Realism: Difference between revisions

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Many newcomers may wonder: Just how realistic ''is'' [[FlightGear]]'s [[aircraft]] and environment? Many novices may wonder: What is needed to get more realism and immersion from the FlightGear environment?
Many newcomers may wonder just how realistic [[FlightGear]]'s [[aircraft]] and environment are. Many novices may wonder what is needed to get more realism and immersion from the FlightGear environment.


== Aircraft ==
== Aircraft ==
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The underlying instrumentation models are very accurate, with many physical effects accounted for.
The underlying instrumentation models are very accurate, with many physical effects accounted for.


* The heading indicator has a small delay when it's slewing to your heading.
* The heading indicator has a small delay when it is slewing to the desired heading.
* The artificial horizon can tumble.
* The artificial horizon can tumble.
* The magnetic compass will rotate in all three axes and get stuck if the aircraft is tilted.
* The magnetic compass will rotate in all three axes and get stuck if the aircraft is tilted.
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* Some aircraft feature accurate electrical systems with batteries that will drain over time and instruments that need electricity.
* Some aircraft feature accurate electrical systems with batteries that will drain over time and instruments that need electricity.


Many aircraft have quite complete cockpits; several effects make cockpits look much better, including ALS shadows.
== Flight dynamics ==
== Flight dynamics ==


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File:Kansas_Scenery_Two.jpg
File:Kansas_Scenery_Two.jpg
</gallery>
</gallery>
 
* Many buildings, landmarks, windmills, chimneys, pylons, and skyscrspers represented where appropriate
* Over 20,000 real world airports included in the full [[scenery]] set. The recent world scenery version 2 brought many major improvements, including more detailed heightmaps and man-made features such as roads, rivers, and train tracks.
* Over 20,000 real world airports included in the full [[scenery]] set. The recent world scenery version 2 brought many major improvements, including more detailed heightmaps and man-made features such as roads, rivers, and train tracks.  
* Correct runway markings, runway lighting, and approach lighting.
* Correct runway markings including skid marks, runway lighting, and approach lighting.
* Detailed taxiways available for many airports.
* Detailed taxiways available for many airports.
* Sloping runways.
* Sloping runways.
* Airport beacon lights with rotating beacons.
* Airport beacon lights with rotating beacons.
* Accurate worldwide terrain based on the most recently released SRTM terrain data. 3 arc second resolution (about 90m spacing) for North and South America, Europe, Asia, Africa, and Australia.
* Accurate worldwide terrain based on the most recently released SRTM terrain data. 3 arc second resolution (about 90m spacing) for North and South America, Europe, Asia, Africa, and Australia. United States used the more accurate 1 arc second (30m) data.
* Roads, rivers, and train tracks.
* Roads, rivers, and train tracks.
* Realistic night lighting with lit urban areas and headlights on roads.
* Realistic night lighting with lit urban areas and headlights on roads.
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Atmospheric light scattering features accurate lighting of the sky and terrain; in addition, oceans and rivers are realistically shaded with ripples and sun reflections. Rayleigh scattering of distant terrain is supported, tinting the ground blue or red depending on the sun angle. With random trees, tree shadows are available; experimental aircraft ground shadows are also available.
Atmospheric light scattering features accurate lighting of the sky and terrain; in addition, oceans and rivers are realistically shaded with ripples and sun reflections. Rayleigh scattering of distant terrain is supported, tinting the ground blue or red depending on the sun angle. With random trees, tree shadows are available; experimental aircraft ground shadows are also available.
The sun is quite realisticslly textured in the sky, and has such effects as sun dogs and rings.


== Properties ==
== Properties ==
{{Stub|section=1}}
 
{{FGCquote
James Turner at one point started creating some properties under /sim/realism (mostly booleans for the moment), with the expectation that at some point we could create a GUI, and also use some Nasal to batch-configure the individual settings for different applications - flight trainer, game mode, kiosk, etc, etc. He remarked that he would be happy to add a /sim/realism/start-parked and /sim/realism/start-dark (though the latter involves aircraft designer help to hook the optional autostart functions of each aircraft). One concern relsting to this matter is touching the dreaded position init code, which is already baroque and complex. There's also the question of guessing a parking position when we don't have parking stand data - eg picking a point some distance away from the runway centerline (runway width * 5, maybe?), level with the threshold - but like all heuristics, this one has problems.
|1= I've started creating some properties under /sim/realism (mostly booleans for the moment), with the expectation that at some point we can create a GUI, and also use some Nasal to batch-configure the individual settings for different applications - flight trainer, game mode, kiosk, etc, etc. I'd be happy to add a /sim/realism/start-parked and /sim/realism/start-dark (though the latter involves aircraft designer help to hook the optional autostart functions of each aircraft). My concern is touching the dreaded position init code, which is already baroque and complex. There's also the question of guessing a parking position when we don't have parking stand data - eg picking a point some distance away from the runway centerline (runway width * 5, maybe?), level with the threshold - but like all heuristics, this one has problems.
<ref>{{cite web
|2= {{cite web
   | url    = http://sourceforge.net/p/flightgear/mailman/message/24944091/
   | url    = http://sourceforge.net/p/flightgear/mailman/message/24944091/
   | title  = <nowiki>Re: [Flightgear-devel] Issue with default starting scenario</nowiki>
   | title  = <nowiki>Re: [Flightgear-devel] Issue with default starting scenario</nowiki>
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   | script_version = 0.25
   | script_version = 0.25
   }}
   }}
}}
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