Microsoft Flight Simulator 2004: A Century of Flight Preview[ Review Comments | Screenshots ]
Microsoft Flight Simulator 2004: A Century of Flight Preview

Official
Site - Screenshots
This year, we celebrate 100 years
of powered flight since the Wright Brothers made their historic flight back
in 1903. Microsoft is celebrating too with the soon to be released Flight
Simulator 2004: A Century of Flight. In fact, this is also Microsoft's
20th anniversary of their well-known flight simulation franchise. So, what's
new in A Century of Flight (CoF)? Although there are a number of new
features and improvements, in this preview I'll focus on some of the major ones
and list the others at the end. Also, I want to point out that since this is
a preview based on a pre-release beta copy of CoF, major changes could
occur by the time the product is released. As a result, you may want to wait
for a review of the final version of CoF before deciding if it's for
you.
Aircraft
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| Check out the detail in the DC-3 from "A
Century of Flight" |
First, there are a number of new aircraft. Of course,
since this version celebrates a hundred years of powered aircraft, it has to include
some historic ones. Among the nine history-setting planes are Orville and Wilbur
Wright's 1903 Wright Flyer, the Ryan NYP "Spirit of St. Louis" which Charles Lindburg
flew solo across the Atlantic Ocean, non-stop in 1927, and the Douglas DC-3, a
legendary passenger plane and workhorse of the industry. In addition, many modern
planes such as the Boeing 737, 747 and 777 are included. For the rotorheads among
us, CoF now includes a piston-powered helicopter, the famous Robinson
R-22, in addition to the turbine-powered Bell 206B JetRanger III. All of these
aircraft appear in varying amounts of detail but all have been improved over the
previous version of Flight Simulator.
Historical Aircraft
1903 Wright Flyer Vickers F.B.27A Vimy
Curtiss JN-4D Jenny
Lockheed Vega 5B
Lockheed Vega 5C
Ryan NYP Spirit of St. Louis
Ford Trimotor
Piper Cub
de Havilland DH 88 Comet
Douglas DC-3
Modern Single-Engine Aircraft
Cessna 172 SP
Cessna 182S Skylane
Cessna 208 Caravan
Cessna 208 Caravan Amphibian
Mooney Bravo
Extra 300S aerobatic plane
Modern Twin-Engine Aircraft
Beechcraft Baron 58
Raytheon/Beech King Air 350
Passenger and Business Jets
Boeing 737-400
Boeing 747-400
Boeing 777-300
Learjet 45
Helicopters
Robinson R22
Bell 206B JetRanger III
Sailplanes
Schweizer SGS 2-32
Inside the cockpit
Flight Simulator has always provided a flat area
of the screen on which is placed all the gauges, instruments, switches and other
things to control the aircraft, tune radios, etc. Known as the 2D cockpit, this
metaphor continues to be used to this day. Flight Simulator 2002 (FS2002)
introduced the concept of the virtual or 3D cockpit. Unlike the 2D cockpit,
the 3D cockpit gives you the sense of being in the aircraft since you can see
all around the cockpit in addition to the instruments. What was lacking in FS2002,
however, was the ability to touch the controls--a major limitation. In FS2002,
all you could do was look at things in the virtual cockpit. To change anything,
you had to switch back to the 2D cockpit or pop up a 2D panel window.
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Beautiful detail inside the virtual
cockpit of the Douglas DC-3 |
Virtual cockpits enable you to
look all around, not just out the window |
Controls such as the radio can
be adjusted directly in the virtual cockpit |
Now, in CoF, radios and key aircraft
controls in the virtual cockpit are interactive. Need to change the COM1 frequency?
Simply move the mouse over it and click or spin the mouse wheel. Want to put
the landing gear down? Click on the gear lever.
And now, for the weather report
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| Weather themes can really shake up your world |
One of the most significant additions to
CoF is the weather system. Fans of Looking Glass' Flight Unlimited,
like me, have always had dynamic weather. Until now, getting varying weather
conditions in Flight Simulator required downloading weather updates over the
Internet via the built-in "Real Weather" system or with a third-party weather
tool. In CoF, the weather is finally able to change on its own over
time through the use of realistic atmospheric physics and 3D clouds. No more
white cardboard cutouts to fly through. Rather, clouds form and dissipate and
even move across the sky, just like in real life.
Choosing the weather you want to fly in can be accomplished in several ways.
If you have an Internet connection, you can download actual weather data, just
like in FS2002. However, you have a choice of whether to use the data
statically or to continually update it by downloading new data every 15 minutes.
To make use of the new weather system, you can simply select from one of several
weather themes. Themes are pre-defined weather scenarios such as "Fair Weather",
"Major Thunderstorm" and "Winter Wonderland".
If you really want to get specific, you can customize the weather. As with FS2002,
you can set parameters such as cloud types and layers, wind layers and speeds,
visibility, temperature, and pressure. In addition, you can specify weather
parameters for the entire world as a whole, a group of weather stations, or
even just a single weather station. Being able to create such micro-climates
you can customize the weather along your entire route from departure to arrival.
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Tinker with a variety of weather
parameters to make the skies your own |
Apply the weather globally or
down tm a single weather station |
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| It's a dreary day in the neighborhood |
Unfortunately, although the weather map
indicates the location of fronts when using real-world downloaded weather, there
doesn't seem to be a way to specify the location of a storm front for custom
weather. Perhaps fronts are taken into account based on the pressure, tempurature
and wind direction between areas you customize but it wasn't apparent and the
online help didn't mention anything about creating or placing fronts.
