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FA8X Development....
only if they work in VR, which this one seems not to: https://community.x-plane.com/topic/382-falcon-8x-in-vr/ "Isn’t supported because mouse right click and scroll doesn’t work in VR, and that’s how to use the screens in the Aerobask Falcon."
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turbomax started following MK Studios FREE Tenerife Norte , FA8X Development.... , MSFS 2024 Su7.1 available - 1.9.21.0 and 7 others
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MSFS 2024 Su7.1 available - 1.9.21.0
my version says: 1.9.22.0 😄 ... because I am on the beta?
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DH Comet 4
"As the aircraft could be profitable with a load factor as low as 43 per cent, commercial success was expected.[27] The Ghost engines allowed the Comet to fly above weather that competitors had to fly through. They ran smoothly and were less noisy than piston engines, had low maintenance costs and were fuel-efficient above 30,000 ft (9,100 m)"
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DH Comet 4
De Havilland Comet - the Real Story of the Comet Disaster RAE Investigation - Break Up Sequence and Fatigue Tests https://www.fzt.haw-hamburg.de/pers/Scholz/dglr/hh/text_2019_01_24_Comet.pdf https://planeandpilotmag.com/why-did-the-de-havilland-comet-keep-crashing/ https://en.wikipedia.org/wiki/De_Havilland_Comet In water-tank testing, engineers subjected G-ALYU to repeated repressurisation and over-pressurisation, and on 24 June 1954, after 3,057 flight cycles (1,221 actual and 1,836 simulated),[113] G-ALYU burst open. Hall, Geoffrey de Havilland and Bishop were immediately called to the scene, where the water tank was drained to reveal that the fuselage had cracked at a bolt hole near the lower aft corner of the forward escape hatch cut out. The crack then spread longitudinally aft to the nearest bulkhead at frame station 18, which subsequently weakened the structure enough to cause a similar failure on the forward side of the hatch that split all the way to the bulkhead at frame station 13A[114]. The skin thickness was discovered to be insufficient to resist fatigue at the counter-sunk fastener holes, and the fuselage frames did not have sufficient strength to prevent the crack from propagating, issues which were exacerbated by the gaps in the outer frame caps where stringers ran through. ....... ".....Both early accidents were originally attributed to pilot error, as overrotation had led to a loss of lift from the leading edge of the aircraft's wings. It was later determined that the Comet's wing profile experienced a loss of lift at a high angle of attack,"
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Blue Bird 757 videos releasing
I asked AI what flight models are more realistic: those based on computational fluid dynamics or tables based? Neither approach is strictly "more realistic" on its own; instead, table-based (lookup table) models and Computational Fluid Dynamics (CFD) serve different roles, and modern high-accuracy simulations (including real-world aerospace engineering and advanced flight simulators) typically combine both. [1, 2, 3] 1. Table-Based Models (Lookup Tables / Aerodynamic Databases) How they work: Forces and moments (lift, drag, pitch, roll, yaw) are pre-calculated across multi-dimensional grids of flight conditions (such as airspeed, angle of attack, altitude, and control-surface deflections). [1, 2] The source of the data: These tables are traditionally populated using high-fidelity wind-tunnel testing, full-scale flight test data, or heavy off-line CFD calculations run beforehand on supercomputers. [1, 2, 3] Realism & Pros: When built from real wind-tunnel or flight-test data, table-based models are extremely accurate and reliable within the tested flight envelope because they capture real-world physics that simplified software cannot easily solve in real time. They also run with very low CPU/GPU overhead. [1, 2] Limitations: They are static. If an aircraft encounters an unconventional airflow condition, a rare wake turbulence, or a non-standard geometry not covered in the pre-computed grid, the table cannot adapt and can break down or require heavy interpolation. [1, 2] 2. Computational Fluid Dynamics (CFD) Models How they work: CFD attempts to solve the governing equations of fluid motion (Navier-Stokes) numerically around the aircraft's geometry in real time or near-real time. [1, 2] Realism & Pros: True, engineering-grade CFD can theoretically predict complex, dynamic, and unsteady airflow phenomena—such as local vortices, prop wash interactions, high-angle-of-attack stalls, and localized buffeting—without needing pre-made assumptions. [1, 2] Limitations: Real-time consumer hardware cannot run full, unconstrained, high-resolution CFD for an entire aircraft during a live simulation. Consumer-grade or real-time sim implementations (like those in modern consumer flight simulators) use coarse approximations, limited point-clouds, or simplified surrounding-air grid layers rather than full-scale engineering CFD. Raw, ungrounded real-time CFD can easily produce erratic or "out-to-lunch" flight behavior if the mesh or boundary conditions are coarse. [1, 2, 3, 4] The Reality in Practice In Aircraft Design (Boeing, Airbus, NASA): Engineers use massive supercomputer CFD combined with physical wind-tunnel testing to generate the high-dimensional aerodynamic lookup tables used for flight simulation and control systems. [1, 2, 3] In Desktop Flight Simulators: Pure, unadulterated real-time CFD is too heavy for standard PCs. Most modern platforms use a hybrid approach—combining blade-element theory, lookup tables, and lightweight local CFD approximations for airflow interactions (like propeller wash or surface shedding) rather than replacing tables outright. [1, 2, 3, 4]
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Sim Update 7 [1.9.18.0] Now Available
A glimpse into the complexity of this incredible simulator.
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Miltech is doing a study level DHC-8!
No discord for me, a screenshot would have worked.
