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Flight simulation video game

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Video game genre
This article is about the video game genre. For professional simulators, seeFlight simulator.
Screenshot from theFlightGear simulator
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Aflight simulation video game refers to thesimulation 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 likeFlightGear, whose flight dynamics engine (JSBSim) is used in a 2015NASA 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 arecombat 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

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Arcades (1970s–1990s)

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Further information:Combat flight simulation game § History

Prior to the rise ofvideo games,Sega producedJet Rocket (1970), a first-person arcadecombat flight simulatorelectro-mechanical game (EM game) featuringcockpit 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 wasHeli-Shooter (1977), which combines the use of aCPU processor with electro-mechanical components, screen projection and audio tape deck. The gameplay involves the player piloting ahelicopter 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 inarcades,Interceptor,[7] which was a crude arcadefirst-person combat flight simulator that involved using an eight-wayjoystick to aim with a crosshair and shoot at enemy aircraft that move in formations of two andscale 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 hydraulicmotion simulatorarcade cabinets.[9][10] The trend was sparked bySega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[10]Yu Suzuki's team at Sega (later known asSega AM2) developed hydraulic motion simulator cockpit cabinets for flight combat games such asSpace Harrier (1985),After Burner (1987) and theR360 games.[9][11]

Arcade flight simulator games began adopting 3D polygon graphics in the late 1980s, with titles such as Taito'sTop Landing (1988).[12] Taito'sMidnight Landing (1987) andTop 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'sAir Inferno (1990) andSteel Talons (1991) byAtari Games.[13]

Personal computers (1980s–present)

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Flight simulators were among the first types of programs to be developed for earlypersonal computers[14] and began adopting3D polygon graphics in the early 1990s, with titles such asStunt Island (1992),Star Wars: X-Wing (1993), andStrike 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 ofSeptember 11, 2001, somejournalists and experts speculated that thehijackers might have gained enough knowledge to steer a passenger airliner from packages such asMicrosoft Flight Simulator.Microsoft, while rebutting such criticisms, delayed the release of the 2002 version of its hallmark simulator to remove theWorld Trade Center from itsNew York City scenery and even supplied apatch 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 calledvirtual 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. Virtualpilots and virtualair 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 beingVATSIM andIVAO. 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)

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Much rarer but still notable are flight simulators available for variousgame consoles. Successful examples of these are thePilotwings series byNintendo and theAce Combat series byNamco. 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 releasedMicrosoft Flight Simulator 2020 to Xbox consoles, increasing the presence of flight simulators on console devices.

Homebuilt cockpits

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Main article:Simulation cockpit
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 publishedSDKs (Software Development Kits) now common.

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. Thishome 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.

A homebuilt Airbus simulator cockpit

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

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Main article:Space flight simulation game
Delta-Glider, a fictional vessel inOrbiter

Asspace is a natural extension ofairspace,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 featurespacecraft 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 ofPioneer simulation software.[20]

Home software

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See also:Category:Flight simulation video games

Flight simulator software is largely on PC, however mobile flight simulators are also increasingly popular, withInfinite 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 onsmartphones. Existing mapping applications can be set to interface with PC flight simulators likeX-Plane orFlightGear 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

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  • FlightGear is afree 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. TheFlightGear 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 fromtransonic tohigh hypersonic or re-entry regimes with a flight dynamics engine that can incorporatewindtunnel data orcomputational 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 isFlightGear'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 onRaspberry 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,Microsoft Flight Simulator 2024, was released on November 19, 2024.
  • X-Plane, a realistic simulator developed by Laminar Research since 1993 which also includes a Space Shuttle and in older versions, Mars flight simulators. Twelve iterations of the simulator has been released so far, with the most recent beingX-Plane 12 in late 2022.
  • 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

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See also:List of flight simulator video games

Space flight simulators

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See also:List of space flight simulation games

Smartphone andWeb browser flight simulators

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  • GeoFS, a browser and phone based multi-player free flight simulator that is built onCesiumJS
  • Infinite Flight, a flight simulator foriOS, andAndroid.
  • RFS - Real Flight Simulator, a flight simulator foriOS, andAndroid
  • X-Plane Mobile, a port of the PC simulator of the same name
  • Flight World Simulator, a flight simulator foriOS, andAndroid that is built onUnity
  • Turboprop Flight Simulator, a flight simulator foriOS, andAndroid that is built onUnity

Combat flight simulators

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Main article:Combat flight simulation game

