Flight simulation video game: Difference between revisions
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{{Short description|Video game genre}} |
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{{About|the video game genre|professional simulators|Flight simulator}} |
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[[File:FG-787.jpg|thumb|upright=1.3|Screenshot from the ''[[FlightGear]]'' simulator]] |
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{{Simulation VG}} |
{{Simulation VG}} |
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''' |
A '''flight simulation video game''' refers to the [[simulation]] of various aspects of flight or the flight environment for purposes other than flight training or aircraft development. A significant community of simulation enthusiasts is supported by several commercial software packages, as well as commercial and homebuilt hardware. [[Open-source software]] that is used by the aerospace industry like ''FlightGear'', whose flight dynamics engine (JSBSim) is used in a 2015 [[NASA]] benchmark<ref name=":0">{{Cite web|date=2015|title=Further Development of Verification Check-casesforSix-Degree-of-Freedom Flight Vehicle Simulations|url=https://nescacademy.nasa.gov/src/flightsim/Reports/aiaa-15-1810-EOM_chkcases-II.pdf|url-status=live|archive-url=https://web.archive.org/web/20210310134926/https://nescacademy.nasa.gov/src/flightsim/Reports/aiaa-15-1810-EOM_chkcases-II.pdf|archive-date=March 10, 2021|website=NASA Engineering and Safety Center Academy}}</ref> to judge new simulation code to space industry standards, is also available for private use. A popular type of flight simulators video games are [[combat flight simulation game|combat flight simulators]], which simulate combat air operations from the pilot and crew's point of view. Combat flight simulation titles are more numerous than civilian flight simulators due to variety of subject matter available and market demand. |
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==History and use== |
==History and use== |
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===Arcades (1970s–1990s)=== |
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Prior to the rise of [[video game]]s, [[Sega]] produced [[arcade game]]s that resemble video games, but were in fact [[Electro-mechanical game|electro-mechanical games]] that used [[Rear projection effect|rear]] [[Image projector|image projection]] in a manner similar to the ancient [[zoetrope]] to produce moving [[animation]]s on a [[Projection screen|screen]].<ref name="Cohen">{{citation|title=Killer Shark: The Undersea Horror Arcade Game from Jaws|author=D.S. Cohen|publisher=[[About.com]]|url=http://classicgames.about.com/od/arcadegames/p/KillerShark.htm|accessdate=2011-05-03}}</ref> One such electro-mechanical game by Sega was ''[[Electro-mechanical game|Jet Rocket]]'', a crude [[flight simulator]] featuring [[Aircraft flight control system|cockpit controls]] that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.<ref>{{KLOV game|17309|Jet Rocket}}</ref> In 1975, [[Taito]] released a simulator video game, ''[[Tomohiro Nishikado#Interceptor|Interceptor]]'',<ref name="Dreams">{{cite web|title=Tomohiro Nishikado's biography at his company's web site|publisher=Dreams, Inc.|archiveurl=http://replay.waybackmachine.org/20090401041713/http://www.dreams-game.com/profile/president.html|archivedate=2009-04-01|url=http://www.dreams-game.com/profile/president.html|accessdate=2011-03-27}}</ref> which was a crude arcade [[First-person shooter|first-person]] combat flight simulator that involved using an eight-way [[joystick]] to aim with a crosshair and shoot at enemy aircraft that move in formations of two and [[2.5D|scale in size]] depending on their distance to the player.<ref>{{KLOV game|8195|Interceptor}}</ref> |
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{{Further|Combat flight simulation game#History}} |
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Prior to the rise of [[video game]]s, [[Sega]] produced ''[[electro-mechanical game|Jet Rocket]]'' (1970), a first-person arcade [[combat flight simulator]] [[electro-mechanical game]] (EM game) featuring [[Aircraft flight control system|cockpit controls]] that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.<ref>{{KLOV game|17309|Jet Rocket}}</ref> The game displayed three-dimensional terrain with buildings, produced using special belt technology along with fluorescent paint to simulate a night view.<ref>{{cite web |title=SEGA JET ROCKET(セガジェットロケット) |url=https://sega.jp/history/arcade/product/11514/| archive-url=https://ghostarchive.org/archive/20211002/https://sega.jp/history/arcade/product/11514/| archive-date=2021-10-02 |website=[[Sega]] |access-date=2 May 2021 |language=ja}}{{cbignore}}</ref> Upon its debut, the game was cloned by three arcade manufacturers.<ref name="NG">{{cite magazine |title=Did you know that Sega was started by an American? |magazine=[[Next Generation (magazine)|Next Generation]] |date=19 November 1996 |issue=24 (December 1996) |pages=6–10 |url=https://archive.org/details/NextGeneration24Dec1996/page/n7/mode/2up}}</ref> Sega's last EM flight simulator was ''Heli-Shooter'' (1977), which combines the use of a [[Central processing unit|CPU]] processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting a [[helicopter]] using a throttle joystick (to accelerate and decelerate) and pedals (to maneuver left and right) across a realistic three-dimensional landscape and shooting at military targets across the landscape.<ref name="Heli">{{cite web |title=Thrills On A Grand Scale With Heli-Shooter |url=http://www.pinrepair.com/arcade/shelishoot.htm| archive-url=https://ghostarchive.org/archive/20211002/http://www.pinrepair.com/arcade/shelishoot.htm| archive-date=2021-10-02 |publisher=[[Sega]] |year=1977 |access-date=16 May 2021}}{{cbignore}}</ref><ref name="CB146">{{cite magazine |title=Sega Beginning Shipment Of New 'Heli-Shooter' & 'Sega Soccer' Games |magazine=[[Cash Box]] |date=December 31, 1977 |page=146 |url=https://retrocdn.net/images/d/d2/CashBox_US_1977-12-31.pdf#page=200| archive-url=https://web.archive.org/web/20210516064245/https://retrocdn.net/images/d/d2/CashBox_US_1977-12-31.pdf| archive-date=2021-05-16}}</ref> |
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Flight simulators were among the first types of programs to be developed for early [[personal computer]]s. Bruce Artwick's [[subLOGIC]] simulators were well known for the functionality they managed to get onto 8-bit machines. Key computer game technologies such as 3D graphics, online play, and modding were first showcased in combat flight simulators such as [[Red Baron II]] and [[European Air War]].{{Citation needed|date=February 2009}} The game world in flight simulators is often based on the real world.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> However, they are often confined to one part of the game world by invisible boundaries. In some games, the aircraft simply halts in midair, while other games force the player to turn around. However, many games solve this boundary problem by wrapping the game world as a sphere.<ref name="fundamentals"/> |
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Combat flight simulator video games began appearing in arcades from the late 1970s. In 1975, [[Taito]] released a simulator video game in [[Amusement arcade|arcades]], ''[[Tomohiro Nishikado#Interceptor|Interceptor]]'',<ref name="Dreams">{{cite web|title=Tomohiro Nishikado's biography at his company's web site|publisher=Dreams, Inc.|archive-url=https://web.archive.org/web/20090401041713/http://www.dreams-game.com/profile/president.html|archive-date=2009-04-01|url=http://www.dreams-game.com/profile/president.html|access-date=2011-03-27}}</ref> which was a crude arcade [[First-person shooter|first-person]] combat flight simulator that involved using an eight-way [[joystick]] to aim with a crosshair and shoot at enemy aircraft that move in formations of two and [[2.5D|scale in size]] depending on their distance to the player.<ref>{{KLOV game|8195|Interceptor}}</ref> |
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Although these games strive for a great deal of realism, they often simplify or abstract certain elements to reach a wider audience. Many modern fighter aircraft have hundreds of controls, and flight simulator games usually simplify these controls drastically. Further, certain maneuvers can knock a pilot unconscious or rip their aircraft apart, but games do not always implement these concerns.<ref name="fundamentals"/> |
