Flying Fries Quasar – The World has just become too small

Witness an historical moment with this new Flying Fries addon. The Quasar can reach Mach 7.8 and travel in Space with real physics in mind. Available Now!

10 Likes

This is a wild one - love the passion FlyingFries puts into their aircraft and it shows in the Quasar. It’s a hefty, squat four finned spaceship - I did 13.5K knots at 135,000 feet, although jet like handling only happens at 400-600, otherwise it’s a bullet in motion with four independent engines (that each move when thrust turning) that feels like a heavy, fast cargo ship - which is what it is.

Graphics and textures are very good - definitely unique. Has built in music scores and a mission generator for short, medium or long hauls. I fly mainly GA and Helos, and have enjoyed using this to fly at @ 1200 knots to sight see and get ideas for new geographies to fly in - has been great in my learning of China (like beautiful Guilin area) - it’s weird how the brain gets used to taking in so much visually at 1200 knots - you forget just how fast you’re going.

Very nice to have something that pushes the limits and I know from past experience with FlyingFries the future improvements will only make it better. It’s in the lower-tier price wise at $24.99 but I have to say you are getting your money’s worth in fun, attention to detail and effort.

4 Likes

Thank you very much for this detailed feedback. I think you describe the Quasar well. What do you think of the (challenging) landings? Well of course it will depend a lot from runway length !

1 Like

Even though it’s not “my cup of tea,” congrats on another stellar (literally) release! I read on the release webpage that there are an abundance of Easter eggs, and the video above actually give one away. I laughed my empennage off when I saw it! I won’t give it away though…

2 Likes

Great plane, something like this that really pushes the physics envelope was really missing!

But is anyone else finding that it performs really badly CPU-wise? It just hammers my 9800x3D into the ground, more than doubling CPU frametimes compared to what I usually fly. From 7-9ms to over 20ms unless I cut TLOD down to about 39, that gets it back below 10ms.

Wouod be great if some optimizations were made. I switched to another plane in the same scenario and it’s definitely the Quasar causing it, at least on my machine.

Would be good to post on FlyingFries Discord - he’d be up for tackling that issue if reproducible.

Picked this up yesterday and had a quick (well…they will all be in this!!:wink: ) flight in it …..its great fun and fantastically modelled in my opinion.

I didn’t notice any significant PC performance issues, but like I said …was only a quick first flight!

It could also be related to the speed at which you are flying and the terrain loading from the Azure cloud itself. If you are flying at a “low” speed of between 400 and 600 knots, are you also experiencing CPU issues?

To be honest, we were a bit worried during development because this is a glass cockpit aircraft with something like more than 15 different html gauges (and I’m not even counting the 35 or 36 OLED displays which are also html gauges!). And we all know that glass cockpits have a bad reputation on performance.

But after testing it on Xbox X and even Xbox S, we were really happy to see that all our optimisations are paying off (because I can assure you that everything is as optimised as it can be: code, modeling, texturing, unloading hidden parts - even in FS2020. It really was my number one concern!

So, yes, you should talk with us on our Discord, as it has been suggested by JPVann. And I’m sure it’s not really an aircraft issue you have, but most likely a “■■■■ this is fast” issue. And we might even give you advices about that :wink:

2 Likes

The plane itself hase been very light on resources for me, but going full speed low over Paris and similar makes the sim cry. Same thing happens in other speedy planes, mostly worse despite being slower than this. Fly into space and I don’t get a single framdrop at all.

Strange. When flying fast (and at altitude) it’s actually better. It’s worst when near the ground, starting off the second I load onto the runway. Maybe I can post some Screenshots later.

Been flying it all over China at high and low altitudes and no issues in VR on 7950/4080.

Sounds like the issue is loading in ground LOD or some kind of conflict?

Interested in this plane. Monitoring reviews before purchasing. I really missed the Darkstar, since switching over to MSFS 2024 and this seems closest to it, so far.

Before purchasing, how do you fly this? Is there a special way to get the Mach 7+ and fly in to space. How do you “steer” when at that speed? Darkstar controlled like a normal plane using the joystick at “cruise” but simply took much longer to turn since it was going so fast.

