The realism in Flight Simulator 2020
The realism in Flight Simulator 2020
I'm interested in how much realism they intend to include in the game. Will there be specific reports for players who need to consider it? Regarding runway analysis, you'd really need a solid flight plan to have a real one. It seems like if they want this to be a simulator, they should fully commit to making it a genuine simulator and not just half-hearted.
It's not a pilot simulator, it's a flight simulator. If the flying is precise, then that's what truly counts.
True, most gamers focus mainly on the visual and interactive aspects of flight, but incorporating runway analysis and NOTAM reports would introduce a new dimension to the gameplay that hasn’t been seen before in any flight simulator. I’d really appreciate seeing commercial aviation elements integrated into the experience. After all, "pilot" and "flight" are just different names for the same thing. You’re essentially playing as a pilot in a game marketed as a simulator.
Well, it doesn't matter what you call it—"pilot," "flight," it doesn't change the essence. The game will definitely capture its flight mechanics in a realistic way, but not at a detailed level. From my perspective as a flight dispatcher, things like Notam reports and runway analysis were mandatory before every flight. The FAA enforces this because skipping it is extremely dangerous and could lead to serious penalties, including fines or even imprisonment for endangering lives. If the dispatcher wasn't present, the pilot would still perform those checks anyway, so if this isn't included, the simulator clearly doesn't have a strong case to call itself one. Here are some examples of runway analysis charts—one for takeoff performance and another for landing. The first is tailored for a Gulfstream, the second for a Challenger 604. Without these details, you can't be sure if your aircraft is properly suited for takeoff and landing.
No, only the runway and elevation should be considered because air pressure matters. If the airport sits 5,000 feet above sea level, then attempting to take off will feel similar to flying at that altitude. This means greater thrust is needed for takeoff, so factors like air conditioning and engine anti-ice can impact performance negatively.
Yes, every factor that might influence the planes maximum allowable takeoff and landing weight is considered, no matter how minor. Even the tiniest adjustment can lead to delays or cancellations. This occurs frequently in air freight work, where small changes—like a wind shifting from 5 to 7 knots or from headwind to tailwind—can make the flight unsafe. If the performance chart indicates the flight is no longer safe due to increased tailwind, you must delay it or face the risk of the plane sliding off the runway because it’s too heavy.
I enjoy racing sims without the hassle of contracts, sponsors, suits, or safety courses. I just want to race a few laps. If there are FSX-style multiplayer servers, I expect there will be plenty of hardcore role play groups. Otherwise, I doubt the game will have meaningful weight loads for passengers or cargo that would affect it.
I'm not a pilot and don't intend to be one. I'd be frustrated if I had to spend 15 minutes on paperwork and pre-flight checks before flying. I'd also prefer flying without infinite fuel and staying well below FAA regulations.
Well, typically it took under ten minutes to perform runway analysis after reaching that stage in flight planning. In practice, you often don’t have much time if the flight is set to depart soon—like an hour or less. I’m only asking for runway analysis and notams, the elements that would truly make the simulation feel authentic, rather than the full commercial aviation workflow.
It looks like you're comparing yourself to a DCS World player and possibly someone else named BlackManINC.