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In the late 1980s, it became a trend for arcade flight combat simulators to use hydraulic [[motion simulator]] [[arcade cabinet]]s.<ref name="arcadeheroes">{{cite news |title=Sega's Wonderful Simulation Games Over The Years |url=https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/| archive-url=https://ghostarchive.org/archive/20211002/https://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/| archive-date=2021-10-02 |access-date=22 April 2021 |work=Arcade Heroes |date=6 June 2013}}{{cbignore}}</ref><ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |title=The Sega Arcade Revolution: A History in 62 Games |date=6 July 2018 |publisher=[[McFarland & Company]] |isbn=978-1-4766-3196-7 |pages=96–9 |url=https://books.google.com/books?id=7qZhDwAAQBAJ}}</ref> The trend was sparked by [[Sega]]'s "taikan" games, with "taikan" meaning "body sensation" in Japanese.<ref name="Horowitz"/> [[Yu Suzuki]]'s team at Sega (later known as [[Sega AM2]]) developed hydraulic motion simulator cockpit cabinets for flight combat games such as ''[[Space Harrier]]'' (1985), ''[[After Burner]]'' (1987) and the [[R360]] games.<ref name="arcadeheroes"/><ref>{{cite book |last1=Lendino |first1=Jamie |title=Attract Mode: The Rise and Fall of Coin-Op Arcade Games |date=27 September 2020 |publisher=Steel Gear Press |page=331 |url=https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA331}}</ref> |
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A popular type of flight simulator are [[combat flight simulator]]s, which simulate combat air operations from the pilot and crew's point of view. Combat flight simulation titles are more numerous than civilian flight simulators due to variety of subject matter available and market demand. |
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Arcade flight simulator games began adopting 3D polygon graphics in the late 1980s, with titles such as Taito's ''[[Landing (series)|Top Landing]]'' (1988).<ref>{{cite book |last1=Arsenault |first1=Dominic |title=Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System |date=2017 |publisher=[[MIT Press]] |isbn=978-0-262-03656-6 |page=129 |url=https://books.google.com/books?id=DPsMEAAAQBAJ&pg=PA129}}</ref> Taito's ''[[Landing (series)|Midnight Landing]]'' (1987) and ''Top Landing'' did not have air combat, but instead simulated a commercial airliner, while utilizing motion simulator cockpit cabinets. Arcade flight combat simulators later began adopting 3D polygons with Taito's ''[[Air Inferno]]'' (1990) and ''[[Steel Talons]]'' (1991) by [[Atari Games]].<ref>{{cite news |title=Looking At Taito's history As They Turn 60 |url=https://arcadeheroes.com/2013/08/27/taito-turns-60/| archive-url=https://ghostarchive.org/archive/20211002/https://arcadeheroes.com/2013/08/27/taito-turns-60/| archive-date=2021-10-02 |access-date=19 May 2021 |work=Arcade Heroes |date=2013-08-27}}{{cbignore}}</ref> |
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[[Image:FlightGear Screenshot.jpg|thumb|left|Screenshot from [[FlightGear]]]] |
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In the early 2000s, even home entertainment flight simulators had become so realistic that after the events of [[September 11, 2001 Terrorist Attacks|September 11, 2001]], some [[journalist]]s and experts speculated that the [[Aircraft hijacking|hijackers]] might have gained enough knowledge to steer a passenger airliner from packages such as ''[[Microsoft Flight Simulator]]''. [[Microsoft]], while rebutting such criticisms, delayed the release of the 2002 version of its hallmark simulator to delete the [[World Trade Center]] from its [[New York]] scenery and even supplied a [[Patch (computing)|patch]] to delete the towers retroactively from earlier versions of the sim. |
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===Personal computers (1990s–present)=== |
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The advent of flight simulators as home video game entertainment has prompted many users to become "airplane designers" for these systems. As such, they may create both military or commercial airline airplanes, and they may even use names of real life airlines, as long as they don't make profits out of their designs. Many other home flight simulator users create fictional airlines, or virtual versions of real-world airlines, so called [[virtual airline]]s. These modifications to a simulation generally add to the simulation's realism and often grant a significantly expanded playing experience, with new situations and content. In some cases, a simulation is taken much further in regards to its features than was envisioned or intended by its original developers. ''[[Falcon 4.0]]'' is an example of such modification; "modders" have created whole new warzones, along with the ability to fly hundreds of different aircraft, as opposed to the single original flyable airframe. |
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Flight simulators were among the first types of programs to be developed for early [[personal computer]]s<ref name="gamasutra_elite">{{cite web | last = Barton | first = Matt |author2=Bill Loguidice | title = The History of Elite: Space, the Endless Frontier | website = [[Gamasutra]] | date = April 7, 2009 | url = http://www.gamasutra.com/view/feature/3983/the_history_of_elite_space_the_.php| archive-url=https://ghostarchive.org/archive/20211002/http://www.gamasutra.com/view/feature/3983/the_history_of_elite_space_the_.php| archive-date=2021-10-02 | access-date = 2009-12-27}}{{cbignore}}</ref> and began adopting [[3D computer graphics|3D polygon graphics]] in the early 1990s, with titles such as [[Stunt Island]] (1992), [[Star Wars: X-Wing (video game)|Star Wars: X-Wing]] (1993), and [[Strike Commander]] (1993).<ref>{{Cite web |title=The Making of Stunt Island |url=https://fabiensanglard.net/stunt_island/ |access-date=2024-09-09 |website=fabiensanglard.net}}</ref><ref>{{Cite web |title=Strike Commander: Interview with Frank Savage |url=https://fabiensanglard.net/sc_podcast/ |access-date=2024-09-09 |website=fabiensanglard.net}}</ref><ref>{{Cite web |title=RSI Museum: Twenty Years of Strike Commander - Roberts Space Industries {{!}} Follow the development of Star Citizen and Squadron 42 |url=https://robertsspaceindustries.com/comm-link/transmission/13027-RSI-Museum-Twenty-Years-Of-Strike-Commander |access-date=2024-09-09 |website=RSI Museum: Twenty Years of Strike Commander - Roberts Space Industries {{!}} Follow the development of Star Citizen and Squadron 42 |language=en}}</ref> The game world in flight simulators is often based on the real world.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html| archive-url=https://ghostarchive.org/archive/20211002/http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html| archive-date=2021-10-02}}{{cbignore}}</ref> However, they are often confined to one part of the game world by invisible boundaries. In some games, the aircraft simply halts in midair, while other games force the player to turn around. However, many games solve this boundary problem by wrapping the game world as a sphere.<ref name="fundamentals"/> |
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Although these games strive for a great deal of realism, they often simplify or abstract certain elements to reach a wider audience. Many modern fighter aircraft have hundreds of controls, and flight simulator games usually simplify these controls drastically. Further, certain maneuvers can knock a pilot unconscious or rip their aircraft apart, but games do not always implement these concerns.<ref name="fundamentals"/> |
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One way that users of flight simulation software engage is through the internet. Virtual [[Aviator|pilot]]s and virtual [[air traffic controller]]s take part in an online flying experience which attempts to simulate real-world aviation to a high degree. There are several networks where this sort of play is possible, the most popular ones being [[VATSIM]] and [[International Virtual Aviation Organisation|IVAO]]. Virtual Skies provides a low barrier of entry allowing any level member to fly or control without worrying if something goes wrong. Virtual Skies covers mainly UK & USA VATSIM and is generally regarded to have better coverage of the virtual North America and Great Britain, while IVAO's pilots and controllers generally fly and control the virtual Europe, Africa and South America. IVAO's ATC certification process is not as strict as VATSIM's, which allows for a greater number of controllers to be available, but guarantees their proficiency to a lesser degree than VATSIM. Both networks receive anywhere from 300 to 900 ATC and pilot connections, depending on the time of day. |
