Van-d-all
Erudite
No helicopters on release
Handful of information for people not in the know (from this reddit thread):
- The whole world is mapped, 1:1 (using Bing maps, satellite and AI) you can fly anywhere
- Highly complex weather simulation, and real world weather. If there's a hurricane off the coast of Florida, it will be there in the game, you'll be able to fly into it
- Due to the level of detail, you will probably be able to see your house in the game (many alpha and early testers have confirmed this, albeit a very basic model) Edit: to clarify so as not to over-hype this, open Bing maps, look at your house, the AI will try to make a simplistic model of that. If your house is in a part of Bing with 3D or near an airport it may look more accurate) Edit 2: Here is an example of individual houses - https://youtu.be/Z2HwLeJSAGc?t=617 (the fidelity of this will apparently vary across the game, this is about the highest quality I've seen so far)
- It's got multiplayer, you can play with friends
- There is bush flying, you can literally land in the bush whether it's Alaska or Africa
- There will be real air traffic
- If you see a real plane flying overhead, there's apparently the possibility of taking control of it in the sim (I believe it has to be one of the supported models, someone can confirm this)
- If you have a fast internet connection that will allow the game to "stream" a high level of detail to your machine, conversely, there will be a completely offline mode available (with less detail)
- The minimum/recommended specs are available
- You can play it on XBox PC games pass, so if you get that 1 month for 1 dollar deal, you can try out the sim for a month
- The buttons and switches in the cockpit are all clickable and usable. They used hand-scanners to capture all the detail directly from the planes themselves. They also used arrays of microphones to capture the real sounds of the planes inside and out
- Apparently every airport in the world is in the game
- Third parties (other companies) will be developing extra stuff for the game (gives hope for gliders, helicopters, etc)
- No VR on launch but apparently it's something they may implement
A lot more stuff I can't think of right now, am not a flight sim head but really into this because I believe it's one of the most ambitious computer games I've ever seen in development
Edit: and to temper expectations and not go too nuts, here is a comment detailing some issues and mild criticism of the flight sim from an (unconfirmed) alpha perspective. The usual disclaimer applies; the alpha doesn't represent the final version of the game, issues described may or may not be present in the final release, etc.
Have to admit, I am hyped as fuck for this. This could finally be a good reason to upgrade my PC.
The kid is crazy about planes. Kodexian IQ levels. Even took him to try out some simulators, think one in Västerås cost me like close to 200 euros for half an hour to sit with a real pilot. Dont think he tried DCS.
He got this app on his phone where he does all the check up before take off in Flight Simulator. Takes like 45 minutes before he even lifts off.
He got good grades so its hard to deny him shit he likes. So I'll probably upgrade if needed.
Thing about Xbox version means that you need to play with a gamepad. Doubt that the flightstick will work on X unless they make one.
Handful of information for people not in the know (from this reddit thread):
- The whole world is mapped, 1:1 (using Bing maps, satellite and AI) you can fly anywhere
- Highly complex weather simulation, and real world weather. If there's a hurricane off the coast of Florida, it will be there in the game, you'll be able to fly into it
- Due to the level of detail, you will probably be able to see your house in the game (many alpha and early testers have confirmed this, albeit a very basic model) Edit: to clarify so as not to over-hype this, open Bing maps, look at your house, the AI will try to make a simplistic model of that. If your house is in a part of Bing with 3D or near an airport it may look more accurate) Edit 2: Here is an example of individual houses - https://youtu.be/Z2HwLeJSAGc?t=617 (the fidelity of this will apparently vary across the game, this is about the highest quality I've seen so far)
- It's got multiplayer, you can play with friends
- There is bush flying, you can literally land in the bush whether it's Alaska or Africa
- There will be real air traffic
- If you see a real plane flying overhead, there's apparently the possibility of taking control of it in the sim (I believe it has to be one of the supported models, someone can confirm this)
- If you have a fast internet connection that will allow the game to "stream" a high level of detail to your machine, conversely, there will be a completely offline mode available (with less detail)
- The minimum/recommended specs are available
- You can play it on XBox PC games pass, so if you get that 1 month for 1 dollar deal, you can try out the sim for a month
- The buttons and switches in the cockpit are all clickable and usable. They used hand-scanners to capture all the detail directly from the planes themselves. They also used arrays of microphones to capture the real sounds of the planes inside and out
- Apparently every airport in the world is in the game
- Third parties (other companies) will be developing extra stuff for the game (gives hope for gliders, helicopters, etc)
- No VR on launch but apparently it's something they may implement
A lot more stuff I can't think of right now, am not a flight sim head but really into this because I believe it's one of the most ambitious computer games I've ever seen in development
Edit: and to temper expectations and not go too nuts, here is a comment detailing some issues and mild criticism of the flight sim from an (unconfirmed) alpha perspective. The usual disclaimer applies; the alpha doesn't represent the final version of the game, issues described may or may not be present in the final release, etc.