Arcade-style

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Non-combat

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Combat racing

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Combat

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See also

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References

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  1. ^ab"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.
  2. ^Jet Rocket at theKiller List of Videogames
  3. ^"SEGA JET ROCKET(セガジェットロケット)".Sega (in Japanese). Archived fromthe original on 2021-10-02. Retrieved2 May 2021.
  4. ^"Did you know that Sega was started by an American?".Next Generation. No. 24 (December 1996). 19 November 1996. pp. 6–10.
  5. ^"Thrills On A Grand Scale With Heli-Shooter".Sega. 1977. Archived fromthe original on 2021-10-02. Retrieved16 May 2021.
  6. ^"Sega Beginning Shipment Of New 'Heli-Shooter' & 'Sega Soccer' Games"(PDF).Cash Box. December 31, 1977. p. 146. Archived fromthe original(PDF) on 2021-05-16.
  7. ^"Tomohiro Nishikado's biography at his company's web site". Dreams, Inc. Archived fromthe original on 2009-04-01. Retrieved2011-03-27.
  8. ^Interceptor at theKiller List of Videogames
  9. ^ab"Sega's Wonderful Simulation Games Over The Years".Arcade Heroes. 6 June 2013. Archived fromthe original on 2021-10-02. Retrieved22 April 2021.
  10. ^abHorowitz, Ken (6 July 2018).The Sega Arcade Revolution: A History in 62 Games.McFarland & Company. pp. 96–9.ISBN 978-1-4766-3196-7.
  11. ^Lendino, Jamie (27 September 2020).Attract Mode: The Rise and Fall of Coin-Op Arcade Games. Steel Gear Press. p. 331.
  12. ^Arsenault, Dominic (2017).Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System.MIT Press. p. 129.ISBN 978-0-262-03656-6.
  13. ^"Looking At Taito's history As They Turn 60".Arcade Heroes. 2013-08-27. Archived fromthe original on 2021-10-02. Retrieved19 May 2021.
  14. ^Barton, Matt; Bill Loguidice (April 7, 2009)."The History of Elite: Space, the Endless Frontier".Gamasutra. Archived fromthe original on 2021-10-02. Retrieved2009-12-27.
  15. ^"The Making of Stunt Island".fabiensanglard.net. Retrieved2024-09-09.
  16. ^"Strike Commander: Interview with Frank Savage".fabiensanglard.net. Retrieved2024-09-09.
  17. ^"RSI Museum: Twenty Years of Strike Commander - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42".RSI Museum: Twenty Years of Strike Commander - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42. Retrieved2024-09-09.
  18. ^abcRollings, Andrew; Ernest Adams (2006).Fundamentals of Game Design. Prentice Hall. Archived fromthe original on 2021-10-02.
  19. ^Herd, Andrew (2004-11-09)."Flight Training software".Pilot. Archant Specialist. Archived fromthe original on 2007-12-19. Retrieved2007-10-26.
  20. ^Amazing dad builds son a spaceship simulator by Michelle Starr oncnet.com (April 11, 2013)
  21. ^"Phi - FlightGear wiki".wiki.flightgear.org. Archived fromthe original on 2021-10-02. Retrieved2021-03-11.
  22. ^"List of Android apps to use with FlightGear - FlightGear wiki".wiki.flightgear.org. Archived fromthe original on 2021-10-02. Retrieved2021-03-11.
  23. ^"Yoke for FlightGear - FlightGear wiki".wiki.flightgear.org. Archived fromthe original on 2021-10-02. Retrieved2021-03-11.
  24. ^"Space Shuttle - FlightGear wiki".wiki.flightgear.org. Archived fromthe original on 2021-10-02. Retrieved2021-03-10.
  25. ^"An experience like no other… – FlightGear Flight Simulator". 18 December 2015. Archived fromthe original on 2021-10-02. Retrieved2021-03-10.
  26. ^"FlightSim.Com - FlightGear Space Shuttle Project".www.flightsim.com. Retrieved2021-03-10.
  27. ^"FlightSim.Com - FlightGear - Visiting the ISS".www.flightsim.com. Retrieved2021-03-10.
  28. ^"Howto:Build and run FlightGear on Raspberry Pi 4 - FlightGear wiki".wiki.flightgear.org. Archived fromthe original on 2021-10-02. Retrieved2021-03-11.
  29. ^June 2020, Ash Puckett 27 (27 June 2020)."Introducing Pi Commander: The Raspberry Pi Flight Simulator".Tom's Hardware.Archived from the original on 11 March 2021. Retrieved2021-03-11.{{cite web}}: CS1 maint: numeric names: authors list (link)
  30. ^"ELITE Simulation Solutions".
  31. ^"License Options – Prepar3D".Prepar3d.com.Archived from the original on 11 March 2021. Retrieved2021-03-11.
  32. ^"Frequently Asked Questions – Prepar3D".Archived from the original on 11 March 2021. Retrieved2021-04-10.
  33. ^"PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT".secure.prepar3d.com. Retrieved2021-04-10.
  34. ^"PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT".secure.prepar3d.com.Archived from the original on 28 September 2020. Retrieved2021-04-10.
  35. ^"PREPAR3D PROFESSIONAL PLUS END USER LICENSE AGREEMENT".secure.prepar3d.com. Retrieved2021-04-10.
  36. ^"Prepar3D Store – Product Catalog – Prepar3D". Retrieved2022-03-03.
  37. ^"Prepar3D Forums - Prepar3D Boards".www.prepar3d.com. Retrieved2022-03-03.
  38. ^"Hangsim for Windows (1998)".

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