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In the early 2000s, even home entertainment flight simulators had become so realistic that after the events of [[September 11, 2001 Terrorist Attacks|September 11, 2001]], some [[journalist]]s and experts speculated that the [[Aircraft hijacking|hijackers]] might have gained enough knowledge to steer a passenger airliner from packages such as ''[[Microsoft Flight Simulator]]''. [[Microsoft]], while rebutting such criticisms, delayed the release of the 2002 version of its hallmark simulator to remove the [[World Trade Center (1973-2001)|World Trade Center]] from its [[New York City]] scenery and even supplied a [[Patch (computing)|patch]] to delete the towers retroactively from earlier versions of the sim. |
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The advent of flight simulators as home video game entertainment has prompted many users to become "airplane designers" for these systems. As such, they may create both military or commercial airline airplanes, and they may even use names of real life airlines, as long as they do not make profits out of their designs. Many other home flight simulator users create fictional airlines, or virtual versions of real-world airlines, so called [[virtual airline (hobby)|virtual airlines]]. These modifications to a simulation generally add to the simulation's realism and often grant a significantly expanded playing experience, with new situations and content. In some cases, a simulation is taken much further in regards to its features than was envisioned or intended by its original developers. ''[[Falcon 4.0]]'' is an example of such modification; "modders" have created whole new warzones, along with the ability to fly hundreds of different aircraft, as opposed to the single original flyable airframe. |
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One way that users of flight simulation software engage is through the internet. Virtual [[Aviator|pilot]]s and virtual [[air traffic controller]]s take part in an online flying experience which attempts to simulate real-world aviation to a high degree. There are four networks where this sort of play is possible, the most popular ones being [[VATSIM]] and [[International Virtual Aviation Organisation|IVAO]]. The virtual airspace provided by both organizations provides users a low barrier of entry. This allows any member, regardless of skill, the ability to fly without worrying if something goes wrong. The provided airspace on both networks covers the entire globe, VATSIM is generally regarded to have better coverage of North America, Europe, and Australia, while at IVAO pilots and controllers generally fly and control in Africa and South America, in addition to Europe. Both networks receive 600 to 900 ATC and pilot connections daily. |
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<!-- Image with inadequate rationale removed: [[Image:Il-2 Sturmovik.jpg|thumb|Screenshot from [[IL-2 Sturmovik (computer game)|IL-2 Sturmovik]], a [[World War II|WWII]] combat flight simulator]] --> |
<!-- Image with inadequate rationale removed: [[Image:Il-2 Sturmovik.jpg|thumb|Screenshot from [[IL-2 Sturmovik (computer game)|IL-2 Sturmovik]], a [[World War II|WWII]] combat flight simulator]] --> |
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===Video game console=== |
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===Video game consoles (1990s–present)=== |
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Much rarer but still notable are flight simulators available for various [[game consoles]]. The most notable{{Citation needed|date=March 2009}} of these were [[Pilotwings]], made available for the [[Super Nintendo Entertainment System|Super Nintendo]], the sequel [[Pilotwings 64]] for the [[Nintendo 64]] and the ''[[Ace Combat]]'' series on PlayStation 1&2. The very rare [[Sky Odyssey]] is yet another example of console flight simulators. Due to the restrictive nature of a game console's ability to simulate environments properly in general and the processing limitations of these systems in particular, game console-based flight simulators tend to be simplistic and have a more arcade-like feel to them.{{Citation needed|date=March 2009}} While generally not as complex as PC based simulators, console flight simulators can still be enjoyable to play, though their 'simulation' status is disputed by many in the flight simulation community. |
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Much rarer but still notable are flight simulators available for various [[game consoles]]. Successful examples of these are the ''[[Pilotwings]]'' series by [[Nintendo]] and the ''[[Ace Combat]]'' series by [[Namco]]. While generally not as complex as PC based simulators, console flight simulators can still be enjoyable to play, though their 'simulation' status is disputed by many in the flight simulation community. In 2020, [[Microsoft]] released [[Microsoft Flight Simulator (2020 video game)|''Microsoft Flight Simulator 2020'']] to Xbox consoles, increasing the presence of flight simulators on console devices. |
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==Homebuilt cockpits== |
==Homebuilt cockpits== |
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[[Image:AndyT HomeCockpit Cessna.jpg|thumb|right|A homebuilt simulator]]Often referred to as Simpits, home cockpit building is a common hobby among simulator pilots. Simpits range in complexity from a single computer, with some effort to create a permanent area for simulation, through to complete cockpit reconstruction projects utilizing multiple systems. The growth in home cockpit complexity and realism has been further fueled by the opening up of the simulation software packages with published [[Software development kit|SDK]]s (Software Development Kits) now common. |
[[Image:AndyT HomeCockpit Cessna.jpg|thumb|right|A homebuilt simulator]]Often referred to as Simpits, home cockpit building is a common hobby among simulator pilots. Simpits range in complexity from a single computer, with some effort to create a permanent area for simulation, through to complete cockpit reconstruction projects utilizing multiple systems. The growth in home cockpit complexity and realism has been further fueled by the opening up of the simulation software packages with published [[Software development kit|SDK]]s (Software Development Kits) now common. |
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[[Image:JBaymore HomeCockpit Boeing.jpg|thumb|left|A homebuilt Boeing style simulator utilizing generic hardware]] The push for higher realism in desktop simulation, often fueled by real pilots looking to practice cheaply at home, has led to a wide array of suppliers growing up to satisfy the demand. Hardware is available from a variety of commercial sources ranging from yokes, throttles and pedals, through to radios, lights and complete instruments. This ''home use'' hardware is rarely certified for flight training, so the hours spent practicing in the simpit will not count towards a pilot's hours. However it is widely utilized as an unofficial training aid, allowing realistic procedures practice, as well as the opportunity to complete visual or IMC approaches prior to a real world flight. This can help make a pilot's real-world flight time safer and more productive.<ref>{{cite news | first=Andrew | last=Herd |
[[Image:JBaymore HomeCockpit Boeing.jpg|thumb|left|A homebuilt Boeing style simulator utilizing generic hardware]] The push for higher realism in desktop simulation, often fueled by real pilots looking to practice cheaply at home, has led to a wide array of suppliers growing up to satisfy the demand. Hardware is available from a variety of commercial sources ranging from yokes, throttles and pedals, through to radios, lights and complete instruments. This ''home use'' hardware is rarely certified for flight training, so the hours spent practicing in the simpit will not count towards a pilot's hours. However it is widely utilized as an unofficial training aid, allowing realistic procedures practice, as well as the opportunity to complete visual or IMC approaches prior to a real world flight. This can help make a pilot's real-world flight time safer and more productive.<ref>{{cite news | first=Andrew | last=Herd | title=Flight Training software | date=2004-11-09 | publisher=Archant Specialist | url=http://www.pilotweb.aero/content/articles/view_article.aspx?id=3230 | work=Pilot | access-date=2007-10-26 | archive-url=https://web.archive.org/web/20071219083925/http://www.pilotweb.aero/content/articles/view_article.aspx?id=3230 | archive-date=2007-12-19 | url-status=dead }}</ref> Professional opinion is divided about how effective this home simulation can be against real world flight, and this has been a subject of debate in popular flying magazines such as 'Pilot' through 2007. |
