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  1. I'm not convinced you fully comprehend the intended meaning of this idiom... Back on topic, I'm in the camp that cares about more realistic tree heights. I think in some of the areas that I sim-fly and am familiar with in the real world, unrealistic tall trees that are double in height to their real counterparts are going to be an irritant to me when the rest of the scenery is clearly very realistic.
  2. In the video description it says it's online mode... "Software environment Microsoft Flight Simulator Alpha hardware environment i9 9900k, RTX2080 8G, c18 3600 8GB * 4, M.2 SSD (NVMe) picture quality settings: all highest landscape mode: online mode"
  3. I think they were more just artifacts on the water from aerial imagery. From the viewpoint in the video the Captain Cook Bridge and Story Bridge should stick out like dog's goolies, as should Sydney Harbour Bridge and the Opera House around 2:00. That's all good as maybe those types of key large recognisable structures like bridges, stadiums etc will be getting some special loving down the track.
  4. FYI Microsoft's fully hosted and streamed gaming service equivalent to Google Stadia / GeForce Now / Playstation Now is called "Project xCloud" which I think is meant to be launching in October this year. It's probably fair to assume that Flight Sim will eventually make it onto there too, along with the other 3000 odd PC and Xbox titles in their arsenal.
  5. American Truck Simulator and Euro Truck Simulator 2
  6. Ignoring the YouTube video for now as that just introduces more issues with perception, and focusing on the actual elevations at surveyed intervals as can be found here: https://www.ngs.noaa.gov/AERO/uddf/WESTERN-PACIFIC/CALIFORNIA/LAX__96A.TXT Bearing in mind we're talking a roughly 10-20 feet hump over a length of 10000 feet viewed at an acute angle from a distance in an early release screenshot, to me 25L, 25R and 24L still all show the crest of the humps roughly as per the intervals in the actual runway elevations. But really, with the very limited stuff we've seen so far and the absolute lack of any true evidence for or against, we're all just counting pixels at this stage so no one can definitively say "yay" or "nay". I'm still leaning more towards "yay" though....
  7. So far there are 2 screenshots in this thread that suggest sloped runways (the night time shot with the apparently curved runway lights, and the Courchevel shot). The only justification that there are no sloped runways is that the night time shot is "probably" a graphical artefact. Using that same logic, couldn't the runways actually be even more sloped than they appear, but graphical artefacts are actually making them appear less so?
  8. Much of the visuals and flight dynamics etc has been covered already, so as far as game play simulator usage goes, it's been previously mentioned that in addition to missions an ongoing career mode would be cool. I know personally I'm a creature of habit so it would encourage me to fly a larger variety of aircraft and fly to different regions than I probably normally would. Maybe some features such as: Progression through different licences. Practical flight examination/performance scoring. Flying jobs for other owners to accumulate enough funds to buy your own aircraft and hangar space etc. Aircraft accumulating damage/wear so you need to perform maintenance (similar to A2A aircraft) Taxiing to maintenance hangars for repairs, refueling areas to refuel. Upgrades/repairs/fuel costs come out of your virtual bankroll. Flight performance being rated according to things like sticking to schedules, landing quality etc. Higher ratings leads to more future passengers and income.
  9. I just reloaded the page, and the FSX logo is still definitely there for me, down at the bottom of this latest update.
  10. I believe it's already possible with FSX, but would love an easily worked multiplayer shared cockpit with pilot/co-pilot. My dad is cautiously interested in getting into flight simming and has had a few goes on my PC when visiting, but it's not typically something he'd get into on his own at home. He's less keen on full technical flying and more about just taking in the scenery. This would be an awesome way to get him involved by taking turns with the controls, checking out the views, and also generally just sharing an interest and chewing the fat together over headsets from a couple hundred km away.
  11. I'm getting the feeling I'll finally need to upgrade my crusty old ADSL to play this properly when released, especially at any high resolution. No doubt there will be an offline mode with probably similar autogen scenery and maybe some more simplified photoreal scenery that is available with the current sims, but the only way to get all that full hi res experience will be to stream all the pre-rendered visuals from the azure servers. Maybe they'll have a fully online version hosted on their project xcloud service, so maybe no need for a high spec PC anymore. Makes sense all the real-time weather processing and rendering would be done in the cloud and streamed too. If this is the case, based off Google Stadia info as a reference, will be looking at probably 35 Mbps for 4k.
  12. I'd really love ATC voice accents to be more local to the region you're flying, rather than an American accent globally.
  13. Maybe they do have some insider developer knowledge already and are working towards that, or they're just boldly preempting, though the article said they would be incorporating many of the changes to an xplane 11 version anyway which to me could read more like they're building for xplane 11 with the anticipation that it will be workable into the new Microsoft FS2020
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