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"ArtKramr" escreveu na mensagem
... They are not really simulators. They are just computer games. Mr. Kramer, Some of them, like "Microsoft Flight Simulator", are actually more like simulators than games. If you check them out, you will also notice that there are no such things as "scores" or "adversaries". It's just plain flight. They might not be "reallistic" simulators, but that's another question. Vicente |
#3
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Subject: PC flight simulators
From: "Vicente Vazquez" Date: 11/16/03 7:42 PM Pacific Standard Time Message-id: "ArtKramr" escreveu na mensagem ... They are not really simulators. They are just computer games. Mr. Kramer, Some of them, like "Microsoft Flight Simulator", are actually more like simulators than games. If you check them out, you will also notice that there are no such things as "scores" or "adversaries". It's just plain flight. They might not be "reallistic" simulators, but that's another question. Vicente No. That is not another question. That is THE question.I am familiar with Flight Simulator. It might be interesting. It migt be fun. But it is not flying or anything close. Arthur Kramer 344th BG 494th BS England, France, Belgium, Holland, Germany Visit my WW II B-26 website at: http://www.coastcomp.com/artkramer |
#4
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Vicente Vazquez wrote:
"ArtKramr" escreveu na mensagem ... They are not really simulators. They are just computer games. Mr. Kramer, Some of them, like "Microsoft Flight Simulator", are actually more like simulators than games. If you check them out, you will also notice that there are no such things as "scores" or "adversaries". It's just plain flight. They might not be "reallistic" simulators, but that's another question. They also do 'Combat Simulator' now. Best sim I've used to date for flight modelling was Flight Unlimited btw. Graham |
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The only recent one I've messed with is Jane's Fighter Anthology - it
is deficient in that it does not incorporate the effect of gravity in 3-dimensional maneuvering. Pitch-over is same rate as pull-up which is totally false. G limit is the same no matter what the pitch angle is up, down sideways or in between. Zero-G acceleration is not modeled. Fuel burn is also bogus - way below actual when in AB/reheat. Lots of little quibbles but those are the major ones which really detract from reality. BTW I speak from about 4500 hours in fighters and about 1500 hours instructor time also in fighters, from F86 Sabre, F102, F104 and F4. Now, if you want to practice instrument flight and work on your scan technique, Mcsft Flt Sim is quite adequate. Unfortunately no sim gives you 'real motion.' You will definitely notice the sensations of motion in the real aircraft, however. These must be ignored and will take some getting used to. Your flight instructor should explain them to you. Believe your instruments! Walt BJ |
#6
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On 16 Nov 2003 18:51:41 -0800, (WaltBJ) wrote:
The only recent one I've messed with is Jane's Fighter Anthology - it is deficient in that it does not incorporate the effect of gravity in 3-dimensional maneuvering. Pitch-over is same rate as pull-up which is totally false. G limit is the same no matter what the pitch angle is up, down sideways or in between. Zero-G acceleration is not modeled. Fuel burn is also bogus - way below actual when in AB/reheat. Lots of little quibbles but those are the major ones which really detract from reality. BTW I speak from about 4500 hours in fighters and about 1500 hours instructor time also in fighters, from F86 Sabre, F102, F104 and F4. Every "game" simulator I've ever flown seemed to use the same math model, one that, as you say, was not dynamically possible. Fun's fun, but physics is physics. Now, if you want to practice instrument flight and work on your scan technique, Mcsft Flt Sim is quite adequate. Unfortunately no sim gives you 'real motion.' You will definitely notice the sensations of motion in the real aircraft, however. These must be ignored and will take some getting used to. Your flight instructor should explain them to you. Believe your instruments! When I was at the F-18 RAG/FRS, they had three simulators, of three entirely different levels of sophistication. The simplest one was really just for practicing switchology on. The most realistic one had a real cockpit and dome, with incredibly good CGI and the ability to link with the other dome sim to fly in a two-man in a common scenario. The third was about halfway between these two. Each one has a place in the training. Sometimes all you want is a cockpit with switches and working displays. Sometimes you want to fly IFR. Sometimes you want to fly with every cue but motion, including a wingman. If you've got the money and the technology, you can do that. The airlines use moving-base simulations that are so good that the FAA accepts them as being equal to actual flight for training. A lot of airline pilots fly the airplane for the first