[net.micro.cbm] IFR

wanttaja@ssc-vax.UUCP (Ronald J Wanttaja) (01/21/85)

<I tried to mail this, but couldn't get it through...>

Ah, but there are two advantages IFR (Flight Simulator) has over FSII:

1.  Speed.  IFR updates aircraft attitude three times faster than FSII... 
because, I admit, it doesn't have to draw the outside view.  FSII updates
the screen once a second.  If the aircraft is rolling quickly, the screen
"jerks" to the new attitude.  In other words, you don't see a roll, you
just see a change in the horizon's position.  On IFR, push the stick to the
side and the artifical horizon ROLLs; updating aircraft attitude two or three   times a second.

2.  Controllability.  Contrary to what you might believe after trying FSII,
flying an airplane is easy.  Sublogic did an exceptional job simulating the
aircraft, but fell down when it came to actually controlling it.  They 
were left with the standard digital stick to control what is an analog
function- the method they chose, coupled with the slow speed of the
program, makes it impossible to fly in a manner similar to an aircraft.
IFR was designed to HANDLE like an aircraft,, as a primary design goal.
Put a pilot at the controls of FSII, and he/she will likely wobble all
over the sky, quite likely crashing a few times until he/she discovers
the differences between FSII and real flying.  Hand a pilot the joystick
for IFR, and no major problems will ensue.  Because of the digital stick,
IFR can't be perfect, either, but it takes very little getting used to.
At a computer show once, an instrument rated pilot flew IFR on an ILS
approach to a landing with minimal comment from me, without ever having
operated the program before... he just sat down and flew it.

I wrote IFR to try to simulate all the problems facing a pilot- fuel
conservation, navigation (IFR pilot must compare data from his 
instruments to a hard copy map), instrument scan, etc.  IFR compresses
all these problems, so you can encounter them over 20-30 minutes or so,
instead of 2 to 3 hours.  I am not a programmer... I am a pilot, who was
happening to learn how to program and decided to try writing a flight
simulator (which explains the emphasis on proper aircraft response).

As for the comments about mediocre graphics, guilty as charged.  I wrote
the VIC version first, then bought a 64 and rushed like hell to convert
the program in order to get the C-64 version on the market before 
Christmas 1983.  Made it, too.  The only thing in my defense is that the
instruments are easy to read, on both a monitor AND a TV.  I have since
written IFRII, which adds two terrain sets, a ground trace feature, and
thunderstorms imbedded in the clouds.

I don't wish to take anything away from Sublogic, however.  FSII is an 
excellent program, and well deserves its #1 position in the market.
IFR was the first realistic simulator out for CBM machines (beat
FSII to the market by 6 months) and it is the natural order of things
that it be superceded;  good things must come to an end.  And, don't
forget Hagar the Horrible's motto:  "I got mine."

As a wrapup, FSII is the better program.  But IFR is the better
SIMULATOR!  (and it's $20 cheaper...)

					    Ron Wanttaja
					    (ssc-vax!wanttaja)
					    Author of "IFR (Flight Simulator)"

doug@terak.UUCP (Doug Pardee) (01/25/85)

> Sublogic did an exceptional job simulating the
> aircraft, but fell down when it came to actually controlling it.  They 
> were left with the standard digital stick to control what is an analog
> function- the method they chose, coupled with the slow speed of the
> program, makes it impossible to fly in a manner similar to an aircraft.

I haven't tried FSII on the C-64, but I did get a chance to try it on
the Apple II-C, which has an analog joystick.  The controllability was
still bunk.  The problem was that the joystick was read immediately
after the new visual scene was presented, BEFORE you had time to
react to the current attitude!  You had to "lead" by about a second
on the controls, and I never did get the hang of it.

BTW, a few years ago I worked on a *real* flight simulator for a
contractor to USAF.  That system updated the out-of-cockpit view
30 times per second, with a 1/10 second lag between control input
and visual output (obviously 3 levels of pipelining were being used).
Even that small lag was unacceptable for simulating fighter-class
aircraft, so the control inputs were extrapolated 1/10 second into
the future.
-- 
Doug Pardee -- Terak Corp. -- !{hao,ihnp4,decvax}!noao!terak!doug