[Real Pic Simulator 1.3.0.0 18 24

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Everardo Laboy

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Jun 13, 2024, 4:30:47 AM6/13/24
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This accomplishment reflects the growing demand and trust in our products, solidifying our position as leaders in the force sensor market for flight stick controllers. We take pride in contributing to the success of pilot schools and professional flight simulators, where our devices are being widely utilized.

real pic simulator 1.3.0.0 18 24


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This milestone not only signifies the excellence of our sensors but also the preference of those seeking unparalleled quality, durability, and performance through the use of products specially designed for such purposes.

The new F18CGRH v2 includes support for the F/A-18 Stick Adapter and Haptic vibration technology as a new warning system, providing a necessary feedback especially for VR and F/A-18 Stick Adapter users. Feedbacks already included are warning and maximum force signals.

The new cockpit represents the ideal hardware platform for F-35 pilot training in mixed reality environments or with traditional visual systems. The high-fidelity HOTAS, panels, and seat replicas play a key role in avoiding the results of feared negative training.

Realsimulator attended the fair and publicly presented the VR units for the F-16, Typhoon and F-35. We also premiered the F-35 simulation cockpit, primarily focused for mixed reality and tactical mission training, which garnered significant interest from numerous visitors.

Lastly, we would like to take this opportunity to express our gratitude to all the clients and visitors who stopped by our booth during the three-day fair, and we want to highlight the excellent reception of our products.

We would like to inform you that we have added new products to our professional catalog, the VR Flight Chair. A hardware platform for VR equipped with realistic flight controls at an affordable cost. The new VR Flight Chair is made up of an office chair customized with an auxiliary metal structure extremely rigid to fix the HOTAS controls.

We also want to take this opportunity to inform that we are looking for companies already introduced in the professional simulation market to expand our network of distributors. If you are interested, please, fill out the distributor form, we will be in contact with you soon!

The Realsimulator team is pleased to inform that adds a new product to the professional catalog, the F16 VR Station, a hardware platform for F-16 pilot training in virtual reality. It is a true realistic starting point in the training environment to no lead a negative training.

Also, we want to inform that a new RS_TOOLS package (v1.04) has been published and it is available for download on the Download page. There you will find a relation with all the updates included on the package.

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I was curious if any one knew for sure if the sim is in real time. As in if you flew from one to place to another in real life and it took 2hours take off to land it would take the same time in the sim (given you are traveling the same knots in the sim as in real life).

I flew from Phenix to Las Vegas tonight (loved flying into Vegas at night). It took 44 minutes take off to land. Out of curiosity I googled the real life duration and it showed 1h and 10m. So not far off.

You are suffering from the problem of knowing the area well, and thus see every tiny difference magnified. For me New York, and San Francisco look amazing. I might not say that if I lived there, as I might notice such, and such a building is not represented.

When I can find both of my properties that show both my open air and covered arenas as well as representation of my out buildings I must admit the scenery is the best of any of the flight simulators out of the box. Granted some of the auto generated buildings are not exact, the fact they are there is amazing. To say the simulation scenery is rubbish is a bit disingenuous.

With regards to Sydney - I still head-desk at the forgetting to include the Harbour bridge. The opera house looks pretty decent all things considered, but even since FS98, The harbour bridge and Sydney Tower was included. FS2002 added the Anzac bridge as well.

Asobo were on a loss from the start when you consider people like the OP. Unless they handcrafted every single persons local hill, tree, house, pub and landmark they were always gonna have people whinge at them.

Asobo should have handcrafted all the things people have whined about on here and released the game in 2064 instead. An entire planet accurately (not perfectly) but accurately portrayed using nothing but AI and handcrafting where possible is just not enough for the eagle eyed local is it.

First of all: I'm using react navigation. When I open the perf monitor on the simulator and I navigate to a new screen (in the same stack navigator), the JS thread drops with about 6-8 frames (from 60 to 52-54). On the real device with 18-20 frames (from 60 to 40-42). I navigate to the exact same screen.

Secondly, I load local images through require. On the simulator, they appear almost instantly. On the real device, it takes some time before they appear. For example, I have a screen with a background image. On the simulator, it's instantly shown. On the real device however, it takes about a second to load.

I'm using a lot of animations in my app. I'm using reanimated to run the animations on the UI thread. In the simulator, they all work very smoothly, but on the real device, it seems like they are having some issues. They're not that smooth as on the simulator.

I'm testing on the real device, so the react native code is still on my laptop. The app is not running on my phone yet, so all request go through the cable which connects my phone to my laptop. This results in some lag.

Also I noticed something weird: running the same app in the simulator consumes about the double of RAM memory then on the real device. In the perf monitor on the simulator, when I open the app, or I do some actions, there is more RAM memory used than on the real device (around 30-40 mb, sometimes around 70-80 mb, depeding on the simulator type and ios version).

I've tested the release build instead of the debug build on my real device. I see a better performance than in the debug build, so that's good. The problem now is: I can't check the perf monitor. Does someone know a good tool to check the performance of a release build?

Microsoft Flight Simulator has "flight lessons" with a virtual flight instructor, some of which teach concepts that are taught during actual flight training. These simulators are becoming very realistic, and I can see them being helpful as an introduction to a subject prior to running the Hobbs meter and paying for actual flight time. Will this experience help or hurt someone who decides to become a real pilot? Is it a tool which can help students/instructors in an actual training environment?

Clarification:
This was written about Microsoft Flight Simulator X (FSX). Parts of the answer probably apply to the new Microsoft Flight Simulator (2020 release), but that isn't what I had in mind when writing this. Maybe a new answer will be appropriate after using MSFS for some time.

Especially when I was a student, I found this incredibly helpful for my long cross country flights. You can look at a map all you want, but its still not the same as sitting in the simulator, and looking around ("I see the mountain on my left.... and the lake below me. I can follow this valley all the way to the airport..." etc). And I've generally found the simulator, with good terrain and textures loaded, can be pretty close to reality.

The night before I did a student flight from KBFI to KVUO, I flew the entire thing in FSX. The next day, it really felt pretty much like making the same flight all over again. Based on the landmarks, timing, views, etc, I knew exactly where I was, and I was confident that everything was going right.

Because of these limitations, I would NOT use a flight simulator to try to learn takeoffs, landings, or certain maneuvers. (You can learn the "procedure" in a simulator... when to reduce power, when to add flaps. But the "feel" will be all wrong).

Typically in real-world training, my instructor told me: "We're going to practice engine-out emergencies" and my mind immediately starts preparing for that... And naturally, we have to do them at a safe altitude in a safe area.

In a flight simulator, you can set up the computer to give you a random emergency at a random time. You might get the problem on short-final, or over a metro-downtown area. Something that you just can't do in reality.

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