Re: Fsps Sim Physics X For Fsx

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Вячеслав Бахтыгозин

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Jul 17, 2024, 6:19:37 PM7/17/24
to giasaconse

I have used Accu Feel for sometime and it's a nice little addon, can't speak to Sim Physics. RealAir and A2A (who developed Accu Feel) and I suspect a few others are actually adding these effects directly into their planes, so as more developers add these cool effects there will probably be less of a need for these addons? Just a thought!

fsps sim physics x for fsx


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I have both. SimPhysics is uninstalled, i didn't find it added much of anything to the experience. AccuFeel has good and subtle effects but as noted above not all payware aircraft like it. It can, however, be disabled on a case-by-case basis.

Not sure if you guys are having a problem with commercial jets and Accusim, but I own about 75 payware GA aircraft, and have never had a problem. A2A, Carenado, Sibwings, Alabeo, FlightReplicas, Milviz, Aerosoft work great.

In my experience, Accusim works great for all of the GA payware aircraft I listed in my earlier post. I was basically wondering if people were having problems with Accufeel and certain payware commercial jets. I don't own any, so I wouldn't know.

Question: Does it really add that much to the over all experience? Its just that the experience of flying A2A always feels great with loads of different effects and sounds to it. So does the Accu-Feel package just pump up the effects that are already there or does it add something extra? I fly Cherokee, C182, B17 and Mustang

It doesn't add anything to the Accu-sim aircraft - in fact, it's off by default when they're loaded. It enhances other aircraft (default, freeware, payware) mainly with sounds, also by adding some ground and water physics and some turbulence effects. I use it with the Manfred Jahn C-47 - mainly by moving the cabin integrity slider to "bucket of bolts," which gives it a nice barely-stuck-together feeling. Works nicely with TuFun's sound package. So it's good for applications like that. If you're exclusively an Accu-sim flyer, there's no point.

I suspect it sometimes causes issues with some payware (for example, by ramping up ground friction) but I haven't had a chance to test this out. You always have the option of turning it off for individual aircraft or globally.

I had Accu-Feel installed but couldn't see really what it was doing for me above what I was getting with good quality GA payware and ASN. Also I suspected some conflicts with ASN in turbulence and with the payware aircraft on stall characteristics. I thought it was just really unnecessary so I threw it on the scrap heap. Too many cooks in the kitchen. Not the first payware I chucked.

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Let's hope future simulators do more of what seodave is wishing for. Some of it can be done with addons now already. A2A needles move. AS16 turbulence. Ezdok headshake. It really depends on what the market by and large want from their simulator. For modelling IFR and systems for tubeliners, you don't need that good a physics model. For aerobatics you absolutely do.

With regard to ground friction, which by default is not great in any ESP-based sim, PMDG's new 747 and FSL's A320 have very good ground friction modeling and you can find payware stuff such as TSR Autobrake and Frictionality which will also add that kind of thing:

A full version of FSUIPC can help with how wind and aerodynamics are handled, as can quite a few of the well known weather add-ons. Similarly you can add a vertical air mass component with a few add ons aimed at making gliding more fun without specifically creating a mission with thermals in it. Theoretically there is vertical air mass movement in FS, (see your settings for 'thermal visualisation' to change how it shows up, i.e. if you have it on 'natural', you'll see birds circling where the thermals are), but to be honest, it is done better in dedicated soaring simulations such as Condor, although as noted, some add-ons can tweak it a bit and add other elements such as airframe icing.

I do agree with you that the way the ASI fluctuates, particularly in a small aeroplane in real life, isn't especially well modeled in any flight sim so as a general rule I concur that it is a bit crap in FS. Being mainly a glider pilot in real life myself, I've always bemoaned the fact that the air mass modeling in many flight sims is poor, particularly when we consider that it is the medium we are actually flying through. But the truth is, many pilots who are less dependent on the weather than those of us who fly gliders, are often less aware than they should be of how much it can affect things, simply because most of the time, an aeroplane with an engine can simply power its way through such effects, thus they often go unnoticed; it's only when there's a significant crosswind or a microburst or something that many pilots of powered aircraft begin to appreciate the effect of the moving air mass. I have often observed the shadow of aircraft I've flown for real travelling backwards across the landscape when I've had an airspeed of 40 or 50 knots on the clock, and seen that shadow stay completely stationary as I put the nose into the the updraft from a hill. Incidentally, you can actually do that in FS: try setting a wind speed of 60 knots and take the default Piper Cub off into that wind and you'll see it take off backwards, but what you probably won't see, is the wind gradient making the airspeed over the ground change as you get above the friction of the land, as you certainly do in a real aeroplane. I've even taken gliders up to over 20,000 feet and had to use oxygen because of that, and this is from an initial release from aerotow height of 1,500 feet - thanks to standing wave lift - that's a gain of over well 18,000 feet with no engine at all apart from the one nature provided, and that thing is going up like a rocket in those circumstances, so it is certainly the case that the contour of the land can affect the air for many miles downwind in a very significant way in real life, it's just that in an airliner doing 250 knots or even a Cessna doing 100 knots, the chances of noticing it making a big change are much reduced. But that air around us is moving a lot more than many appreciate, and it would be great to see that done properly in a flight sim.

I daresay many might imagine that the nuances of weather are not that important for big &@($* airliners, but all I can say on that, is that even though I've never been at the controls of a 747 for real, with that massive tail fin acting like a sail (not to mention the entire side of the fuselage too) and the rudder doing bugger all to help with steering until the things starts moving appreciably when there is some airflow over it, I'm pretty damn sure a real 747 pilot would have something to say about that not being too important with regard to simulating how it handles lol.

Many thanks for Chock, Bert, Glider1 and Bonchie for your replies. Pretty much as I imagined - I agree it'll very much never happen (at least certainly not in FSX anyway) but it is very nice to know that there are others out there whom have noticed the same things and would be interested in their development. FSX is very broad in terms of whom uses the platform which is probably the main reason none of what I listed will likely ever be added (great points regarding larger aircraft), but it is interesting to know also that there are some add-ons that may help with things like this, plus a few aircraft (such as A2A - thanks Glider1) that have their own 'physics engine'. Bert - I think I'll take a closer look at X-Plane just out of interest, thanks for the heads up.

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