wird das der neue Flusi werden?
ZitatWir berichteten im Juli im Rahmen eines Interviews inklusive Livestream ausführlich über Stephen Borick und sein Next Generation Flight Simulator SIM-Posium – eine Plattform, die dem Austausch zur Entwicklung eines neuen Flugsimulators dienen sollte. Jetzt gibt es zahlreiche Neuerungen bei diesem Projekt. So wurde der Internetauftritt komplett überarbeitet, die Website präsentiert sich nun in einem schlanken und modernen Design. Außerdem hat sich der Name in Next Generation Interactive Software geändert. Das Ziel liege jetzt klar in der Produktion eines Flugsimulators, nicht nur im Sammeln von Ideen, so Stephen Borick.
Darüber hinaus sollen langfristig gesehen auch andere Simulatoren oder Software-Produkte angegangen werden, deshalb die Namensänderung – erst einmal habe der NextGeneration Flight Simulator (NGFS) aber Priorität. Außerdem hätten sich bereits zahlreiche Entwickler gemeldet, die Interesse an der Entwicklung eines neuen Simulators basierend auf der Unigine v2 Engine bekundeten, darunter auch ein größeres Team von Programmierern. Namen wollte Stephen Borick gegenüber flusinews.de zwar nicht nennen, auf der Website selbst ist aber von einem „huge game changer“, also einer banbrechenden Gelegenheit, die Rede.
http://www.flusinews.de/2015/09/neuer-…-startet-durch/
ZitatAlles anzeigenTHE GROWING FEATURES LIST
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Next Generation Flight Simulation:
Feature List:
- The Globe:
- Round Earth model – enabeling “Polar Operations” (90° N to 90° S) preferably in a WGS84-EGM96 standard with an elevation model from -40.000 ft (mariana trench) to +30.000 (Mt. Everest)
- Updatable Navigation Data Set (Navigraph/NavData Pro) with Updatable MagVar table.
- VOR, NDB, TACAN, ILS, GPS, etc
- Optimized DEM – maybe licensed from Pilot’s Global Ultimate addon?
- Athmospheric Model
- Correct Coastlines and Water bodys. May be possible to create realistic waves on beaches and landmass not “swim” on water
- Weather:
- 3D – Volumetric Clouds
- Rain effects on windshield
- Snow accumulation
- Multiplayer capablility for Weather (all players see the clouds at the same locations)…
- Real World Weather Updates as well as Historical Weather and Weather Themes adjustable to different locations (depature-enroute-destination)
- realistic turbulence and up/down drafts
- A plausible representation of Weather phenomina like dangerous Storms:
- Blizzard
- Cloud
- Downburst
- Dust storm
- Extratropical cyclone
- Firestorm
- Ice storm
- Lightning
- Supercell
- Thunderstorm, (Thundersnow)
- Tornado
- Tropical cyclone, (Hurricane)
- Waterspout
- Winter storm etc.
- Precipitation:
- Drizzle (Freezing drizzle)
- Graupel
- Hail
- Ice pellets
- Rain (Freezing rain)
- Snow Rain and snow
- mixed Snowm grains Snow, roller Slush.
Air Pollution (Smog)[*]Seasons:
- Winter
- Hard Winter
- Spring
- Summer
- Autum
- Dry season
- Wet season
- Scenery:
- Procedurally generated Scenery for the entire world.
- Capability to produce Hi Detailed Scenery including uneven Runways, large Cities, etc.
- OSM Data
- Flight Model:
- Correct Aircraft handling within the Flight Regime:
- Low Speed Stall
- High Speed Stall
- Climb rates
- Weight and balance calculations/influence
- fuel consumption
- Gliders- Prop- Turbo Prop – Jet – Helicopter- caracteristics
- Engine Mangement
- ATC/AI Traffic:
- Communication devices: VHF/HF radios
- Capability to handle Player and AI with SID/STAR and enroute with automated routefinder…
- realistic Runway deployment for Take-off and Landing Runways, maybe information taken from websites like Flightradar24 or FlightAware…
- VFR/IFR capability of ATC
- Emergency Capability
- Voice Recognition
- RW Airspace layout
- Option to import/export preferred routes
- CPDLC
- RW Airlines Flightplans
- Living World (Animals, Aircraft, Cars, Trains, Boats, etc.)
- Regional differences (lefthand/righthand traffic, Buildings, Vegetation, Animals, etc.)
- Ground Handling ala GSX/AES….
- Flightplan manager:
- Maybe we can license PFPX to handle the flight planning?
- NOTAM system
- SFX:
- Contrails, engine wash, sound, St. Elmo’s Fire, etc.
- Aircraft:
- Possibility of Hi Detail Aircraft like A2A and PMDG quality…
- Co-Pilot Capabilitys (Voice Control, FS2Crew)
- realistic and accurate “glass cockpit” (G1000; Proline21, Avydine , Airliners, etc.)
- Shared Cockpit
Support for Cockpit Builders[*]Multiplayer/Networking:
- VATSIM/IVAO integration….
- Multiplayer host
- FSUIPC functionality
[*]Real world headlines integration:
- Vulcanic Erruptions, War areas with No Fly Zones, Natural Desasters etc…
[*]Missions:
- Mission Creation Kit
- Civilian:
- SAR operations, Medical transport, etc.
- Military:
- AA/AG Combat capability
- Weapon Systems
- Radar/IR Imaging
- realistic Radar returns according to RCS
[*]Flight School:
- Basics of Flight
- Lift/Drag, Weight/Balance etc.
- Flight planning tutorial
- Airspace Organization
- Route Planning VFR/IFR, ETOPS, NAT’S, PACOTS, AUSOTS
- Fuel Planning
- Tutorial Flight
- Climb/Decent, Coordinated Turns, Steep Turns
- Take off training, energy control, Instrument Sceening
- Visual Approach and Landing Training
- VFR orientation training (Triangle Flight)
- IFR orientation training (VOR/TACAN, NDB, DME, GPS)
- IFR Landing training (VOR App, ILS App, etc.)
- Radio communications tutorial for Online Flight
- Delivery
- Apron/Ground
- Tower
- Depature
- Center
- Arrival
- Atlantic Crossing Radio Procedure (Shannon/Gander)
- Glider tutorial
- Prop tutorial
- Turboprop tutorial
- Jet tutorial
- Helicopter tutorial
[*]Damage/Physics Model:
- Emergency Landing Evaluation
[*]Time accelleration:
- Warp to WP/Alt/HDG under consideration of Fuel Burn etc.
[*]SDK:
[*]Auto Update Manager of all core components and addons!
[*]Car Drive to the Airport (“Built in”)
Lighting:
Volumetric lighting
http://nexgenflightsim.com/wordpress/
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