[comp.sys.sgi] Flight Simulators...

markv@tillamook.uucp (Mark VandeWettering) (02/22/89)

In article <8212@watcgl.waterloo.edu> rhbartels@watcgl.waterloo.edu (Richard Bartels) writes:
>In article <27132@sgi.SGI.COM> tarolli@dragon.SGI.COM (Gary Tarolli) writes:
>>	Stalls are unpredictable in real-life.

>Nope.  Neither are spins.  The aerodynamics of both are laid out
>in any good pilot's instruction book.  Quite logical and quite
>standard physics.  As a university teacher I could never fathom why one
>of my students with a pilot's license thought the flight simulator
>was so uninteresting.  After I got my own license, I see why.
>Among other things, in real life you practise stalls and spins until you
>get sick of them (sometimes literally to the point of severe nausea)
>and learn through them, and sideslips, and take-offs, and landings,
>and coordinated turns, and spiral dives, and etc. all of the quirks
>and physical personality of a plane.  The behavior of the planes
>on the iris is completely phony.  Part of this is evident in the
>sheer caprice of their stall and spin behavior (or lack of it).

While the aerodynamics may be laid out in a pilots book, programming it
into a realistic simulation seems to be considerably LESS trivial.  
The aerodynamics are often described in a highly qualitative fashion.  Getting
a flight simulator to "feel" right is probably very hard.

The point I think that Richard is missing is that flight and dog are supposed
to be GAMES.  Fun.  You know, blast the other guy.  Figure out quirks in the 
program.  Is it really vital that the flight simulation be accurate when
you can have more fun zooming about?

Actually, I would like to know if people really crave realism, or they want
a video game-style simulation.  I have been considering writing a flight
simulator for the sun, and right now I am leaning toward game play rather
than realism as its chief goal.  Comments?

>-Richard

Mark VandeWettering

madd@adt.UUCP (jim frost) (02/27/89)

>I have been considering writing a flight
>simulator for the sun, and right now I am leaning toward game play rather
>than realism as its chief goal.  Comments?

Good luck.  Unless you do raw framebuffer manipulation, or have the
Sun graphics processor, Suns are far too slow to do reasonable
graphics on.  I suppose it wouldn't be that bad if you were doing wire
frame animation though.

As for realism versus game play, you might try for a mixture of both.
I don't particularly care if the game flies perfectly but it's pretty
disconcerting when an escape maneuver throws the plane into an
uncontrollable spin when in reality you would have just lost a lot of
altitude.  Just a thought.  Good explosions, flaming bits, twisting
wreckage, and the like would also be nice.  Kind of like some of those
arcade games they have now, polluting the minds of our younger
generation and all :-).

jim frost
madd@bu-it.bu.edu