January, 2006

  • How much thrust would a woodchuck generate if a woodchuck would generate thrust?

    The guys at Sim-Outhouse find the best links...

    Car facing a 747 backwash - Google Video

  • Congratulations...

    To Owen Hewitt. Proud new father.

    It appears that Blogger is down, but try this link at your leisure...

    http://owenhewitt.blogspot.com/

     

    Congrats O!

  • Artificial Intelligence in Flight Simulator X

    Caught your attention, didn't I?

    :)

    Based off much of the feedback seen from our autoresponded alias: tell_fs@microsoft.com,

    and at forums like those at Avsim, Mike Gilbert wrote a very nice article: Where Am I? that's worth a look.

    Even if AI aircraft isn't your bag, he does dive in to how both our systems are interelated, *and* how some underlying assumptions we make when we create features can limit us.

    Is that "bad" coding?

    No.

    It's what you *have* to do. We have to edit both complexity and realism to maintain a balance between what's real and what's possible----like trying to run at Frames Per Second, as opposed to Minutes Per Frame, which is fine for Pixar when they render, but not so much for Flight Sims.

    Not everything boils done to that kind of choice. We're limited by all sorts of things--- time, resources, data, money. What is amazing is what we're able to accomplish even with those limits.

    And heck-- we do improve all systems and features, on a regular and steady basis...

    One final shout out for this post.

  • The mother of storms

    While this is a book I've enjoyed tremendously ( The Mother of Storms)

    The real mother of storms is to be found at the link below:

    http://www.extremeinstability.com/storms.htm

    Found via Sim-Outhouse

  • Flight Simulator X: A request for source material...

    I've posted this in one of the main Flight Sim user forums (Avsim), but haven't seen an answer. Any takers here?

    Anybody have any images of a ski retraction lever?

    Preferably from a Maule, but anything from a single prop'd be helpful.

    Thank you so much in advance,

    Jason

  • Alas poor Yorrick

    ...I knew him, Horatio.

    As a good deal who follow the ACES team members blogs are aware, team members Steve Lacey and Joe Stacy are off to join the scary world of the start up.

    Steve's been pretty cagey about exactly *what* they're up to, but both are smart fellows. Don't be surprised to see them become Secret Masters of the World.

    Good luck guys!

     

     

     

  • panoramas

    Although the ACES team members are pretty much stuck here in Redmond (with one or two telecommuting exceptions), we build a product that simulates the whole planet. Team members come from all over, and we've done a lot of world travelling, but we still spend an inordinate amount of time doing research on the web.

    Recently Flight Simulator has seen the number of people who do terrain texture add-ons explode. I think a lot of that has to do with the amount of aerial and satellite imagery coming on line. When I started (way back in the Dark Ages) I had to make a trip to Juneau to go through a company's archive of a million or so aerial images. I then had to make my selections based off looking at reversed negatives, and a few weeks later we got color photoprints. Contrast that to what's now available, and you can understand the renaissance Flight Sim is undergoing.

    It's not just terrain of course, it's also landmark objects. So it's always nice to come across great reference sites that show a bit of both:

    http://www.arounder.com/

     

  • I can see clearly now...

    I recently went to the optometrist to get my prescription updated, and if you have glasses or contacts, I'm sure you've gone through the little dance: "Okay... which is better, the first one? or... the second one?" as he or she flips through various lens strengths until you find your sweet spot.

    The new version of Flight Simulator is going through the same sort of thing, as far as our terrain system goes. Since this is an area near and dear to my heart, I'm happy get a new prescription, so to speak.

    In the coverage of Flight Simulator X seen in the February 2006 PC Gamer magazine they mention a 16X increase in terrain detail. Where does that number come from? And what does it mean?

    Well, in previous versions of Flight Simulator (like the current version Flight Simulator 2004) we used 256 pixel X 256 pixel sized squares that cover roughly 1 kilometer square area of space. That represents a resolution of roughly 5 meters per pixel.

    From altitude that's not so bad.

    It looks a bit like this from a hundred meters or so:

    5 meters per pixel (256 X 256 textures)

    If we move it up a notch and use a 512 pixel X 512 pixel image to represent the same 1 KM of space we see a lot more resolution:

    2 meters per pixel (512 X 512 textures)

    By going all the way up to a 1024 X 1024 image we get 16 X the resolution (16 256 X 256 images fit into one 1024 X 1024 image):

    1 meter per pixel (1024 X 1024 textures)

     

    So which would you choose, number 1, number 2, or number 3?

    Not sure?

    Why not take a look at all three in this link (~500k file) :

    EYE CHART

  • For the birds

    There's a bit of a dipsy doodle over at Avsim over the idea of implementing birds as part of The Flight Simulator X worldspace. Steve Lacey has covered that to some degree here.  (be sure and read the comments)

    The upshot is about the tension between Fligt Sim as a game or as a real world simulator. I tend to think it can/should be both.

    Anyway, I came across the links below via our Environment Art Lead John Smith, and thought it was neat.

    The site's link is here: https://www.wwt.org.uk/flamingo/

    The cool videos of birds in flight are here...

