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Složitost ovládání XPL letadel od Petera Hagera Jeden příspěvek | Celý strom
XPL systémy a pluginy   27. 9. 2010 / 09:19
Warp10
Tak já sem to sem nedával abych někoho shazoval, jenom mě ta formulace prostě neuvěřitelně pobavila ... Nevím, jestli bych šel tak daleko, abych tvrdil, že nasimulovat v XPL pomocí pluginů jde absolutně cokoliv, to bych se pouštěl na tenký led, ale většina věcí asi nasimulovat nějak jde, takže paušálně tvrdit, že něco v letadle nejde kvůli omezením X-Plane, je samozřejmě alibismus. Jinak mi případá, že ten chlapík na videu ví o čem mluví, že to není žádný pako. Asi nemá cenu se v tom nějak nimrat, když nikdo z nás ten model nevlastní, třeba by sme se na něj mohli složit a Leoš by nám ho pak zrecenzoval ...
Jak sem řekl, nechci někoho shazovat a nechci pičovat do věcí, do kterejch zase tak úplně nevidim, ale stejně mi připadá, že, jak už to tak v životě bývá, realita faktu: "Většina ovladačů na panelu stejně nefunguje" trochu bolestně koliduje se sebeprezentací pana Hagera, který nasadil laťku opravdu hodně vysoko:

"Since most of my models are lowcost payware, you may ask:
• What do I get for my money?
• What makes the difference to other aircraft models available for x-plane?
The answer is simple: I feel that a virtual aircraft model has to be a SIMULATION, as realistic as it can be, rather than being a game.
I am well aware of the actual "mainstream" focusing on excellently modelled 3D objects. And there have been made some really great looking aircraft by other authors. For me this matter is not quite off topics, as the PlugIn Controlled Engines Object, recently published for the A345 and A346, shows. But most of that has to wait until the major systems like FADEC, auto-throttle, autopilot, FMS, fly-by-wire logig etc. are on the level I want them to be, which partially can only be realized by plug-in technology. In a professional simulator designed for pilot training, you will find a very sparse exterior model of the aircraft, but a cockpit which can hardly be distinguished from the one of the real aircraft. For this reason I am focusing in first place on the flightmodel and on photorealistic 2D panels, the function of the instruments and realism of procedures, in order to provide a sensation of flying which is as authentic as possible.
Please scroll down to see what I am offering here!
Each of my virtual aircraft is the result of extensive research for authentic data and hundreds of hours of design, construction and testflights. Undoubtly there are other authors creating fine aircraft models, be it payware or freeware. But there are many more who are less skilled or less patient. And patience is the key to realism, much more than talent. It takes several month of work, before I publish a new plane.
In fact, a lot of time is spent on research and collecting data and pictures of the aircraft. Whenever possible, I try to get a copy of the original POH or manual. Sometimes these documents are classified. Then the necessary information must aquired by interviewing pilots, engineers, mechanics, who understandably cannot violate the restrictions of confidentiality. But one can read between the lines, and by the time, more and more gaps of knowledge are closed. And one day even the pilot says: "Wow, that's realistic! I do not notice any difference to the flight characteristics of the real thing."
In order to obtain photorealistic panels with all their instruments in function, all objects are placed upon authentic drawings, to ensure the correct position of each item... as far as PlaneMaker permits it. The final artwork, based on fotographs of the real cockpit, is created after the funcionality has been varified during countless testflights.
Documentation: A POH is a must. Some are short, others are longer, depending on what's available and what's relevant for the flight simulator. Anyway, you receive sufficient information to perform realistic flight procedures."
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