158 lines
9.3 KiB
Plaintext
158 lines
9.3 KiB
Plaintext
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MICROSOFT FLIGHT SIMULATOR V. 4.0
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After reading with envy all the initial comments in The Gamers' Forum about
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Microsoft's newest version of its ever popular FLIGHT SIMULATOR (FS), I finally
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managed to get my hands on a copy. I picked it up on my way home from work, then
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giggled with anticipation the whole way -- a curious sight for more than one
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passing motorist. Even more curious was the fact that I'd just finished three
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days of milk-run-type flying, and here I was looking forward to more of the same
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using my computer. Unfortunately, weekend chores and a couple of minor household
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emergencies delayed takeoff until the evening hours, and even then, I was
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limited to a brief local flight out of Meigs Field. (This review is based on the
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IBM-PC version.)
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My first reaction to the new software was disappointment. If FS 3.0 was lame,
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then FS 4.0 seemed to be in even worse shape. While sitting on the button of
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runway 36 checking out FS 4.0's avionics, "Ace McCool" in a blue and white
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Cessna cut right in front of me and jerkily accelerated down the runway (jerk
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being the key word here). By this time, I had realized that at least I was in
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familiar surroundings; nothing of consequence on the panel had been moved or
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rearranged from the previous version. I decided it was time to get "these
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laughter silvered wings up there into the tumbling mirth."
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With full throttle applied, the engine was developing only 2358 RPM. Were the
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new flight equations causing this sluggish performance, or were the reduced revs
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indicative of my struggling 8088 CPU running feverishly at 8Mhz, trying to keep
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up with the graphics? I decided to beat it around the circuit and land as
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quickly as possible. The pattern was flown roughly, and my over-corrections
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caused the aircraft to wing-walk all the way. With some difficulty, I managed to
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get the "thing" around the patch and back onto the ground. (Notice I did not say
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"runway.") At least it didn't tend to climb like a homesick angel each time I
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rolled on more than a few degrees of bank, as it did in FS 3.0.
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At this point, I went to my bed mumbling that this inexpensive program would
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end up costing me thousands. I was not about to give up on FLIGHT SIMULATOR, but
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was I ready to spring for a 20Mhz screamer, just so I could do on my spare
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evenings what I get paid to do at work?
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The next day, my first stop was the control tower, where I spent twenty minutes
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watching the dynamic scenery do "its" thing using the full screen tower view.
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The "Jerk" was still out there flying his blue and white Cessna, along with all
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the other traffic in the circuit. Admittedly, I was already being won over. In
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fact, I was fascinated.
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Before attempting a few circuits in the generic Cessna, from the Views menu I
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turned off the dynamic scenery and activated the four-small-dot axis indicator.
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(I usually fly with these dots activated: Once you get used to them, they help
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compensate for the lack of depth perception common to all versions of FLIGHT
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SIMULATOR.) By keeping the dots in the touchdown zone, I'd been able to land
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pretty much on the money with a good deal of regularity. However, that was not
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the case this morning. The Cessna still seemed to lack the stability I was
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accustomed to. In addition to my obvious excessive control inputs, the torque of
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the engine kept causing the nose to swing to the left. On final approach, a
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higher than normal body angle made my axis indicator useless as a landing aid,
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and the power required to maintain an acceptable glide path exaggerated the
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torque swing. It was obviously time to go back to the drawing board.
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The aircraft design module included with FS 4.0 is the highlight of the
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package. In no time, I was able to whip up my SIMSTAR-88 design and test it to
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my complete satisfaction. I now had a much more stable and familiar platform
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from which to fly. It might be my imagination, but it seemed to work better with
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the dynamic scenery turned on, as well. Several attempts were required to
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correctly size the tail and build in the proper dihedral in order to partially
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counteract the torque swing, but a cross-country test flight from Chicago to
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Cincinnati (SCENERY DISK #9) indicated dramatically improved handling
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characteristics.
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At last I was satisfied that, yes, I could live with this new product. In fact,
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I was beginning to like it...until I started to taxi to the ramp: Brake failure!
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No, not really. As in previous versions, if you touch almost any other key while
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applying the brakes, brake pressure will be immediately released, and you'll
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have to re-apply them. Unfortunately, brake effectiveness and radius of turn
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have been degraded in FS 4.0, making ground operations a totally "ham-fisted"
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operation. An old rule of thumb from the early days of aviation states, "Never
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taxi faster than a man can walk." This is especially true in FLIGHT SIMULATOR V.