time on their check flight. This level of simulation costs a lot of money. About as much as actually flying. Even with the large general market that PC simulations (for this discussion, MACs are PCs) have, which reduces the cost of the software to very reasonable levels for entertainment, just as it reduces the cost of the controllers, there's no way that the complexity comes even vaguely close to the complexity of dome sims or moving-base sims. It just can't. The sims are too generic, partly because there just isn't enough time and space for a detailed math model, because the FCS is proprietary and much too big to be modeled, because the control surfaces aren't modeled correctly, the mass model isn't right, and so on. However, if someone is trying to learn switchology, etc, there are simulators that resemble the PTT, Part-Task Trainer, that the USN uses. They do have some value. However, learning to "fly" with a fixed-base, low-fidelity sim game isn't going to happen. All that will happen is that the student will pick up responses and habits that will have to be unlearned before the correct responses and habits can be acquired in the actual airplane. I've heard flight instructors complaining about how they can always tell if someone plays with MS Flight Simulator a lot, because it takes a lot longer to teach them how to fly the actual airplane. Mary -- Mary Shafer Retired aerospace research engineer |
#7
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Subject: PC flight simulators
From: Mary Shafer Date: 11/16/03 9:11 PM Pacific Standard Time Message-id: On 16 Nov 2003 18:51:41 -0800, (WaltBJ) wrote: The only recent one I've messed with is Jane's Fighter Anthology - it is deficient in that it does not incorporate the effect of gravity in 3-dimensional maneuvering. Pitch-over is same rate as pull-up which is totally false. G limit is the same no matter what the pitch angle is up, down sideways or in between. Zero-G acceleration is not modeled. Fuel burn is also bogus - way below actual when in AB/reheat. Lots of little quibbles but those are the major ones which really detract from reality. BTW I speak from about 4500 hours in fighters and about 1500 hours instructor time also in fighters, from F86 Sabre, F102, F104 and F4. Every "game" simulator I've ever flown seemed to use the same math model, one that, as you say, was not dynamically possible. Fun's fun, but physics is physics. Now, if you want to practice instrument flight and work on your scan technique, Mcsft Flt Sim is quite adequate. Unfortunately no sim gives you 'real motion.' You will definitely notice the sensations of motion in the real aircraft, however. These must be ignored and will take some getting used to. Your flight instructor should explain them to you. Believe your instruments! When I was at the F-18 RAG/FRS, they had three simulators, of three entirely different levels of sophistication. The simplest one was really just for practicing switchology on. The most realistic one had a real cockpit and dome, with incredibly good CGI and the ability to link with the other dome sim to fly in a two-man in a common scenario. The third was about halfway between these two. Each one has a place in the training. Sometimes all you want is a cockpit with switches and working displays. Sometimes you want to fly IFR. Sometimes you want to fly with every cue but motion, including a wingman. If you've got the money and the technology, you can do that. The airlines use moving-base simulations that are so good that the FAA accepts them as being equal to actual flight for training. A lot of airline pilots fly the airplane for the first time on their check flight. This level of simulation costs a lot of money. About as much as actually flying. Even with the large general market that PC simulations (for this discussion, MACs are PCs) have, which reduces the cost of the software to very reasonable levels for entertainment, just as it reduces the cost of the controllers, there's no way that the complexity comes even vaguely close to the complexity of dome sims or moving-base sims. It just can't. The sims are too generic, partly because there just isn't enough time and space for a detailed math model, because the FCS is proprietary and much too big to be modeled, because the control surfaces aren't modeled correctly, the mass model isn't right, and so on. However, if someone is trying to learn switchology, etc, there are simulators that resemble the PTT, Part-Task Trainer, that the USN uses. They do have some value. However, learning to "fly" with a fixed-base, low-fidelity sim game isn't going to happen. All that will happen is that the student will pick up responses and habits that will have to be unlearned before the correct responses and habits can be acquired in the actual airplane. I've heard flight instructors complaining about how they can always tell if someone plays with MS Flight Simulator a lot, because it takes a lot longer to teach them how to fly the actual airplane. Mary -- Mary Shafer Retired aerospace research engineer Good rundown. In 1943 I flew a simulator that was the cockpit and nose of a B-26 complete with full reality sounds and feeling to the controls plus rough air effects..My pilot was in the cockpit and we flew the simulator as a crew. I did bombruns over Berlin that unrolled under us with accurate engine sounds and flak impacts. It was as close as you could get to actual flying in combat bombing and navigating. In fact we often got lost in the trainer procedure and actually felt we were in the air on bomb runs, Comparing that to a PC is just total a stretch beyond all reason. Arthur Kramer 344th BG 494th BS England, France, Belgium, Holland, Germany Visit my WW II B-26 website at: http://www.coastcomp.com/artkramer |