    Movie 1 : Movie 3
    Movie 2
    : Movie 4

     

  • 404 File Not Found

    http://www.lookitsme.co.uk/404_me
  • Google? No! Flight Sim!

    Found at a forum at Avsim dedicated to Microsoft Flight Simulator X:

    Google Earth vs FS X

     

    Nice round up of comparison screenshots, also comparing several 3rd party add-ons in Flight Sim 2004, and how close it does and doesn't come to the press shots of FSX we've released so far.

  • A strong user base is key.

    A Flight Simulator enthusiast wrote up some notes about the new version (titled "Microsoft Flight Simulator X") as caught by Susan (Engauged) in her post:

    Some more entertainment

    The same user is back. This time with a post (from Avsim) on the potential timing of a holiday release for FSX:

    Release date of FSX in conjunction with perspectives from Astrological timing

    Now go back and read the Guy Kawasaki post about product eveangelism

  • Where's Waldo?

    From Bruce's site...

    Track your flight

    http://flightaware.com/

  • Correction

    In an earlier post (the one with the kittens and puppies) I bungled a link.

    I've corrected it in the post, but would be remiss if I didn't post an update:

    If you eat food, you might enjoy Ellen's site.

    Disclosure:

    Ellen is a friend. I eat brunch with her and a few other of my friends.

    Don't bungle links of friends, especially ones you eat brunch with.

  • Blog round up!

    Yeehaw! Here's a couple of posts I found notable...

    Hal blesses the world with a couple of posts worth reading (make sure and click the links he put in)...

    Comparing Apples to Really Expensive Apples

    Adrian (torgo) our Tecnical Art lead has a post with a link to a tech demo of Shadow of the Colossus woth looking at...

    A really cool technical demo...

    Enguaged's  Susan points us to

    WoCo

    And Mike Z's still stuck in neutral... ('cause we don't keep him busy enough) :P

    Opening Day

     

     

  • Brouhaha

    Mike Gilbert (also affectionately known as Tdragger) riled a few feathers talking about how nice it is using the x-box controller with Flight Simulator X

    I've seen some negative reactions at the very idea of using such a controller. Below is a representative quote (a comment from Mike's blog post):

    "yesss flight simulator and x-box controler...sorry Mike but I`m disgusted...you product manager are trying tell us, that using arcade game controler is better in Flight simulation ...yes it`s for sure but for babes .Please stop looking on it like arcade game only , because there is lot`s of simmers which takes it more seriously... "

     

    Well now Mike's gone a step further and offered up steps for getting the controller to work for people who have Flight Simulator 2004 right now.

    With regards to the negative reactions, I commented on this on somebody's post once already, but I'll be durned if I know where that is, or I'd point you to the link. My short take on the subject is that this boils down to the "is it a sim or game?" argument that's been floating around since before I got involved with ACES. It would seem that folk are worried that supporting an Xbox controller means that somehow the taint of consoles is spreading to their simulation

    (hey! you got peanut butter in my chocolate!).

    Hooey.

    Yeah, that's right. You heard me. Hooey.

    The input control mechanism doesn't define whether or not something is a sim versus a game. Your brain defines it.

    A good deal of our users rely on the keyboard alone for flight. That aint exactly a flight yoke, is it?

    What about a joystick? That's not very real. Heck, it's certainly nowhere near Hal Bryan's set up: yoke, pedals, radio stack, and trackIR.

    If you're worried that a controller will somehow ruin the game, bear in mund that none of the old modes of input are going away. We're just extending the control matrix to allow a bunch of new (or old!) users an easy (especially if they have an Xbox) way to experience the sim.

     

    But even if the argument fails to persuade you, I've got the trump card.

     

    You *do* know that Flight Simulator has already supported a game pad controller for *many* versions, don't you?  

     :)

     

  • Is Flight Simulator deep?

    Guy Kawasaki's new blog (via Lacey) has great post about getting strong product evangelization:

    http://blog.guykawasaki.com/2006/01/guys_golden_tou.html

    Good read.

    Flight Sim has the potential, I think.

    Not there yet. (see the entry "elegant" for a start)

  • What the...?

    Okay. I took the Flight Simulator X screens seen in the link below:

    3 years later ...  and here FSX VS Fs2004 Default Terrain

    But who took the Flight Simulator 2004 screenshots?

    And how did he or she know this: "Calaveras Reservoir (10 mi E of KSJC)" was one of the areas?

    I shot the pics, but I'll be darned if I could find that California sim location again...

     

  • Flight Simulator X developer interview...

    There's a couple of interviews available at gamespot. My favorite is Mike Gilbert's little piece available here:

    http://www.gamespot.com/pages/video_player/popup.php?pid=931252&sid=6141988&tab=related

    Great job Mike!

  • Yeah, but when's it gonna ship?

    A statement made during our announcement at CES about the team having over a year remaining have generated a few questions in the Flight Simulator communities about when we're gonna ship.

    So when are we gonna ship?

    The FSInsider site reports in our official F.A.Q. that "We are working hard to deliver “Flight Simulator X” in the holiday 2006 timeframe."

    And we are.

    Holiday 2006.

    What does that mean?