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For those wishing more than a desktop simulator, replica panels are commercially available mimicking those found in a modern airliners such as a Boeing or Airbus. These panels will either fit into a real cockpit section, which some large scale home simulators are built into, or will be mounted in a home constructed cockpit frame, normally made from wood. With most modern airliners now using Glass Cockpit type displays it is relatively simple to replicate the displays in software, outputting them via multi head graphics cards or networked PCs to cheaply available LCD monitors mounted behind the panel. To the casual observer it can be hard to tell a |
For those wishing more than a desktop simulator, replica panels are commercially available mimicking those found in a modern airliners such as a Boeing or Airbus. These panels will either fit into a real cockpit section, which some large scale home simulators are built into, or will be mounted in a home constructed cockpit frame, normally made from wood. With most modern airliners now using Glass Cockpit type displays it is relatively simple to replicate the displays in software, outputting them via multi head graphics cards or networked PCs to cheaply available LCD monitors mounted behind the panel. To the casual observer it can be hard to tell a homebuilt static simulator and a commercial one apart. |
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[[Image:Suggy HomeCockpit Airbus Simulator.JPG|thumb|right|A |
[[Image:Suggy HomeCockpit Airbus Simulator.JPG|thumb|right|A homebuilt Airbus simulator cockpit]] |
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Where commercial panels or controls do not exist, simulator builders will often create their own out of wood or similar easily worked materials. Another common route for sourcing the specific hardware needed in a simulator, and one used by the commercial sector as well, is to obtain a real component from a scrapyard and convert it for PC input. Interface hardware for these home-made controls is directly available from commercial suppliers, or can be obtained by dismantling cheap joysticks or similar components and rewiring them. Some home builds will even incorporate motion platforms, although unlike commercial simulators these are normally more limited in motion, and often rely on electrical motors as opposed to hydraulics. |
Where commercial panels or controls do not exist, simulator builders will often create their own out of wood or similar easily worked materials. Another common route for sourcing the specific hardware needed in a simulator, and one used by the commercial sector as well, is to obtain a real component from a scrapyard and convert it for PC input. Interface hardware for these home-made controls is directly available from commercial suppliers, or can be obtained by dismantling cheap joysticks or similar components and rewiring them. Some home builds will even incorporate motion platforms, although unlike commercial simulators these are normally more limited in motion, and often rely on electrical motors as opposed to hydraulics. |
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==Space flight simulators== |
==Space flight simulators== |
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{{Main|Space flight |
{{Main|Space flight simulation game}} |
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[[Image:VirtualCockpit.jpg|thumb|Delta-Glider, a fictional vessel in ''[[Orbiter (simulator)|Orbiter]]'']] |
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As [[space]] is a natural extension of [[airspace]], [[space flight |
As [[space]] is a natural extension of [[airspace]], [[Space flight simulation game|space flight simulators]] may be treated as an extension of flight simulators' genre. There is a considerable interdependence between those two kinds of simulators, as some flight simulators feature [[spacecraft]] as an extension and some space flight simulators may feature realistic atmospheric flight simulation engines. For instance, in 2013 a hobbyist space flight simulator project was realized under usage of [[Pioneer (video game)|Pioneer]] simulation software.<ref name="pioneerflightsim">[https://www.cnet.com/news/amazing-dad-builds-son-a-spaceship-simulator/ Amazing dad builds son a spaceship simulator] by Michelle Starr on [[cnet.com]] (April 11, 2013)</ref> |
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<!-- Commented out because image was deleted: [[Image:Shuttle lift-off in Orbiter.jpg|thumb|right|Screenshot from [[Orbiter (sim)|Orbiter]], a freeware [[space flight simulator]]]] --> |
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==Home software== |
==Home software== |
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{{See also|Category:Flight simulation video games}} |
{{See also|Category:Flight simulation video games}} |
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Flight simulator software is largely on PC, however mobile flight simulators are also increasingly popular, with [[Infinite Flight]], [[X-Plane (simulator)|X-Plane Mobile]] competing with the PC simulators. |
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Popular flight simulators for home computers include: |
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====Flight and space flight simulators==== |
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*''[[Microsoft Flight Simulator|Microsoft Flight Simulator Series]]'' - its last installment ([[Microsoft Flight Simulator X]]) includes space as an area to be discovered, with a payware space shuttle add-on being also available. |
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*''[[X-Plane (simulator)|X-Plane]]'', also includes a Space Shuttle and Mars flight simulators |
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====Flight simulators==== |
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*''[[Condor: The Competition Soaring Simulator]]'', a [[sailplane]] simulator |
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*''[[FlightGear]]'', a [[free and open source]] flight simulator |
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*''[[Rise of Flight: The First Great Air War]]'' a combat flight simulator of [[World War I]] |
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*''[[YS Flight Simulation 2000]]'', a freeware flight simulator |
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====Space flight simulators==== |
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*''[[Kerbal Space Program]]'' |
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*''[[Microsoft Space Simulator]]'' |
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*''[[Orbiter (sim)|Orbiter]]'', a freeware [[space flight simulator]] |
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*''[[Space Shuttle Mission 2007]], includes several missions flown by space shuttle. |
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Some PC flight simulators can use mobile devices or additional PCs as additional interfaces for display and control, including the touch interfaces on [[smartphones]]. Existing mapping applications can be set to interface with PC flight simulators like ''X-Plane'' or ''FlightGear'' to create a moving map. ''FlightGear'' can recreate map interfaces, instrument panels or control interfaces on any mobile device that supports a browser<ref>{{Cite web|title=Phi - FlightGear wiki|url=https://wiki.flightgear.org/Phi| archive-url=https://ghostarchive.org/archive/20211002/https://wiki.flightgear.org/Phi| archive-date=2021-10-02|access-date=2021-03-11|website=wiki.flightgear.org}}{{cbignore}}</ref> or through a dedicated mobile application.<ref>{{Cite web|title=List of Android apps to use with FlightGear - FlightGear wiki|url=https://wiki.flightgear.org/List_of_Android_apps_to_use_with_FlightGear| archive-url=https://ghostarchive.org/archive/20211002/https://wiki.flightgear.org/List_of_Android_apps_to_use_with_FlightGear| archive-date=2021-10-02|access-date=2021-03-11|website=wiki.flightgear.org}}{{cbignore}}</ref><ref>{{Cite web|title=Yoke for FlightGear - FlightGear wiki|url=https://wiki.flightgear.org/Yoke_for_FlightGear| archive-url=https://ghostarchive.org/archive/20211002/https://wiki.flightgear.org/Yoke_for_FlightGear| archive-date=2021-10-02|access-date=2021-03-11|website=wiki.flightgear.org}}{{cbignore}}</ref> |
