For years, Microsoft has dominated the civilian Flight
Simulation industry. Fight Simulator98 (FS98) is their
current version of their flight simulator software that has
dominated sim sales for the past year. Sierra's Dynamix is
taking on Microsoft's FS98 with their upcoming ProPilot99 to
challenge Microsoft's domination of flight simulators.
172 in France. Click any image for larger version.
ProPilot99 takes on FS98, and does so by the horns.
I have gone through their new simulator with a fine tooth
comb, and enlisted the help of a commercial pilot to fairly
judge the product. 10 hours of flying later, I have come to
a conclusion. Not only is ProPilot99 a better flight
simulator than FS98, it just feels right, like that broken
in pair of shoes. Dynamix has done their homework with
ProPilot99. They have included everything into their
simulator that Microsoft ignored with FS98.
Now you're asking, what does ProPilot99 have over FS98?
Well, here's the short list…
- pop up operators handbook that includes performance
data, and checklists, flight planning wizard
- built in GPS
- first flight assistance (Audio Co-Pilot assistance) -
this is real neat
- thirty training videos
- translucent clouds with real thickness (good bye lego
block clouds) - thick as pea soup too
- high fidelity instrument panels - every switch, know
and button is fully interactive.
- Realistic interior views.
- Real engine sounds
- Air traffic control communications - ya baby! It's the
real deal. He/she talks to you in the air.
- About $300 worth of add-ons just to bring FS98 on par
to the standard functions of ProPilot99
- Actual geological terrain modeling
Ok, it wasn't that short of a list, but just enough to give
you an idea of what this simulator contains - a lot for the
money. I'm no beginner simulator pilot, but I am not a
commercial pilot either. I recruited the assistance of my
friend Brendan (who is a real pilot) to carefully evaluated
all 6 aircraft and give the 'professional' opinion on
modeled flight characteristics.
From the installation to the load, everything about
ProPilot99 seemed refined. Even after installation,
"Sierras Utilities" program checks for a newer version. The
load time to start the application is quick, under 10
seconds (Microsoft, you listening?). All menus are clearly
defined and simplistic to use. For example, you don't need
to be a meteorologist as in FS98 to be able to set up your
weather. Everything about the menus seems polished. Nothing
overly complicated, no head scratching controls.
The simulator starts you off in a Cessna 172p Skyhawk. The
engine isn't running, it's dead quiet, and you're on a long
stretch of runway. The cockpit is an exact replica of the
older 172p, except this model is loaded with the latest NAV
and COMM equipment. Brendan went through his checklist for
the 172p and compared them to the program. Except for a few
order differences, all checklist items were there. Putting
his checklists away, we started the aircraft with the built
in checklists. A smirk appeared on our faces.
Rolling down the runway, we were able to rotate the
aircraft at the proper speed. As we climbed out at 65
knots, Brendan noticed that the sounds coming from the
Cessna engine were dead on. From the start, to the roll
during takeoff, the wind passing by the canopy in the air,
it was all there. We were smiling.
At 6000 feet, Brendan cut the throttle and pulled back on
the yoke. As nose rose slightly, the stall horn came on at
45 knots (check). The aircraft's nose-dove as it stalled
(check). Brendan mentioned that ailerons were actually
sluggish prior and non-responsive during the stall. More
smiles appeared.
A quick drop in altitude, and a hard turn, we were lining
up for a landing. As we descended upon the runway at about
15 feet above it's surface he noticed something not in FS98
was occurring - the infamous ground effect. The aircraft
gently rocked as the landing gear touched down with a
little tire squeal. We picked up our jaws and turned the
aircraft around. Turning was jerky and slow in the Cessna
with rudder control, and using differential brakes
(individual wheels) to turn was very sudden. This was
something we could get used to.
Selecting the Twin Baron, a twin prop, we attempted to take
off in heavy clouds and winds, but with one engine on. Our
plane yawed to the right sharply when I powered up,
requiring heavy rudder trim. As the aircraft slowly and
painfully rolled down the runway, we finally reached 90
knots where Brendan pulled back gently on the yoke only to
find he had little or no climb power.
Pulling the landing gear in, he struggled to keep the
aircraft in the air… ultimately the aircraft lost
air speed and began to descend from it's huge 20 feet
altitude. Scrambling to make an emergency landing, I put
down the wheels, while he engaged max flaps. As he landed
the aircraft with only a little pavement left, we overshot
the runway landing in the field behind the airport. The
aircraft bumped all over the place as he brought the plane
to a stop. More smiles.
After a simulator reset, we selected the Citation, a small
twin engine executive jet. The start up procedures and
sounds produced a 'Ouuuu…ahhhhh…oooooooh'
crowd like sound from the both of us. A couple of quick
looks around at the rear of our jet - Luxurious leather
seats were part of this aircraft's appointments (oh my).
I placed a strong cross wind on the runway, and we took off
with the left engine on. This time, lady luck was not so
forgiving. As I was now on the controls, when I lifted off,
the crosswind coupled with a single engine takeoff
(simulating a flame out), caused the aircraft to bank
sharply to the right. I was not able to recover in time
resulting in the aircraft crashing on the runway….
