After some discussion about the upcoming BlueBird 757, I got to thinking about “study level” planes.
This is the level of realism that (after 30 years of writing about flight sims) I think will make most of the audience, including both casual fliers and “core” flight sim fans, happy:
-
Realistic performance – it should hit the numbers in the same amount of time, and have the same limits, as the real plane.
-
Realistic handling – the plane should feel as heavy or light, as maneuverable as not, as FBW or not, as the real plane.
-
Realistic systems – the panel should look like the real plane, and have the same major flight instruments. You should be able to fly manually or on autopilot, and enter and follow flight plans, using the commonly used capabilities found in the real planes.
3a) For growing subset of users, those systems should be detailed enough to go through a realistic startup and shutdown procedures.
3b) For the users more into aviating than switchology, there should be automation of those systems. (IE: Let the people who want to do the work of 2 or 3 crewmembers do that, but don’t force everyone to.) -
Sound. Too often overlooked. A rich sound set without audible looping and with lots of small touches (hydraulic whines, gear extension, switches, creaks, etc.) adds a ton to the experience.
-
Visuals. These are somewhat subjective, but the plane should be accurately shaped, have detailed textures inside and out, and all of the things that pop out of the plane should pop out of the plane. (There is, alas, a subset of forum users delight in pointing out the smallest texture issues, so try to avoid those so as not to bait those posters.)
-
Failure options: Systems should react as the real hardware does when abused. Don’t let pilots run the engine at 100% the whole flight unless the real plane lets them do that. Support the simulator’s built-in failure settings. Allow users to turn off failures, and bonus if you can support random failures as well.
I think we can all agree that feature list will satisfy the largest subset of sim users.
For folks wanting “study level,” they also want:
A) All systems in an FMC and other instruments to be 100% detailed, even those that aren’t typically used by pilots or that don’t apply in a simulator environment. Each instrument should be a 100% simulation of that instrument.
B) Fuses, hydraulics, and other internal plane systems fully simulated, not just simulated at the experiential level. (IE: You can simulate a hydraulic failure without building in the plane’s real full hydraulic system, but some study-level fans want that full system simulation.)
C) No automation of systems (such as fuel switching and balancing) that require manual intervention in real life.
Curious what else “study level” fans would like to see. I’ve been flight-simming since the Commodore 64 days and have flown a number of real planes, ranging from a Mooney 231 to a Cessna 310 to a T-34B to an F-15D (back seat of course), and I’m happy with 1-6 above. I’d love to hear what the "study level’ fans want to see in planes, because I often see the term bandied about without details on what’s lacking, just “it’s not study-level.”
I mean, I know the difference between the Bredok3D 737 and PMDG’s. But I’m curious specifically what makes a plane study-level that’s important for the folks who want it.