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Flight simulators are also available on [[smartphones]], e.g.: |
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*''[[Infinite Flight]]'', a flight simulator for [[iOS]] and [[Windows Phone]] |
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====Arcade-style==== |
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=====Non-combat===== |
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*[[AeroWings]] (Dreamcast, Playstation) |
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*[[Pilotwings (series)]] (Super Nintendo, 3DS) |
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*Radio Helicopter (Wii) |
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*[[SimCopter]] (PC) |
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*[[Take on Helicopters]] |
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*[[Wing Island]] (Wii) |
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===Flight and space flight simulators=== |
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=====Combat===== |
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* ''[[FlightGear]]'' is a [[free and open-source]] flight simulator that also simulates space flight in Earth's orbit, and is actively maintained by a large user community. ''FlightGear'' is used professionally in Aerospace engineering and research, with a flight dynamics engine (JSBSim) that is used in a 2015 NASA benchmark<ref name=":0" /> to judge new simulation code to the standards of the space industry, but is freely available. The ''FlightGear'' project receives development from people with scientific and engineering backgrounds, and is open to contributions from any source due to its nature. With regards to space flight, ''FlightGear'' can accurately handle speeds from [[transonic]] to [[Hypersonic speed#Classification of Mach regimes|high hypersonic or re-entry]] regimes with a flight dynamics engine that can incorporate [[windtunnel]] data or [[computational fluid dynamics]], and uses a 3D model of gravity used for spaceflight based on spherical harmonics which can simulate the twisting force caused by gravity varying over a craft. Of particular note is ''FlightGear''<nowiki/>'s Space Shuttle project,<ref>{{Cite web|title=Space Shuttle - FlightGear wiki|url=https://wiki.flightgear.org/Space_Shuttle| archive-url=https://ghostarchive.org/archive/20211002/https://wiki.flightgear.org/Space_Shuttle| archive-date=2021-10-02|access-date=2021-03-10|website=wiki.flightgear.org}}{{cbignore}}</ref> whose simulation is backed by NASA windtunnel data and is the most detailed and accurate simulation outside of NASA's internal ones.<ref>{{Cite web|title=An experience like no other… – FlightGear Flight Simulator|date=18 December 2015 |url=https://www.flightgear.org/tours/an-experience-like-no-other/| archive-url=https://ghostarchive.org/archive/20211002/https://www.flightgear.org/tours/an-experience-like-no-other/| archive-date=2021-10-02|access-date=2021-03-10|language=en-US}}{{cbignore}}</ref><ref>{{Cite web|title=FlightSim.Com - FlightGear Space Shuttle Project|url=https://www.flightsim.com/vbfs/content.php?16540-FlightGear-Space-Shuttle-Project|access-date=2021-03-10|website=www.flightsim.com}}</ref><ref>{{Cite web|title=FlightSim.Com - FlightGear - Visiting the ISS|url=https://www.flightsim.com/vbfs/content.php?19086-FlightGear-Visiting-the-ISS|access-date=2021-03-10|website=www.flightsim.com}}</ref> ''FlightGear'' also runs on [[Raspberry Pi]] from Pi 4 onwards<ref>{{Cite web|title=Howto:Build and run FlightGear on Raspberry Pi 4 - FlightGear wiki|url=https://wiki.flightgear.org/Howto:Build_and_run_FlightGear_on_Raspberry_Pi_4| archive-url=https://ghostarchive.org/archive/20211002/https://wiki.flightgear.org/Howto:Build_and_run_FlightGear_on_Raspberry_Pi_4| archive-date=2021-10-02|access-date=2021-03-11|website=wiki.flightgear.org}}{{cbignore}}</ref><ref>{{Cite web|last=June 2020|first=Ash Puckett 27|title=Introducing Pi Commander: The Raspberry Pi Flight Simulator|url=https://www.tomshardware.com/news/introducing-pi-commander-the-raspberry-pi-flight-simulator|url-status=live|archive-url=https://archive.today/20210311103917/https://www.tomshardware.com/news/introducing-pi-commander-the-raspberry-pi-flight-simulator|archive-date=11 March 2021|access-date=2021-03-11|website=Tom's Hardware|date=27 June 2020|language=en}}</ref> through a special stripped-down version. |
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*[[AeroWings 2: Airstrike]] |
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* ''[[Microsoft Flight Simulator]]'' series, ''[[Microsoft Flight Simulator X]]'' includes space as an area to be discovered, with a payware Space Shuttle add-on also being available. The series' latest installment, simply called ''[[Microsoft Flight Simulator (2020 video game)|Microsoft Flight Simulator]]'', was released on August 18, 2020. |
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* ''[[X-Plane (simulator)|X-Plane]]'', a realistic simulator developed by Laminar Research since 1993 which also includes a Space Shuttle and Mars flight simulators |
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* ''[[Kerbal Space Program]]'', spacecraft and aircraft construction and flight simulator; initially space-focused, but the addition of air-breathing engines and lift surfaces made atmospheric flight practical. The simulation is of a fictitious world and not based on the real world or solar system, and the idea is more to preserve some of the concepts of space flight while allowing entertaining gameplay |
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===Flight simulators=== |
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{{See also|List of flight simulator video games}} |
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* ''[[War Thunder]]'', is the most comprehensive MMO military game.{{citation needed|date=August 2023}} |
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* ''[[Digital Combat Simulator]]'' (DCS), a highly realistic simulator focused on study-level simulations of payware military aircraft. |
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* ''[[ELITE: Electronic IFR Training Environment]]'', a professional flight simulator with focus in IFR training<ref>{{Cite web|url=https://flyelite.com/|title=ELITE Simulation Solutions}}</ref> |
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* ''[[Lockheed Martin Prepar3D]]'' (P3D), an offshoot of the ''Microsoft Flight Simulator'' series built on the engine used in ''FSX'' licensed to [[Lockheed Martin]], however Lockheed Martin only obtained the license for professional and academic use,<ref>{{Cite web|title=License Options – Prepar3D|url=https://www.prepar3d.com/product-overview/prepar3d-license-comparison/|url-status=live|archive-url=https://web.archive.org/web/20210311111721/https://www.prepar3d.com/product-overview/prepar3d-license-comparison/|archive-date=11 March 2021|access-date=2021-03-11|website=Prepar3d.com|language=en-US}}</ref> so use for personal or consumer entertainment<ref>{{Cite web|title=Frequently Asked Questions – Prepar3D|url=https://www.prepar3d.com/frequently-asked-questions/|url-status=live|archive-url=https://web.archive.org/web/20210311111902/https://www.prepar3d.com/frequently-asked-questions/|archive-date=11 March 2021|access-date=2021-04-10|language=en-US}}</ref><ref>{{Cite web|title=PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT|url=https://secure.prepar3d.com/solo/products/LicenseAgreement.aspx?ProdOptionID=1106 |access-date=2021-04-10|website=secure.prepar3d.com}}</ref><ref>{{Cite web|title=PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT|url=https://secure.prepar3d.com/solo/products/LicenseAgreement.aspx?ProdOptionID=1119|url-status=live|archive-url=https://web.archive.org/web/20200928011532/https://secure.prepar3d.com/solo/products/LicenseAgreement.aspx?ProdOptionID=1119|archive-date=28 September 2020|access-date=2021-04-10|website=secure.prepar3d.com}}</ref><ref>{{Cite web|title=PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT|url=https://secure.prepar3d.com/solo/products/LicenseAgreement.aspx?ProdOptionID=1112|access-date=2021-04-10|website=secure.prepar3d.com}}</ref> is not allowed. Despite this, Lockheed Martin does not verify a customer's compliance with the EULA upon purchase of the product and Prepar3D is openly used and supported in official forums for home flight simulator use.<ref>{{Cite web |title=Prepar3D Store – Product Catalog – Prepar3D |url=https://www.prepar3d.com/prepar3d-store/ |access-date=2022-03-03 |language=en-US}}</ref><ref>{{Cite web |title=Prepar3D Forums - Prepar3D Boards |url=https://www.prepar3d.com/forum/ |access-date=2022-03-03 |website=www.prepar3d.com}}</ref> |