There are some other very welcome improvements
to the sky in general. No longer is the color of the sky the same color of blue
all the time. Gradient variations in color, especially at sunset, truly add
realism to the world. Also, rain no longer appears to be coming from a sprinkler
head placed just above the aircraft. Even when viewed from outside at a very
wide angle, the rain appears to be all around.
Some of the weather effects such as rain running across the windscreen looked
peculiar but I'll reserve final judgement until I see the final version.
I knew I should've taken a left turn at Albuquerque
With a total of approximately 24,000 airports
in CoF, up from 22,000 in FS2002, getting around can be a daunting task. To
help, CoF includes the Garmin 295 and 500 series GPS with color moving maps
and airport facility information. Even the regular map view in CoF is now in
full color with terrain information. No more getting lost from trying to decipher
the primitive black and white lines used in FS2002.
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| Garmin 500 GPS |
New full-color map |
Once you reach your destination, you'll find that airports finally have taxiway
signs. I've been used to seeing signs in Looking Glass' Flight Unlimited since
the 1990's so it's about time they arrived in Flight Simulator. Now, when the
ground controller tells you to go to taxiway alpha, you'll know when you get
there.
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| Taxiway signs and improved markings help
you get around on the ground |
The taxiway markings themselves have also
been improved over FS2002 to make them easier to navigate as well as look better.
Speaking of air traffic control, it has been enhanced with features such as the
ability to change altitude en route, pop-up IFR clearances, and precision and
non-precision approaches to multiple runways.
More traffic
Although FS2002 had AI traffic to populate airports with moving
planes, it was quite limited. In CoF, more airports around the world have AI traffic
so you won't feel so alone when flying off-line. In addition, even non-towered
airports can have computer-controlled planes coming and going.
If I only had a brain
Flying with computer-controlled planes is okay but it simply doesn't
compare to flying with your friends online. CoF's multiplayer system enables you
to share the skies with other CoF pilots over the Internet. Connections can be
made via Microsoft's The Zone service or directly via TCP/IP.
I wasn't able to try out the multiplayer functionality but I did notice that CoF
uses different ports than FS2002. So, it appears that the two versions may not
be able to coexist in the same session. Does that mean that CoF's multiplayer
has been improved? I don't know at this point but I certainly hope so.
Performance
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A sunset over Chicago shows off the gradient
colors in the sky |
Since this is a preview of a beta version,
I won't say much about performance since a lot can change by the final version.
However, I do want to point out that this version of CoF runs as smooth as silk
and loads faster than FS2002. Frame rates depend on how advanced your video card
is and how much eye candy you turn on. If you want the new 3D clouds, you should
have a reasonable video card (e.g. GeForce 3 or Radeon 8500). Fortunately, you
can use simplified clouds to run CoF pretty much the way FS2002 currently runs.
All in all, CoF looks promising in the performance department.
Everything old is new again
Okay, so you like what you see so far but if you're
a veteran of Flight Simulator, there's no doubt that you have a lot of third-party
planes and scenery. What's going to happen to them if you upgrade to CoF? So far,
it looks like pretty good news on the compatibility front. Aircraft and scenery
for FS2000 and FS2002 that were made according to the Flight Simulator SDKs seem
to work fine in CoF including aircraft created with FS Design Studio. Microsoft
states that as long as the SDKs were followed, all should be well. In fact, I
was able to click on things in the virtual cockpit of an aircraft that was made
for FS2002.
Of course, any add-ons that were made using internal hacks or other special features
of previous versions of Flight Simulator may or may not work in CoF. However,
since many companies that make these kinds of add-ons have already been working
with CoF, there's a good chance that they'll find a way to make it work.
Features, features, and more features
Here are some more key features
in CoF:
Single version package--no Standard vs Professional
More high-detail airports
Lighting effects such as lens flare (can be turned off)
Expanded AutoGen scenery
Hardware acceleration in multiple windows and across multiple
monitors
A learning center available inside the simulation that includes
visual guides, flight lessons, flight briefings, how-to procedures, aircraft
handbooks and more
New and expanded lessons and ground school topics
Flight planner to create VFR and IFR flight plans and navigation
logs
Flight analysis with ground track, key flight data and vertical
profile
Instructor's station that can control the weather, fail systems
and provide comments and help via a chat window
IFR training panels in some aircraft that include all key instruments,
avionics and controls in a single window
So what do I really think?
Well, of course everything could change by the time the product
is finished. But from what I've seen so far, if you've never used Flight Simulator
before, "A Century of Flight" is a beautiful flight sim and I would recommend
it. If you have Flight Simulator 2000 or earlier and you have a system that
can run CoF, you should definitely upgrade. FS2000 users will certainly have
a smoother flight with CoF.
If you're currently using Flight Simulator 2002, it's a toss up at this point.
With the many third-party add-ons for FS2002, it does the job quite well despite
the new features in CoF. I want to see how the final version measures up.
| Previewed
by: Peter Ridge, 1 June 2003 |
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Release information
Date: July/August 2003 Price: US $49.99
System requirements
For Windows 2000/XP: 128 MB RAM
For Windows 90/Me: 64 MB RAM
Processor: 450 MHz minimum
Hard disk space: 1.8 GB available
DirectX 9 or later (included)
Video card with 8 MB of RAM and DirectX 7.0 or later drivers
Real-world recommendations
256-512 MB RAM
Processor: 1.8 GHz
Hard disk space: 4 GB available
DirectX 9 or later (included)
Video card with 64 MB of RAM and DirectX 8.0 or later drivers
(e.g. GeForce3, Radeon 8500 or higher)
Official
Site - Screenshots
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