Have to admit, I am hyped as fuck for this. This could finally be a good reason to upgrade my PC.
Apparently every airport in the world is in the game
Highly complex weather simulation, and real world weather. If there's a hurricane off the coast of Florida, it will be there in the game, you'll be able to fly into it
The recommended specs aren't that outrageous. For example a GTX 970 won't cost much these days off ebay. Unless you have a real potato it shouldn't be too bad. Think of the enjoyment your boy will get.
- CPU: AMD Ryzen 5 1500X, or Intel i5-8400
- GPU: Radeon RX 590, or Nvidia GTX 970
- VRAM: 4 GB
- RAM: 16 GB
- HDD: 150 GB
- Internetspeed: 20 Mbps (2.5 MB/s)
These days anything slightly above a toaster can run a flight sim if you adapt the details to what it can handle.
Take eg DCS which is based on a game that was first released in 2003 and supposed to run on Athlon 1700s with 1GB RAM. Of of course it would not run on them anymore but the basic visuals did not look so totally different to the current version.
Another thing is that payware aircraft often come with extremely complex computations (i.e. simulating entire computers within aircraft) which also have extremely shitty bottlenecks (like scripting engines). The thing with Microsoft is that the first release will come with aircraft that they could design all by themselves, that are probably not very deeply simulated (I doubt that their A320 will rival 10 years of development like the current payware products), use MSFS internals and will therefore run with very low system requirements. It is however possible that a future addon that you buy 3 years from now will have the same problem running decently because the computations are running through Python or whatever.
I think this release will be quite good for VFR, considering it has fantastic visuals and is promising to be extremely convenient to use. But I have no great hopes that anyone who flies tubeliners or even turboprops will be very impressed within the first 1-2 years, and most people will have MSFS as their 2nd sim. A bit like Aerofly FS on steroids.
Obviously a flight sim is considered an expensive game, meant to be played with expensive joysticks, but still. I wouldn't call it lightweight, that's for sure.
"I've already been playing around with the SDK, but; as many other developers such as have said, the SDK is very lacking in it's abilities and documentation."
He says that the simulator currently only supports models made in 3dsMax ("which I am highly unfamiliar with") at the moment. He cites the cost of the program as a main reason behind pausing development until a Blender exporter plugin can be created by Asobo. Prices for 3ds Max - which appears to be the sole supported modelling software - begin at $205 USD per month, or$1,620 USD per year.
The high price point will almost certainly act as a turn-off for smaller developers until plugins for other programs are released.
Another clue to the completeness of the SDK could be found in the most recent Development Roadmap infographic provided to us in the July 16th update. In it, we got our first peek at what would take place during and post-release.
Interestingly, alongside a number of "Partnership Series" marketing videos, a number of 'SDK Update' points were listed. Could this mean that the publisher, Microsoft, intends on iterating upon a completed SDK post-release, or that the SDK simply won't be complete upon release on August 18th?
One could go as far as to speculate whether this is down to a disconnect between the simulator's developer, Asobo Studio - based in France - and the product's publisher, Microsoft - based in the United States.
Whichever option it turns out to be, it sounds as though some third party developers are rattled by the sudden injection of a deadline - mid-August -into their workflow. In UK2000's post addressing the simulator, it was made clear that the first scenery conversions will just be beginning this month -the aforementioned MK-Studios are also in a holding pattern pending further information from the developer.
To conclude all of this: the impression I've gotten from compiling all of this information is that it is possible to create scenery, aircraft and other software in the SDK provided, however, third party developers are looking for more specialist tools to be compatible with their previous workflows used for Prepar3D and X-Plane 11.
The problem is, while it's taken years to get Prepar3D and X-Plane 11 addons to the standard they are, there's only a month to wait until Microsoft Flight Simulator's release.
Some more leaked footage showing the ultra-realistic gameplay
He takes off with extended airbrakes, doesn't know flaps, rudders, thrust reversers etc. But the Airbus flies like a champ.
Quilty. We are all excited. I know some guys who already defend MSFS like fanbois against any criticism although they have not played a single second.
I think it will look really good when the light is working as intended, but also run a bit like shit on non-latest hardware. It is graphically very demanding. It also looks sterile. I think the hot graphix will create new problems, namely that now you notice the absence of things like .. a realistic street looks wrong if there are no people walking around, a backyard needs realistic clothes lines and a park does not look right without realistic litter blowing in the wind. The things they have in the sim look really good but the increased resolution without "actual" detail also creates a diorama-effect that may become a bit depressing.
I don't know what it is but somehow I think this will still need a ton of work. It looks excessively detailed compared with current flight sims but also not good enough compared with flying in actual games (like GTA V) where there is actually something happening on the ground that is not complete eyewash.
I also want a flight sim where I can get really close to an airplane without it looking like a 1:48 scale model and tbh I don't get that either from videos of this one. It will look a bit better than the competition though.
And I want animated passengers and a copilot.