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* ''[[IL-2 Sturmovik (series)|IL-2 Sturmovik]]'' series, a [[World War II]] combat flight simulator |
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* ''[[Rise of Flight: The First Great Air War]]'', a [[World War I]] combat flight simulator |
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* ''[[Take on Helicopters]]'', a helicopter simulator developed in 2011 by Bohemia Interactive |
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* ''[[Hangsim]]'', a flight simulator that simulates [[hang gliding]] or [[paragliding]]<ref>{{Cite web|url=https://www.mobygames.com/game/windows/hangsim|title = Hangsim for Windows (1998)}}</ref> |
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===Space flight simulators=== |
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{{See also|List of space flight simulation games}} |
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* ''[[Orbiter (simulator)|Orbiter]]'', an opensource [[Space flight simulation game|space flight simulator]], also features many types of historical and fictional add-ons |
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* ''[[Microsoft Space Simulator]]'' |
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* ''[[Space Shuttle Mission 2007]]'', includes several missions flown by space shuttle |
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===[[Smartphone]] and [[Web browser]] flight simulators=== |
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* ''[[GeoFS]]'', a browser and phone based multi-player free flight simulator that is built on [[CesiumJS]] |
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* ''[[Infinite Flight]]'', a flight simulator for [[iOS]], and [[Android (operating system)|Android]]. |
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* ''RFS - Real Flight Simulator'', a flight simulator for [[iOS]], and [[Android (operating system)|Android]] |
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* ''[[X-Plane (simulator)|X-Plane Mobile]]'', a port of the PC simulator of the same name |
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* ''Flight World Simulator'', a flight simulator for [[iOS]], and [[Android (operating system)|Android]] that is built on [[Unity (game engine)|Unity]] |
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===Combat flight simulators=== |
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{{Main|Combat flight simulation game}} |
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===Arcade-style=== |
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<!-- "Arcade-style" is an ambiguous term and should be avoided. --> |
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====Non-combat==== |
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* ''[[AeroWings]]'' ([[Dreamcast]], [[PlayStation (console)|PlayStation]]) |
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* ''[[Bravo Air Race]]'' ([[PlayStation (console)|PlayStation]]) |
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* [[Pilotwings (series)|''Pilotwings'' series]] ([[Super Nintendo Entertainment System|Super NES]], [[Nintendo 64]], [[Nintendo 3DS]]) |
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* ''[[SimCopter]]'' ([[Microsoft Windows|Windows]]) |
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* ''[[Sky Odyssey]]'' ([[PlayStation 2 (console)|PlayStation 2]]) |
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* ''[[Wing Island]]'' (Wii) |
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====Combat racing==== |
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* ''[[MySims SkyHeroes]]'' ([[Nintendo DS]], [[PlayStation 3]], [[Wii]], [[Xbox 360]]) |
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* ''[[NGEN Racing]]'' ([[PlayStation (console)|PlayStation]]) |
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* ''[[Plane Crazy (video game)|Plane Crazy]]'' ([[PlayStation (console)|PlayStation]], [[Microsoft Windows|Windows]]) |
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* ''[[SkyDrift]]'' ([[PlayStation 3]], [[Xbox 360]], [[Xbox One]], [[Microsoft Windows|Windows]]) |
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* ''[[Slipstream 5000]]'' ([[DOS]], [[Microsoft Windows|Windows]]) |
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====Combat==== |
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* ''[[Ace Combat]]'' (PlayStation, Xbox one) |
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* ''[[AeroWings 2: Airstrike]]'' (Dreamcast) |
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* ''[[Master of the Skies: The Red Ace]]'' (Windows) |
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* ''[[Red Ace Squadron]]'' (Windows) |
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==See also== |
==See also== |
||
{{Commons category|Flight simulators}} |
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{{Portal|Aviation}} |
{{Portal|Aviation}} |
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* [[Combat flight simulation game]] |
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*[[FlightGear]] |
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* [[International Virtual Aviation Organisation]] |
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*[[Rise of Flight: The First Great Air War]] |
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*[[International Virtual Aviation Organization]] |
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*[[Microsoft Flight Simulator]] |
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*[[VATSIM]] |
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*[[Virtual Airline]] |
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*[[X-Plane (simulator)|X-Plane]] |
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*[[Lock-on Flamings Cliffs 2]] |
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==References== |
==References== |
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{{Reflist}} |
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<references/> |
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== External links == |
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* {{Commons category-inline|Flight simulator video games}} |
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* [https://web.archive.org/web/20131202223700/http://www.index.migman.com/ MiGMan's Flight Sim Museum], video game flight simulators from the 1970s to the present day |
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* [http://www.flightsimbooks.com FlightSimBooks.com], a collection of 21 flight simulator books |
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{{Video game genre}} |
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{{DEFAULTSORT: |
{{DEFAULTSORT:Flight simulation video game}} |
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[[Category:Flight simulation video games| ]] |
[[Category:Flight simulation video games| ]] |
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[[Category: |
[[Category:Video game genres]] |
Latest revision as of 06:02, 21 November 2024
Part of a series on |
Simulation video games |
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A flight simulation video game refers to the simulation of various aspects of flight or the flight environment for purposes other than flight training or aircraft development. A significant community of simulation enthusiasts is supported by several commercial software packages, as well as commercial and homebuilt hardware. Open-source software that is used by the aerospace industry like FlightGear, whose flight dynamics engine (JSBSim) is used in a 2015 NASA benchmark[1] to judge new simulation code to space industry standards, is also available for private use. A popular type of flight simulators video games are combat flight simulators, which simulate combat air operations from the pilot and crew's point of view. Combat flight simulation titles are more numerous than civilian flight simulators due to variety of subject matter available and market demand.