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4.0. If you taxi too slowly, though, somebody in an A-310 or a Lear Jet will
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come speeding down the ramp and run you over. Those turkeys have no respect for
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the rules of the air! (They exceed 250 knots below 10,000 feet, too.)
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The IBM-PC version of FLIGHT SIMULATOR 4.0 requires an IBM PC, XT, AT, Personal
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System/2, or compatible. CGA, EGA, VGA, PS/2 Graphics System, and Hercules
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Monochrome or InColor Card are the graphics modes supported. You'll need at
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least 384K of RAM for CGA graphics, and perhaps more memory for other adapters
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(in an amount that the program will specify when it begins). FS 4.0 runs on at
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least one floppy disk drive (double-sided, low- or high-density); it's not
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copy-protected, so you may install it on your hard drive, and make backup
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copies. Note that when you register the program, you'll receive the free
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navigation charts.
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Just one day of testing this new version of FLIGHT SIMULATOR is not enough to
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fully explore its quirks (or to find many of its pleasant surprises), but I've
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made a few observations, most of which are positive. The dynamic scenery and
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weather add realism to the program environment, as do improved runway lighting
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systems. However, the impact of these improvements is diminished by the fact
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that a relatively fast '286 or '386 machine is required to fully exploit a
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simulation program that allows you to fly through polka-dot clouds on an ILS
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approach to a fully-lighted grass runway (like those at Chicago O'Hare).
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Some flight characteristics have been improved, and some have been degraded.
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Fortunately, the aircraft design feature allows you to modify most of these
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characteristics to suit, and this alone makes FS 4.0 well worth the purchase
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price. There is enough in this program to keep any avid flight simulator pilot
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delightfully occupied for many hours. However, if you're a beginner at flight
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simulation, or if you're running one of the slower machines, you may want to
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stick to an earlier version until you're comfortable with the basics. In any
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event, I'm sure that CompuServe's Gamers' Forum, as well as the anomaly reports
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of the Computer Pilots Association of America, will be full of discussion for
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months to come.
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As for me, well, I'll be flying my SIMSTAR-88 around FLIGHT SIMULATOR 4.0
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territory until something better comes along. It _is_ an improvement over FS
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3.0, and I've already put in my order for a 20Mhz '386 screamer. I sure hope
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Santa is feeling flush this Christmas!
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PROBLEM REPORT
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The following descriptions of operational problems have been compiled by Rick
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Lee, GAMERS' Flight Simulators Section Leader:
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-:- Taxiing is unrealistic and very difficult: The turning radius of the plane
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is huge, the brakes are not very effective, and there is no ground friction.
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-:- There is still room for only six Scenery Disks in the menu.
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-:- Access to the modes is very awkward. (You should at least be able to scroll
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backwards through the list.)
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-:- The joystick sensitivity adjustments for the Throttle and Rudder on
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Joystick B are mislabeled: The labels are reversed.
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-:- The plane tends to bank a very small amount to the left, and drift to the
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left about one degree every 40 seconds. There has been a lot of discussion as to
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whether this was supposed to simulate torque, swirling prop wash, or P-Factor;
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but since it happens on the jets also, it's usually attributed to a bug. (This
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will not happen until the ailerons have been moved after taking off.)
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-:- The Elevator Trim feature still does not work with a joystick. The trim
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movements are canceled by any joystick movement.
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-:- The joystick sensitivities are not loaded automatically on startup. Hitting
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PrintScreen will load the sensitivities.
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-:- The Multi-Player Function is still very buggy. The program will often
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freeze up for no reason while in the MP menu. The plane pauses while the user is
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typing a message. This may have been intentional, but most serious users want to
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do a lot of formation flying, which means that messages cannot be sent without
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spoiling the formation. Often, when landing after a trip, the two planes are
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seen at different altitudes. Your own plane will be on the ground, but the other
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plane may be seen floating ten feet off the ground, or even under the ground
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level.
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-:- The Auto-Pilot Nav1 Lock does not function properly.
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MICROSOFT FLIGHT SIMULATOR V. 4.0 is published and distributed by Microsoft,
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Inc.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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