NEW !!!! Flyinside Flight Simulator. READ NOW !!!

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Re: NEW !!!! Flyinside Flight Simulator. READ NOW !!!

Postby jetman7 » Mon Jan 08, 2018 12:39 pm

Yes, you can sort of get around the problem by making a lot of adjustments to sensitivity, null zone etc, but that is really my point--why make the user have to go through all this?
If the sim has the physics right, the default "mid range" sensitivity levels applied to a given aircraft should result in behavior reasonably close to the real thing. The sensitivity adjustments should be just that--minor fine tuning to account for yoke/pedal hardware differences. You can be pretty sure if you have to make big adjustments and push the sliders all the way to one side or the other, something is fundamentally wrong with the basic modeling. That's what I have seen in both FSX and now X Plane 11. FSX was so bad I had to modify the .cfg file to reduce the rudder sensitivity below the minimum level that was available. That should not be necessary. Having to do all this not only puts an unnecessary burden on the user, but gives new simmers who may have no experience in actual aircraft the wrong impression of the control inputs required to taxi and fly realistically.
It would be nice if a brand new flight sim would be able to get this right.
jetman7
 
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Re: NEW !!!! Flyinside Flight Simulator. READ NOW !!!

Postby Greyman » Mon Jan 08, 2018 1:26 pm

Good points, well made, and I should have perhaps been more clear, as my suggestion had been to help you to get around your apparent problems with FSX and XPlane, rather than specifying how the new sim should behave.
ASUS Hero VIII Motherboard, I7-6700K, EVGA GTX1080FTW, 16GB RAM, Windows 10
Oculus Rift/Touch with 1.21 Runtime
Warthog HOTAS and MFG Crosswind pedals
FlyInside XP 1.9 : X-Plane 11.10r3
(I have FI FSX too, but will say when post relates to that)
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Re: NEW !!!! Flyinside Flight Simulator. READ NOW !!!

Postby jetman7 » Tue Jan 09, 2018 11:33 am

Now that I have invested the time in making all the control adjustments needed I actually have FSX flying pretty well right now. I'm sure X Plane will be OK too, once I get the controls sorted. It's a very nice looking sim on a monitor.
I was not impressed with X Plane 11.20's native VR, however. On my (somewhat antiquated) system I found that at similar graphics settings judder is much worse in X Plane than Flyinside/FSX, contrary to what I was expecting given the reviews I've read. The cockpit instrument resolution wasn't any better, either.
I don't think you should need a supercomputer to flight sim in VR, so I am a big supporter of the design philosophy of the forthcoming Flyinside sim which, as I understand it, seeks to extract as much capability from any as possible from any system by utilizing a 64 bit architecture and more efficiently balancing the CPU/GPU workload. If the devs can pull this off, I think it will be a big advance and bring more flightsimmers into VR.
jetman7
 
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Re: NEW !!!! Flyinside Flight Simulator. READ NOW !!!

Postby jetman7 » Mon Jan 15, 2018 10:52 am

Just took a look at the new flight sim update. Pretty impressive, so far. One question I did not see addressed in the Q&A relates to airport scenery.
Will we be able to import FSX airport scenery from third party providers like ORBX into the new sim? It would be great to be able to do this.
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