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

PostPosted: Tue Dec 05, 2017 7:27 am
by Greyman
viewtopic.php?f=3&t=6268#p27508

A post from Dan, that overlaps this thread also, particularly in the penultimate paragraph.

Thanks @betampona for pointing that overlap out.

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

PostPosted: Fri Dec 08, 2017 8:47 pm
by rgp1942hr
What's the latest on progress and ETA of the FlyInside Flight Simulator?

Will it support Windows Mixed Reality (WMR)?

Anxiously awaiting...

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

PostPosted: Sat Dec 09, 2017 5:21 am
by Stevil
I am pretty sure it will support WMR headsets because the latest release of FlyInside for FSX/P3D/XP supports them already :)

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

PostPosted: Sun Dec 10, 2017 9:21 am
by Derek Speare
I'm ready to test immediately :D

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

PostPosted: Sun Dec 10, 2017 9:53 am
by Stevil
Derek Speare wrote:I'm ready to test immediately :D


You can test it already! v1.9 has been released and you can already download it from the mainpage

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

PostPosted: Mon Dec 11, 2017 4:47 pm
by Derek Speare
Stevil wrote:
Derek Speare wrote:I'm ready to test immediately :D


You can test it already! v1.9 has been released and you can already download it from the mainpage


I was commenting about Dan's new flight sim, not FI. I've been using Flyinside since the alpha days.

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

PostPosted: Mon Dec 11, 2017 7:11 pm
by Tony
Don't worry Derek, when we hear something so will you ;)

YES, BUT WHEN

PostPosted: Tue Jan 02, 2018 6:44 pm
by rgp1942hr
Do you think the as-yet-named FlyInside Flight Simulator will be available in 2018?

As a career programmer I fully understand underestimating the ETA (especially with the complexities involved with THIS product), but I'm trying to decide whether to go with XPlane11, and get a Samsung Odyssey WMR headset now, or wait for the FI sim to mature. I've waited over 10 years for flight sim VR to mature, and it's getting so close I can smell it! Yet after 35 years of working with computers, I'm tired of being on the bleeding edge.

-= CHOMPING AT THE BITS =-

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

PostPosted: Sun Jan 07, 2018 4:33 pm
by jetman7
I'd like to make a small request while the FlyInside flight simulator is under development---please pay attention to ground handling.
When I heard that X Plane 11 came out with native VR and that Steam had it on sale for $40 US I decided to give it a try.
Since I was completely new to X Plane I figured I ought to try some flying using a normal monitor setup before messing around with VR.
I was hoping that X Plane would add a new level of realism since they make much of their "physics based" approach to simulation.
So you can imagine my disappointment when I started taxiing the stock C-172SP only to find that the slightest tap on the rudder pedal tries to send the plane off into the weeds.
The behavior continued into the takeoff roll where the amount of rudder pressure required to counter engine torque was much too low.
Why do flight simulator developers seem to have such a hard time modeling realistic low speed rudder/nosewheel inputs?
FSX was notorious for this--setting the sensitivity sliders all the way to "realistic" would make many modeled aircraft nearly uncontrollable. Only after decreasing rudder sensitivity to the lowest setting did the rudder/nosewheel behavior begin to approach anything close to realistic on the ground. I was hoping that X Plane would be a lot better out of the box--it wasn't.
I am a real world pilot with significant time in both high wing Cessnas and various low wing Pipers. I also have a tail wheel endorsement and fly a Super Cub now and then.
Any student pilot can get comfortable taxiing these GA aircraft (except the Cub) in about 10 to 15 minutes--it's just not that hard and most people find it pretty intuitive.
Also, most students don't realize how much rudder pedal travel is required to maintain centerline on takeoff--it's a lot more than most beginners expect, and quite the opposite of what both FSX and X Plane seem calibrated to do with default settings.
Here's hoping that the new Flyinside sim finally does away with this pet peeve!

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

PostPosted: Sun Jan 07, 2018 5:58 pm
by Greyman
Wouldn't changing the curve and dead zone on your rudder pedals, under axis tuning, allow you to make them behave closer to the real thing?