your development staff. I would also like to thank you Microsoft Studios, for keeping the spirit of virtual flight simulation alive and I understand that it is easy to receive criticism from those who can not accept change, can not adapt, and have too high expectations. But please know that there is negativity all around this world and as long as the developers stay focused on their goals and continue to expand and improve Microsoft Flight then they will be able to create a wonderful engaging experience for newcomers and veterans alike. I have enjoyed Flight thus far and hope to continue seeing its development and expansion for the time to come.
  18. Let me start off by saying I really can't agree more with Luis's quote from his avsim review on Flight"It is normal to resist change, even when beneficial. This is a common human trait and the reaction to Flight was to be expected. But there really is no reason to despair. Flight is a very good base for a complete flight simulator. It seems to be relatively trouble-free, highly extensible, and holds a lot of promise."To sum it up I feel this game has strong potential but there is really something that Flight nailed down and that was in my opinion the unrestricted sensation of flying a plane.Now it may sound weird at first but I too am an individual that enjoys flying ILS approaches in stormy weather and transcontinental flights from one country to the next but there is something that I enjoy about Flight that some may think seems childish. That is the sensation of flying itself. Ask any professional pilot today and most of them will agree that one of the most interesting aspects of flying is the fact that you are flying, seeing the world from a whole new perspective, feeling as free as a bird, and getting to see new places. This is where I think Flight succeeded at drastically. There are times in FSX that I get really bored and just want to explore the miniture world and I think features in Flight such as walking mode was a very welcomed change.Everyone now a days seem to be all wrapped up in copying every little detail and procedure that a real pilot must go through and I don't blame them I have done the same, but all in all I think we miss the whole point of what makes aviation so fun and that is actually flying and exploring our world in a whole new perspective.PS-I got an idea for an interesting DLC that I would most certainly pay for so if you're reading this Microsoft, I am looking at you. I think this would help get Flight off the ground ( no pun intended) in terms of becoming a full fledged simulator and that is some sort of island hoping airline DLC. I was taking a look at this site http://www.iflygo.com/ and see that this is small regional airline that operates throughout Hawaii and it would be interesting to feature a spoof of this airline that includes aircraft such as the Crj-200 and Cessna Grand Caravan and airline based missions (I really loved those with the cabin announcements in FSX) Of course for this to actually work, they would need to have some sort of system of ATC enabled and other airline traffic for important things such as following landing patterns and overall immersion.
  19. yeah I won't think too much about it it was probably made just to look nice as a background and I agree, the graphics in game now are way better than what I originally thought. I would however love to see a REX 3 for Flight if Ms allows add on support.
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