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Pimax announces Crystal Pro: wireless option + DisplayPort
now with colour pass through PimaxPimax Crystal Pro — Crystal clarity, now wirelessCrystal Pro sends your GPU's native image straight to where you're looking, with no cable required. Wi-Fi streaming is built in; uncompressed Native Foveated Streaming runs over the optional 60G AirLi
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NVIDIA GeForce Game Ready 617.42 SU7 support
turbomax replied to penta_a's topic in Video Hardware: Monitors | Multi-Monitors | Video Cards | Drivers etcyes please! 240 or higher, as real as it gets. I am getting already more than 500, in the settings menu that is.😄
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MSFS 2024 beta update 1.9.16.0
on the expense of a decent user interface. that alone keeps bringing me back to MSFS 2024, after each and every attempt to like xp12, their UI is simply horrible, like from the ice age of entertainment software. better suited for linux server maintenance.
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MSFS 2024 beta update 1.9.16.0
what, I only changed my monitor resolution and after rebooting and restarting MSFS 2024 beta I am getting an update to 1.9.16.0, Should do that more often 😄 https://forums.flightsimulator.com/t/release-notes-su7-beta-1-9-16-0-october-2-2026/777809 RELEASE NOTES Sim Update 7 Beta - 1.9.16.0 If you are playing on PC, outdated packages in your community folder may have an unexpected impact on the title’s performance and behavior. If you suffer from stability issues or long loading times, move your community package(s) to another folder before relaunching the title. NOTE: Due to a build packaging issue with the 1.9.16.0 PS5 build, this flighting update will only be available to beta participants on Xbox, Windows PC, and Steam. We will plan to update PS5 next week. Stability & Performance Fixed HOTAS & Echo controller icon display in menus General Bug Fixes Fixed infinite loading of aircraft when navigation graph is empty or contains errors that result in an empty graph (was affecting both the flight load and the aircraft selection) Aircraft North American Aviation P-51 Mustang Fixed several gears animations on Bunny and Strega variations Activities National Championship Air Races Fixed true to life reward screen on STOL solo mode Removed leaderboard score registering in STOL practice Fixed reward screen when disqualified in STOL Fixed reward screen on Roswell solo mode Fixed starting position with Biplanes on Roswell Fixed engine off after back on track in solo mode Added wear and tear system in solo mode DevMode Added a third HUD shader variant which simulates a properly collimated HUD system which projects a flat image with no distortions away from the center. Biome Editor Properly unselect biome after undoing its creation. This avoids crashing when trying to edit the still selected removed biome. SDK Documentation Update to engine.cfg [PROPELLER] to clearly mark required parameters to prevent *.air file errors "Biome Editor Properly unselect biome after undoing its creation. This avoids crashing when trying to edit the still selected removed biome." finally, have been waiting for this since fsx. still don't know what it does, but probably better than crashing.😄
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MK Studios FREE Tenerife Norte
AI knows: "this one" is Wolkenblau = cloud blue the old, now free version by MK-Studio, according to contrail shop: "Notice for GCXO on MSFS 2024 This scenery (GCXO) is offered as a free download, but it was originally built for Prepar3D and is now 7 years old. Its level of detail and overall quality don't reflect current MK Studios standards." Current comparison for MSFS 2024 Wolkenblau Just Flight MK-Studios MSFS 2024 ✅ Fully compatible ⚠️ Native 2024 update still pending ✅ Available, but an older scenery port Visual quality ⭐⭐⭐⭐⭐ ⭐⭐⭐⭐⭐ ⭐⭐⭐ Terminal / buildings Very good Outstanding Noticeably older Airport / ground detail Excellent Very good Older Surroundings Very detailed Good Significantly less detailed Terrain / runway profile Excellent Very good Older Performance Good Good Likely good 2024-specific features/quality Yes Not yet No – essentially a conversion Price Payware Payware Freeware
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Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)you missed my: 🤣
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Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)nothing new, I have had this already a year ago in VR, and it was running stable. remember Nvidia Smooth motion in Nvidia app? Copilot Search: NVIDIA Smooth Motion is a driver-based AI feature that generates additional frames between rendered frames to deliver smoother gameplay and higher perceived frame rates.What It IsNVIDIA Smooth Motion is a frame generation technology built into NVIDIA drivers that uses AI to interpolate an extra frame between two existing frames. This enhances motion clarity and can nearly double the perceived frame rate in supported games, improving the smoothness of gameplay without requiring native higher FPS custhelp.com+2. It is particularly useful for games that do not support DLSS Frame Generation. How It WorksThe technology analyzes previously rendered frames to track moving pixels and predict the next frame. The AI then generates an interpolated frame, effectively increasing the frame rate and reducing motion blur. The smoother motion is most noticeable in fast-moving scenes, and the quality depends on the original frame rate: higher native FPS results in fewer artifacts and lower latency SlashGear+1. CompatibilityInitially launched for GeForce RTX 50 Series GPUs, NVIDIA Smooth Motion is now available for RTX 40 Series GPUs with the latest NVIDIA app and Game Ready Driver updates NVIDIA. It supports DirectX 11, DirectX 12, and Vulkan games. Older GPUs, such as RTX 30 Series or earlier, cannot use NVIDIA’s official Smooth Motion and must rely on third-party tools like Lossless Scaling SlashGear. Performance and UsageSmooth Motion can be applied to games running at native resolution, with super-resolution technologies, or other scaling techniques custhelp.com+1. Benchmarks show that enabling Smooth Motion can nearly double frame rates in some titles, for example, increasing Spider-Man 2 from 65 FPS to 115 FPS at 4K PC Guide. The feature also activates a Low Latency Mode to minimize input lag, works with VRR (Variable Refresh Rate), and generally produces fewer visual artifacts compared to similar technologies like AMD’s AFMF or third-party frame interpolation tools DSOGaming+1.
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Frame Generation for VR is here now.
turbomax replied to Fielder's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)so framegen plus reprojection results in 4 x the fps then 🤣
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