History and use
[edit]Arcades (1970s–1990s)
[edit]Prior to the rise of video games, Sega produced Jet Rocket (1970), a first-person arcade combat flight simulator electro-mechanical game (EM game) featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.[2] The game displayed three-dimensional terrain with buildings, produced using special belt technology along with fluorescent paint to simulate a night view.[3] Upon its debut, the game was cloned by three arcade manufacturers.[4] Sega's last EM flight simulator was Heli-Shooter (1977), which combines the use of a CPU processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting a helicopter using a throttle joystick (to accelerate and decelerate) and pedals (to maneuver left and right) across a realistic three-dimensional landscape and shooting at military targets across the landscape.[5][6]
Combat flight simulator video games began appearing in arcades from the late 1970s. In 1975, Taito released a simulator video game in arcades, Interceptor,[7] which was a crude arcade first-person combat flight simulator that involved using an eight-way joystick to aim with a crosshair and shoot at enemy aircraft that move in formations of two and scale in size depending on their distance to the player.[8]
In the late 1980s, it became a trend for arcade flight combat simulators to use hydraulic motion simulator arcade cabinets.[9][10] The trend was sparked by Sega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[10] Yu Suzuki's team at Sega (later known as Sega AM2) developed hydraulic motion simulator cockpit cabinets for flight combat games such as Space Harrier (1985), After Burner (1987) and the R360 games.[9][11]
Arcade flight simulator games began adopting 3D polygon graphics in the late 1980s, with titles such as Taito's Top Landing (1988).[12] Taito's Midnight Landing (1987) and Top Landing did not have air combat, but instead simulated a commercial airliner, while utilizing motion simulator cockpit cabinets. Arcade flight combat simulators later began adopting 3D polygons with Taito's Air Inferno (1990) and Steel Talons (1991) by Atari Games.[13]
Personal computers (1990s–present)
[edit]Flight simulators were among the first types of programs to be developed for early personal computers[14] and began adopting 3D polygon graphics in the early 1990s, with titles such as Stunt Island (1992), Star Wars: X-Wing (1993), and Strike Commander (1993).[15][16][17] The game world in flight simulators is often based on the real world.[18] However, they are often confined to one part of the game world by invisible boundaries. In some games, the aircraft simply halts in midair, while other games force the player to turn around. However, many games solve this boundary problem by wrapping the game world as a sphere.[18]
Although these games strive for a great deal of realism, they often simplify or abstract certain elements to reach a wider audience. Many modern fighter aircraft have hundreds of controls, and flight simulator games usually simplify these controls drastically. Further, certain maneuvers can knock a pilot unconscious or rip their aircraft apart, but games do not always implement these concerns.[18]
In the early 2000s, even home entertainment flight simulators had become so realistic that after the events of September 11, 2001, some journalists and experts speculated that the hijackers might have gained enough knowledge to steer a passenger airliner from packages such as Microsoft Flight Simulator. Microsoft, while rebutting such criticisms, delayed the release of the 2002 version of its hallmark simulator to remove the World Trade Center from its New York City scenery and even supplied a patch to delete the towers retroactively from earlier versions of the sim.
The advent of flight simulators as home video game entertainment has prompted many users to become "airplane designers" for these systems. As such, they may create both military or commercial airline airplanes, and they may even use names of real life airlines, as long as they do not make profits out of their designs. Many other home flight simulator users create fictional airlines, or virtual versions of real-world airlines, so called virtual airlines. These modifications to a simulation generally add to the simulation's realism and often grant a significantly expanded playing experience, with new situations and content. In some cases, a simulation is taken much further in regards to its features than was envisioned or intended by its original developers. Falcon 4.0 is an example of such modification; "modders" have created whole new warzones, along with the ability to fly hundreds of different aircraft, as opposed to the single original flyable airframe.
One way that users of flight simulation software engage is through the internet. Virtual pilots and virtual air traffic controllers take part in an online flying experience which attempts to simulate real-world aviation to a high degree. There are four networks where this sort of play is possible, the most popular ones being VATSIM and IVAO. The virtual airspace provided by both organizations provides users a low barrier of entry. This allows any member, regardless of skill, the ability to fly without worrying if something goes wrong. The provided airspace on both networks covers the entire globe, VATSIM is generally regarded to have better coverage of North America, Europe, and Australia, while at IVAO pilots and controllers generally fly and control in Africa and South America, in addition to Europe. Both networks receive 600 to 900 ATC and pilot connections daily.
Video game consoles (1990s–present)
[edit]Much rarer but still notable are flight simulators available for various game consoles. Successful examples of these are the Pilotwings series by Nintendo and the Ace Combat series by Namco. While generally not as complex as PC based simulators, console flight simulators can still be enjoyable to play, though their 'simulation' status is disputed by many in the flight simulation community. In 2020, Microsoft released Microsoft Flight Simulator 2020 to Xbox consoles, increasing the presence of flight simulators on console devices.
Homebuilt cockpits
[edit]Often referred to as Simpits, home cockpit building is a common hobby among simulator pilots. Simpits range in complexity from a single computer, with some effort to create a permanent area for simulation, through to complete cockpit reconstruction projects utilizing multiple systems. The growth in home cockpit complexity and realism has been further fueled by the opening up of the simulation software packages with published SDKs (Software Development Kits) now common.
The push for higher realism in desktop simulation, often fueled by real pilots looking to practice cheaply at home, has led to a wide array of suppliers growing up to satisfy the demand. Hardware is available from a variety of commercial sources ranging from yokes, throttles and pedals, through to radios, lights and complete instruments. This home use hardware is rarely certified for flight training, so the hours spent practicing in the simpit will not count towards a pilot's hours. However it is widely utilized as an unofficial training aid, allowing realistic procedures practice, as well as the opportunity to complete visual or IMC approaches prior to a real world flight. This can help make a pilot's real-world flight time safer and more productive.[19] Professional opinion is divided about how effective this home simulation can be against real world flight, and this has been a subject of debate in popular flying magazines such as 'Pilot' through 2007.
For those wishing more than a desktop simulator, replica panels are commercially available mimicking those found in a modern airliners such as a Boeing or Airbus. These panels will either fit into a real cockpit section, which some large scale home simulators are built into, or will be mounted in a home constructed cockpit frame, normally made from wood. With most modern airliners now using Glass Cockpit type displays it is relatively simple to replicate the displays in software, outputting them via multi head graphics cards or networked PCs to cheaply available LCD monitors mounted behind the panel. To the casual observer it can be hard to tell a homebuilt static simulator and a commercial one apart.