    Well, as they say, past performance is no guarantee of future gain, but here are a few titles ACES games studios have released that were shipped in the "holiday" timeframe. If you purchased any of them, you might remember when they started to appear on the shelves.

    Combat Flight Simulator 1 --- holiday '98-- October 7 1998

    Flight Simulator 2000 --- holiday '99-- September 29, 1999

    Combat Flight Simulator 2 --- holiday '00-- September 20, 2000

    Flight Simulator 2002 --- holiday '01-- September 24, 2001

    What does "released" mean? Wikipedia has a good description of software development cycles here, which includes a generally accurate definition of release.

    Which pretty much means, there's a ways to go, but less than a year from our point of view...

  • The myth of "it needs a brand new engine"

    There's a lot of folk who figure that any new version Flight Simulator needs a "brand new graphics engine" or to "rewrite" this or that. How would I answer that? I wouldn't. I'd let wiser heads than mine do it for me...

    Steve "I worked on DirectX before it was called DirectX" Lacey has a great post from a while ago that addresses this (with regards to backwards compatability):

    http://steve-lacey.com/blogarchives/2005/08/backward_compat.shtml

    Highlights:

    "A lot of the conversation on AvSim seems to imply that we are trading-off increasing the visual fidelity of the product for supporting some old models. Nothing could be further from the truth. The engine is architected such that the core rendering engine is abstracted and the 3D model and database system access it by well defined internal APIs. When we revise the graphics engine we do so without breaking the fundamental way that the object system (and any other client such as weather) accesses it. What we may do however, is provide new features in the graphics engine that can only be fully taken advantage of by newer models that specify new parameters such as bump maps, skinning information, specular maps, etc… "

    "...it’s not a matter of old content giving us a backward compatibility boat anchor around our ankles. It’s a matter of us thinking though carefully how to push old content though a new pipe."

    And here's Mike Gilbert talking about the same thing:

    http://blogs.msdn.com/tdragger/archive/2005/08/31/458560.aspx

    Key quotes:

    "A number of comments suggest we should start from scratch in order to achieve some sort of graphic and feature nirvana. In fact a good portion of the engine gets overhauled every version..."

    "Whenever possible we try to architect the engine to be data and metadata driven so add-ons developed for one version will work in the next. Over time (typically 2-3 versions) we may change the architecture to such an extent that we have to break compatibility but we try to limit these changes so users get a reasonable return on their add-on investment. I should point out, though, that one reason we do break compatibility is when customer value dictates it. For example let's say (hypothetically of course) we have a developer working on a new animation system for things like doors, jetways, etc. He will try to accomdate add-ons that use the existing animation technology but if a cool new feature that adds a lot of value to the customer experience simply cannot be done without breaking compatibility he might decide to make the break."

    "There are also misconceptions about what value various versions of DirectX bring to the table and a belief that someone we're not taking full advantage of the GPU. DirectX is a general purpose graphics technology. It is not a rendering engine unto itself. There are no 'CreateRealisticJetExhaust' or 'AutomaticallyBlendTheRightTerrainTextures' APIs in DirectX. Saying we should scrap our current engine or move to a different graphics technology would be like saying, "I don't like my 3-year-old metal Volvo. I want a new one built from carbon fiber." Is the material going to make the difference? Won't the new one still be a car?"

     

  • FSInsider update in progress...

    Includes link to the CES FSX demo...

    http://fsinsider.com/articles/FSX_Press_Release.htm

    I expect the headline image will change soon...

     

  • Flight Simulator X announcement part 3

    My favorite response from a Flight Simulator user so far, found at Flightsim.com:

    "Indeed. If FSX looks like FS9 with $100 worth of add-ons, imagine what FSX will look like with $100 of addons."

    Link to the whole thread

     

     

  • Flight Simulator X announcement at CES part 2

    A user over at Avsim points us to the fact that BillG's CES keynote speech will be available for one and all after 11:00 pm PST here:

    http://www.microsoft.com/events/executives/billgates.mspx

    Cheers!

     

     

  • Flight Simulator X announcement at CES

    I thought I would be able to get some work done tonight but am so amped from the announcement at CES that I'm likely to spend the rest of my time cruising forums, and monitoring reactions.

    So far they're mostly good, although there are a fair share of skeptics and outright naysayers.

    The only thing I would tell people to think about as they look over what's been released is that the images shown represent a body of work over time--- the screenshots were'nt all taken at the same point in time, and all screens, no matter *when* they were taken represent work in progress--- things are bound to change until RTM. On the other hand, some stuff in the shots is pretty much finished. We are building a whole planet here, some parts are more finished than others.

    I'm not allowed to comment on much more than what's been made available to the public, but I will say that y'all haven't seen everything yet... ;)

    Maybe more later,

    Cheers,

    Jason

     

    {Edit}

    For those who saw the webcast of BillG's keynote, that wasn't a video. That was a live demo of a product.

    {EDIT #2}

    I do want to be clear: a lot of what you see in the screenshots shown is finished work. Some shots a from awhile ago, and some are more recent. Not everything shown is finished yet-- if it was I could go home, and everybody'd have a copy in their hands...