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Microsoft Flight Simulator X

MISSION READY
25 years after it was first launched, Flight Simulator keeps on getting better

A NEW version of Microsoft's seminal Flight Simulator software is a big deal in the sim world. The software not only takes big steps forward every two years with the update, but the flight sim community surrounding it develops new products and 'add-ons' to extend the program's capability.

The latest release is version X, or 'Ten', as Mike Gilbert, the project leader for this update, calls it. Mike was at the UK launch, held at Elstree Aerodrome in late September, and highlighted the three main areas in which FSX has moved on.

First is what Microsoft calls the 'Dynamic Living World'. "It's a much more realistic world," explained Mike, himself a pilot flying a Maule and Piper Cub. "The world appears busy, with other aircraft either controlled by the computer or, if you're flying online, by other people."

There's a lot more detail, such as moving cars on roads which are themselves much more accurate, and moving gantries and baggage trucks at major airports - more than 24,000 airfields worldwide are in FSX with 1200 having the higher level of detail.

The world has been divided into 23 geographical regions with vegetation and environment more accurately modelled. So desert or jungle in Africa, grass and trees in the UK. Mountains, coastlines and roads are closer to reality, though still not as good as the photo-realistic add-ons available from third-party developers such as Horizon.


Perhaps the most important development is the 'Structured Missions' element. It was designed initially to help non-pilots get started in FSX but with huge potential for developing special scenarios such as Search & Rescue missions, engine-out training for twin-engine aircraft, instrument approaches (possibly with technical failures thrown in).

At the launch, I flew two of FSX's own missions. First, an instrument approach into Innsbruck in a Beech Baron twin during a snowstorm and boy, did I sweat that one. Second, and much more enjoyable, was 'flying' a Beaver floatplane from inlet to inlet picking up passengers and cargo. The water takeoffs and landings were great fun and seemed reasonably realistic in a 2D way. Graphics of the aeroplanes is fantastically detailed.

 The third major new element is 'Tower Control' where a player can act as an Air Traffic Controller with a 360º degree view of the airport, radar screens and radio contact. It can be used in a multi-player situation, either connected online or across a network, where one player is the controller and the others flying.


A lesser but still nice, and useful, new function is 'Shared Cockpit' where two players can crew a single aircraft. One could be flying the plane and the other handling radio and nav, for instance, or it could be instructor and student pilot.

One issue might be whether your PC is up to FSX. Microsoft says it requires only a little more computing power than the old 2004 version, but that's still quite high. According to one developer, FSX will need the latest dual-core processor to work to its best although Microsoft says the minimums are: Windows XP SP2/Windows Vista, a 1.0Ghz processor, 256MB RAM, 32MB DirectX compatible video card and the program takes up 14GB of hard drive space.

FSX will be released in the UK on 13 October 2006, perfectly timed for the run-up to Christmas.

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