#8
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#9
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Subject: PC flight simulators
From: user Date: 11/16/03 10:24 PM Pacific Standard Time Message-id: wow On Sun, 16 Nov 2003 21:11:40 -0800, Mary Shafer wrote: On 16 Nov 2003 18:51:41 -0800, (WaltBJ) wrote: The only recent one I've messed with is Jane's Fighter Anthology - it is deficient in that it does not incorporate the effect of gravity in 3-dimensional maneuvering. Pitch-over is same rate as pull-up which is totally false. G limit is the same no matter what the pitch angle is up, down sideways or in between. Zero-G acceleration is not modeled. Fuel burn is also bogus - way below actual when in AB/reheat. Lots of little quibbles but those are the major ones which really detract from reality. BTW I speak from about 4500 hours in fighters and about 1500 hours instructor time also in fighters, from F86 Sabre, F102, F104 and F4. Every "game" simulator I've ever flown seemed to use the same math model, one that, as you say, was not dynamically possible. Fun's fun, but physics is physics. Now, if you want to practice instrument flight and work on your scan technique, Mcsft Flt Sim is quite adequate. Unfortunately no sim gives you 'real motion.' You will definitely notice the sensations of motion in the real aircraft, however. These must be ignored and will take some getting used to. Your flight instructor should explain them to you. Believe your instruments! When I was at the F-18 RAG/FRS, they had three simulators, of three entirely different levels of sophistication. The simplest one was really just for practicing switchology on. The most realistic one had a real cockpit and dome, with incredibly good CGI and the ability to link with the other dome sim to fly in a two-man in a common scenario. The third was about halfway between these two. Each one has a place in the training. Sometimes all you want is a cockpit with switches and working displays. Sometimes you want to fly IFR. Sometimes you want to fly with every cue but motion, including a wingman. If you've got the money and the technology, you can do that. The airlines use moving-base simulations that are so good that the FAA accepts them as being equal to actual flight for training. A lot of airline pilots fly the airplane for the first time on their check flight. This level of simulation costs a lot of money. About as much as actually flying. Even with the large general market that PC simulations (for this discussion, MACs are PCs) have, which reduces the cost of the software to very reasonable levels for entertainment, just as it reduces the cost of the controllers, there's no way that the complexity comes even vaguely close to the complexity of dome sims or moving-base sims. It just can't. The sims are too generic, partly because there just isn't enough time and space for a detailed math model, because the FCS is proprietary and much too big to be modeled, because the control surfaces aren't modeled correctly, the mass model isn't right, and so on. However, if someone is trying to learn switchology, etc, there are simulators that resemble the PTT, Part-Task Trainer, that the USN uses. They do have some value. However, learning to "fly" with a fixed-base, low-fidelity sim game isn't going to happen. All that will happen is that the student will pick up responses and habits that will have to be unlearned before the correct responses and habits can be acquired in the actual airplane. I've heard flight instructors complaining about how they can always tell if someone plays with MS Flight Simulator a lot, because it takes a lot longer to teach them how to fly the actual airplane. Mary Those FS programs can be quite counterproductive and in some cases destructive .. Arthur Kramer 344th BG 494th BS England, France, Belgium, Holland, Germany Visit my WW II B-26 website at: http://www.coastcomp.com/artkramer |
#10
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Every "game" simulator I've ever flown seemed to use the same math model, one that, as you say, was not dynamically possible. Fun's fun, but physics is physics. Actually one that I found, which had an outstanding flight model, was A-10 Cuba back from 1997. They concentrated more on getting the only the A-10 modeled correctly, and worried less about eye candy or having other planes you could fly. Its still fun to go fly around with, because of that. Ron Pilot/Wildland Firefighter |
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