Where commercial panels or controls do not exist, simulator builders will often create their own out of wood or similar easily worked materials. Another common route for sourcing the specific hardware needed in a simulator, and one used by the commercial sector as well, is to obtain a real component from a scrapyard and convert it for PC input. Interface hardware for these home-made controls is directly available from commercial suppliers, or can be obtained by dismantling cheap joysticks or similar components and rewiring them. Some home builds will even incorporate motion platforms, although unlike commercial simulators these are normally more limited in motion, and often rely on electrical motors as opposed to hydraulics.
Beyond the hardware of home cockpits, most flight simulator software can simulate modern aircraft systems to a very high standard in addition to the basic flight dynamics, providing accurate recreations of, among others, the FMC (Flight Management Computer), autopilot and engine management systems. With additional hardware and add-in software this may be extended further, for example into a fully functional overhead panel requiring real-world check lists to be followed for engine start-up and flight with a full flight deck crew.
Space flight simulators
[edit]As space is a natural extension of airspace, space flight simulators may be treated as an extension of flight simulators' genre. There is a considerable interdependence between those two kinds of simulators, as some flight simulators feature spacecraft as an extension and some space flight simulators may feature realistic atmospheric flight simulation engines. For instance, in 2013 a hobbyist space flight simulator project was realized under usage of Pioneer simulation software.[20]
Home software
[edit]Flight simulator software is largely on PC, however mobile flight simulators are also increasingly popular, with Infinite Flight, X-Plane Mobile competing with the PC simulators.
Some PC flight simulators can use mobile devices or additional PCs as additional interfaces for display and control, including the touch interfaces on smartphones. Existing mapping applications can be set to interface with PC flight simulators like X-Plane or FlightGear to create a moving map. FlightGear can recreate map interfaces, instrument panels or control interfaces on any mobile device that supports a browser[21] or through a dedicated mobile application.[22][23]
Flight and space flight simulators
[edit]- FlightGear is a free and open-source flight simulator that also simulates space flight in Earth's orbit, and is actively maintained by a large user community. FlightGear is used professionally in Aerospace engineering and research, with a flight dynamics engine (JSBSim) that is used in a 2015 NASA benchmark[1] to judge new simulation code to the standards of the space industry, but is freely available. The FlightGear project receives development from people with scientific and engineering backgrounds, and is open to contributions from any source due to its nature. With regards to space flight, FlightGear can accurately handle speeds from transonic to high hypersonic or re-entry regimes with a flight dynamics engine that can incorporate windtunnel data or computational fluid dynamics, and uses a 3D model of gravity used for spaceflight based on spherical harmonics which can simulate the twisting force caused by gravity varying over a craft. Of particular note is FlightGear's Space Shuttle project,[24] whose simulation is backed by NASA windtunnel data and is the most detailed and accurate simulation outside of NASA's internal ones.[25][26][27] FlightGear also runs on Raspberry Pi from Pi 4 onwards[28][29] through a special stripped-down version.
- Microsoft Flight Simulator series, Microsoft Flight Simulator X includes space as an area to be discovered, with a payware Space Shuttle add-on also being available. The series' latest installment, simply called Microsoft Flight Simulator, was released on August 18, 2020.
- X-Plane, a realistic simulator developed by Laminar Research since 1993 which also includes a Space Shuttle and Mars flight simulators
- Kerbal Space Program, spacecraft and aircraft construction and flight simulator; initially space-focused, but the addition of air-breathing engines and lift surfaces made atmospheric flight practical. The simulation is of a fictitious world and not based on the real world or solar system, and the idea is more to preserve some of the concepts of space flight while allowing entertaining gameplay
Flight simulators
[edit]- War Thunder, is the most comprehensive MMO military game.[citation needed]
- Digital Combat Simulator (DCS), a highly realistic simulator focused on study-level simulations of payware military aircraft.
- ELITE: Electronic IFR Training Environment, a professional flight simulator with focus in IFR training[30]
- Lockheed Martin Prepar3D (P3D), an offshoot of the Microsoft Flight Simulator series built on the engine used in FSX licensed to Lockheed Martin, however Lockheed Martin only obtained the license for professional and academic use,[31] so use for personal or consumer entertainment[32][33][34][35] is not allowed. Despite this, Lockheed Martin does not verify a customer's compliance with the EULA upon purchase of the product and Prepar3D is openly used and supported in official forums for home flight simulator use.[36][37]
- IL-2 Sturmovik series, a World War II combat flight simulator
- Rise of Flight: The First Great Air War, a World War I combat flight simulator
- Take on Helicopters, a helicopter simulator developed in 2011 by Bohemia Interactive
- Hangsim, a flight simulator that simulates hang gliding or paragliding[38]
Space flight simulators
[edit]- Orbiter, an opensource space flight simulator, also features many types of historical and fictional add-ons
- Microsoft Space Simulator
- Space Shuttle Mission 2007, includes several missions flown by space shuttle
Smartphone and Web browser flight simulators
[edit]- GeoFS, a browser and phone based multi-player free flight simulator that is built on CesiumJS
- Infinite Flight, a flight simulator for iOS, and Android.
- RFS - Real Flight Simulator, a flight simulator for iOS, and Android
- X-Plane Mobile, a port of the PC simulator of the same name
- Flight World Simulator, a flight simulator for iOS, and Android that is built on Unity
Combat flight simulators
[edit]Arcade-style
[edit]Non-combat
[edit]- AeroWings (Dreamcast, PlayStation)
- Bravo Air Race (PlayStation)
- Pilotwings series (Super NES, Nintendo 64, Nintendo 3DS)
- SimCopter (Windows)
- Sky Odyssey (PlayStation 2)
- Wing Island (Wii)
Combat racing
[edit]- MySims SkyHeroes (Nintendo DS, PlayStation 3, Wii, Xbox 360)
- NGEN Racing (PlayStation)
- Plane Crazy (PlayStation, Windows)
- SkyDrift (PlayStation 3, Xbox 360, Xbox One, Windows)
- Slipstream 5000 (DOS, Windows)
Combat
[edit]- Ace Combat (PlayStation, Xbox one)
- AeroWings 2: Airstrike (Dreamcast)
- Master of the Skies: The Red Ace (Windows)
- Red Ace Squadron (Windows)
See also
[edit]References
[edit]- ^ a b "Further Development of Verification Check-casesforSix-Degree-of-Freedom Flight Vehicle Simulations" (PDF). NASA Engineering and Safety Center Academy. 2015. Archived (PDF) from the original on March 10, 2021.
- ^ Jet Rocket at the Killer List of Videogames
- ^ "SEGA JET ROCKET(セガジェットロケット)". Sega (in Japanese). Archived from the original on 2021-10-02. Retrieved 2 May 2021.
- ^ "Did you know that Sega was started by an American?". Next Generation. No. 24 (December 1996). 19 November 1996. pp. 6–10.
- ^ "Thrills On A Grand Scale With Heli-Shooter". Sega. 1977. Archived from the original on 2021-10-02. Retrieved 16 May 2021.
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{{cite web}}
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External links
[edit]- Media related to Flight simulator video games at Wikimedia Commons
- MiGMan's Flight Sim Museum, video game flight simulators from the 1970s to the present day
- FlightSimBooks.com, a collection of 21 flight simulator books