Oops! Brendan smacked the back of my head, mentioning that
in real life, I don't get any second chances - (and some
rich executive wasn't too happy about his plane). Closing
the program, we decided to sit down and discuss what we
liked and didn't like about ProPilot99. Here are the likes
and dislikes about ProPilot99.
What we liked
- ProPilot99 offers a refreshing feel to flying. The
controls are smooth and responsive, unlike the jerky FS98
controls. During stalls, aircraft ailerons are sluggish and
unresponsive to controls.
- Cockpit detail is amazing. All aircraft start-up
procedures follow the same checklists as do their real
counterpart. All visible switches work, providing the
proper functionality.
- Air Traffic Communications AND a co-pilot. Your
co-pilot can take care of most menial tasks while you
concentrate on flying including talking to the air traffic
controller (ATC), changing NAV aids, and setting up your
frequencies.
- The ATC can also give you detailed vectoring
information. And it's real, down from the weather
information channel, right from ground control, air traffic
control, departure control et al. You have communications
with all flight service communication facilities during
takeoff, cruising, and landing. And it's done well.
- Gauges respond accurately to the environment as you
climb and dive.
- Sounds were realistic, except for one part. However,
all other acoustics will put a smile on your face.
- You are actually able to maintain straight and level
flight, unlike FS98 where you're constantly fighting with
your trim to maintain altitude. Here is where ProPilot99
shines through. All available trim functions are visible
and functioning.
- IFR and NAV flying are accurately done. Mapped terrain
in ProPilot99 also contains all real life NAV and VOR
beacons.
- ProPilot99 is more realistic to fly both internally and
externally. The aircraft interacts with the outside
environment in a more responsive nature. Turbulence
actually looks like turbulence, it wobbles your plane
around in the sky, not quick left and right jerks. Wind
gusts moves your plane wings, requiring realistic aileron
adjustment. Loose an engine in a twin, and your fighting to
keep your plane in the sky, requiring immediate attention
as your plane yaws towards the down engine. Rudder
adjustments during this situation may correct your flight
path, but your aircraft is suddenly sideways at an angle.
- Weather emulation of clouds is fantastic. Flying
through clouds seems actually real compared to FS98 Lego
blocks. This allows realistic IMC navigation with IFR
navigation and landing. Cloud thickness is wonderfully
simulated.
- External views at high altitude are done well. Graphics
with 3D accelerated cards can take benefits of sun flares,
wispy clouds, and maximum resolutions.
- Built in Flight Planner. This flight planner is neat.
Plot all your waypoints. Where you want to fly. With what
aircraft. Even generate weather for your flight for your
departure and destination location. ATC will even vector
you to your destination.
- Built in navigation aids. The program can help you set
up for all types of navigation by auto tuning your NAV
radios.
.
What we didn't like.
- Terrain is second rate. Up close, it lacks detail,
detail, and detail.
- Cities look too much like copies of FS98. We were
hoping for more realistic looking buildings and structures.
- Certain realistic flight characteristics were missing
or just plain wrong. During a dive from high altitude, you
can both pull back and climb out of the dive or your
controls are ineffective. Neither was consistent which
leads us to believe that it's all luck if you put your
plane into a dive, you can pull out of it. In real life,
try to pull out of a dive in a King Air at 300 knots and
you'll either rip your wings or your tail off.
- Try flying upside down. Normally, you'll starve your
engines of fuel but in ProPilot99, they don't cut out.
- The Overspeed horn was non-existent or just not
working. We hope they fix this for the release.
- Stalls are modeled well, but spins are not. All the
aircraft do not want to spin. Hopefully flight models are
unfinished.
- Multiplayer has not been incorporated into this
program. We'll find out if it's planned or not. If not, it
should be, it's a hoot in FS 98.
- Damage modeling is non existent. There are no damage
points on your aircraft. All crashes are simulated by a
smashed and burnt cockpit view. With today's damage
modeling being a high priority for most simulators, why
can't the aircraft have break points on the surfaces?
Why can't I damage my landing gear if I land too hard? I
should be able to damage my control surfaces if I fly too
fast and my flaps if I try to extend them at high speeds.
But unfortunately, there is no damage modeling in
ProPilot99.
During long distance traveling, I found that for some
reason, the aircraft had an unnatural desire to climb. This
was most noticeable after using the autopilot. This was a
beta release so I can only assume this is fixed on the
release. I'm searching here folks, but you know what, I
can't think of anything else that this game is missing.
Note from a reader: this is very accurate, as the plane
burns off fuel, it becomes lighter and will climb on its
own. For example, the Concorde will begin its cruise at
around 50,000 feet, but by the end of its cruise it can be
as high as 65,000 feet because it doesn't have tons of fuel
weighing it down.
Know what this simulator needs? A full motion cockpit, 5
point harness, buttons above my head, and a stewardess
tapping me on my shoulder asking me if I want the in-flight
meal. Microsoft, be afraid, be very afraid.