Microsoft Flight Announced
#221
Posted 28 August 2010 - 07:46 PM
#222
Posted 28 August 2010 - 07:48 PM
SwitchFX, on Aug 28 2010, 05:42 PM, said:
I'm not sure...I know FS98 did.
Jeremy-Bentham, on Aug 28 2010, 05:36 PM, said:
Oh I agree with you. You just brought back memories of that arcade game I loved.
#223
Posted 28 August 2010 - 10:57 PM
LA_BOS, on Aug 28 2010, 08:34 PM, said:
Yea I played it at playdium. Some Japanese version
#224
Posted 29 August 2010 - 10:07 PM
Actually I wasn't aware they had a book out back then: http://www.flightsim...m/foi/cover.php
Anyway I have always kind of thought that fs9'ers were just a bunch of complainers when they would knock FSX for performance issues among other things, and would claim fs9 was a superior product. The other day I picked up FS 2004 and installed it to check it out before passing my own judgement.
I must admit fs9 is virtually identical to FSX except I could fly with max sliders (GTX 280) and cruise at 50 plus FPS. If I had active sky, GEX,REX and ORBX for fs9 there wouldn't be much to gain from FSX. That said I am happy with FSX, but was surprised how similar it is to fs9.
I hope Microsoft turns a completely new page with Flight.
Edited by ArmChairAviator, 29 August 2010 - 10:19 PM.
#225
Posted 31 August 2010 - 06:40 PM
SwitchFX, on Aug 28 2010, 03:37 PM, said:
BC2 gives players a large map area, a free-roam area. Players aren't confined to hallway corridors, or to courtyards surrounded by a fence barrier.
BC2's engine (the Frostbite 2 engine) works good because it was designed for snipers to be able to shoot all the way across the map, so the view distance in BC2 is as far as the map extends to the skybox. Players are given an area that is, not only extremely detailed, but completely dynamic, destructible, and performance-friendly.
I think that if Microsoft used a different engine for Microsoft Flight, they'd make a lot of simmers very happy. (They'll also make my computer happy )
Edited by pwn247, 31 August 2010 - 06:41 PM.
#226
Posted 31 August 2010 - 10:20 PM
Another big factor is weather.. clouds..
#227
Posted 01 September 2010 - 03:37 AM
#228
Posted 01 September 2010 - 05:59 PM
Mohammad, on Sep 1 2010, 03:37 AM, said:
Maybe in the Middle East, but not here in Texas.
Almost every time I fly in real life, the sky is much hazier than in MSFS. When I was flying to and fro San Francisco a few weeks back, I kept thinking about the lack of haze and long visibility in MSFS.
Another thing I like about lower visibility is it hides the blurries. If we're lucky, Microsoft will finally figure out how to nail the blurries this time around, though.
#229
Posted 02 September 2010 - 04:35 AM
Mohammad, on Sep 1 2010, 03:37 AM, said:
The sky in FSX varies a lot and is not always hazy.
Also, most of the times it corresponds quite well to what I can see from real planes.
#230
Posted 02 September 2010 - 07:29 AM
Mohammad, on Sep 1 2010, 02:07 PM, said:
You should fly above India, it's always hazy no matter what altitude you're at
But hopefully the haze in MS F looks more natural.
#231
Posted 02 September 2010 - 08:57 AM
#232
Posted 03 September 2010 - 08:31 AM
Domo, on Aug 31 2010, 11:20 PM, said:
If I'm flying at 1,000ft, I kind of want to be able to see buildings and trees and traffic. At the same time, if I'm flying in a valley, the game shouldn't be rendering anything that I can't see yet. The problem right now is that FSX tries to render everything with in X mile radius, which is silly. It should render, in detail, only things that I can see at that moment. Worry about what's on the other side of the mountain later.
But if I'm flying at 30,000ft, I don't give a about trees, buildings, or traffic.
Quote
Why we have such a problem with FSX's clouds, I don't know. And it's not about the size of the atmosphere that's being rendered, it's about how the atmosphere is being rendered.
#233
Posted 03 September 2010 - 06:55 PM
#234
Posted 10 September 2010 - 09:25 PM