Also, how do you land this? Does this land like a normal plane (e.g. like the F-15 or an airliner). Darkstar could land like a normal plane. Would hate to go around the world and not be able to land the thing, so want to understand that better.

Thank you. I’m very interested. Want to understand it better before purchasing. Need to be able to steer “to some extent” while at Mach 7+ cruise to get to desired destination, and have it landable to bite the bullet.

I want to understand this more. If this is “really hard” to land, like much more so than any plane, then I may pass for now.

How are the engine sounds?

And when MP release for Xbox?

It is “hard” to land in a way that it lands fast, it is super heavy and the engines have a lot of thrust, even in idle. So, with practice and using all the tricks possible (speed brakes, shutting down engines on touchdown - there is a feature that can do that for you, pulling on the stick, burning as much fuel as possible before touchdown, etc.) you can land on runway just under 5,000 ft.

But most of the time, you might want to aim at 8,000 ft runways.

Also, at very high speed, as our flight model craftman says, it’s not really about “steering” but about getting the correct “trajectory”. It’s the way everything works in the sim and in real life. You don’t have the same turn radius at 400 knots than at Mach 7. So, anticipation, and aiming before going stratospheric and hypersonic. We really wanted to give it a realistic and plausible flight model based on current technologies, and not make it a cartoonish vehicle.

I hope this answers your questions. And if you think it’s not for you, then, no problem. It’s better to know it now than too late :slight_smile: Check on YouTube and Twitch, Captain Kenobi, Forder and TwoToneMurphy have already made long reviews of it where everything is explained very clearly.

2 Likes

Sounds are so subjective :slight_smile: Most of the people who tested it, internally, and reviewed it, think the engine sounds are really nice.

But more than just the engine sounds, it’s all the clicks and electrical buzzing, and ambient wind and G-Forces, and airflow through the intakes changing pitch while you change your AOA, etc. All of this is very dynamic, and makes it an immersive package (but I’m the dev, so maybe just not take my word for it :slight_smile: ).

And the Marketplace release for Xbox was in sync with the flightsim.to release. It’s there, for PC and Xbox, FS2020 and FS2024 since Monday :slight_smile:

2 Likes

Thank you. This helps. Appreciate the response. Have a couple more questions with steering and landing. With regards to trajectory and large turning radius, I experienced the similar with the Darkstar, which was fine. I would still need to make minor adjustment when doing a longer great circle route - I’m assuming that the Quasar can still be steered with a large turning radius when at Mach 7+? Is that part of turning similar to the Darkstar, which I am used to?

What is the lowest speed where the Quasar can maintain lift? If I were doing a long approach, what is the slowest I could hold, ~2000 ft AGL, and set up a landing and still have it steerable.

With regards to landing, what is the approach speed during descent and final descent? What speed is final approach and landing? Is the Quasar still maneuverable/steerable at final? If I’m coming in and realize that I’m too high and will need to “go around” to get a better approach, does this have the capability to do so, or will I be doomed to a crash? Also, if I realize I’m coming in too shallow and will crash before if I make no adjustment, will I be able to throttle up slightly and have potential to save it with the right moves, or do I not have capability of saving at that point?

Thank you.

Thank you for your videos. Would be super helpful to understand descent, approach, and landings. Including lowest speed the Quasar can hold altitude on final and the actual landing speed. I’m assuming landing gear and “speed brake” is similar to toggling gear and spoilers, or is this unique? Also, would be curious if shutting down 2 engines on final would give more controllability on final & landing, given the sensitive throttle.

I’m keen to compare this to the Darkstar, and while that required a specific sequence to get it to full speed, it was not hard to land on final, landing around 170 kias, if you planned your descent and deceleration properly. Is this landing considerably harder than a Darkstar?

Thanks!

I didn’t flew the darkstar that much so I couldn’t compare them. I have a landing tutorial in the making but landing is not that hard in itself. What is hard is to get a good enough landing to be able to stop the aircraft before the end of the runway.

Approach is between 350 and 300, landing is between 260 and 220.

Considering the weight of the Quasar (almost an a330) you can lose lift quickly if you take a sharp turn at low speed, yes. I would not recommend under 350. But if you’re careful enough 250 is still ok.

1 Like