Pro Pilot: Review - Page 1/1


Created on 2005-01-14

Title: Pro Pilot: Review
By: David Lian
Date: August 20th, 1998 1053
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

You are in your Beechcraft Bonanza 20 nm inbound to Seattle International Airport, and make your inbound radio call . . .

You: Approach, Bonanza 9-6-2-1 Sierra, inbound for landing with information Papa.

ATC: Bonanza 9-6-2-1 Sierra, expect vectors for visual approach, runway 3. Squawk 2-2-2-1.

You: Expect vectors for visual approach, runway 3. Squawk 2-2-2-1, Bonanza 9-6-2-1 Sierra.

ATC: Bonanza 9-6-2-1 Sierra, descend and maintain 2-500.

You: Descend and maintain 2-500, Bonanza 9-6-2-1 Sierra

ATC: Bonanza 9-6-2-1 Sierra, turn right heading 2-4-0.

You: Turn right heading 2-4-0, Bonanza 9-6-2-1 Sierra.

Aviate, navigate and communicate - the familiar rhyme is running through your mind as you juggle with each of the tasks. Sound familiar? It should to those of you who fly. ProPilot is Sierra's attempt at trying to re-create the world of civilian flight for those who wish to combine the comfort - not to mention safety - of home with the love of flying. How does Sierra ProPilot (SPP) stack up? Let's find out . . .

Flight Model

DOF

One realises relatively quickly that SPP does not appear to have a full 6-degrees of freedom (DOF) flight model. Huh? So what the heck is 6-DOF anyway? When an object can translate and rotate freely in 3D space relative to an inertial frame, the object is said to have three degrees of translational freedom and three degrees of rotational freedom, giving a total of 6-DOF.

If a flight model has less than 6-DOF, it means that will be unable to fully simulate real-world behaviour. This need not be a great disadvantage because much depends on what realism has been traded off in return for a simpler and faster sim. So what real-world behaviour has suffered in SPP?

Pro Pilot
Click for larger image.

The above are some real-world limitations discovered - there may be more. How critical are these shortcomings? A short answer is that it depends on what you expect to be able to do with this sim. Aerobatic manoeuvers are not modelled very well. But one may well ask, when was the last time someone attempted a loop or hammerhead (vertical yaw or "stall") turn in a real Cessna 172, Baron or Citation?

On the other hand, sideslips, wingovers and even spins are manoeuvers which pilots encounter intentionally or otherwise. As another example, the secondary effect of yawing is rolling and is something familiar in ordinary flying. It is an effect which is in fact, demonstrated in a student pilot's first lesson. Yet this simple behaviour is not modelled too accurately!

Skidding turns at low airspeed in the circuit or pattern are common with student pilots shy of rolling an aircraft. These turns typically result from the secondary effect of yaw (rudder input) causing the aircraft to roll in the direction of the yaw, and the pilot corrects this with opposite aileron. If speed control is poor, then the wing inside of the turn stalls, possibly flicking the aircraft on its back.

What flight dynamics seem to be modelled reasonably? Interestingly, aileron rolls seem reasonably realistic! Within normal non-aerobatic limits, pitch, roll and yaw inertia seem normal for all aircraft types (I am guessing for the Super King Air and Citation because I have not flown both in real life). The yaw experienced by single engine prop aircraft when approaching stall is done nicely, as are the related wing drops.

Overall, SPP's flight modelling is a mixed bag. Do not expect realistic behaviour beyond normal humdrum operations. One needs to turn to other sims for more realistic flight modelling.

Score: 2.5 out of 5

Graphics

When first starting up SPP, a promising splash screen with a hazy mountain type scene comes up. Alas, it turned out to be just a tease. The sim's graphics can best be described as being on par with MS Flight Simulator 95 - and that's not saying much either!

With maximum detail and complexity settings, high altitude views of the terrain are best described as "passable." When one gets closer to the ground, the poor quality of the graphics becomes very apparent despite the maximum settings. Pixel blocks and poor texture smoothing dominate low altitude scenery. In contrast, the instrument panel is reasonable and readable but not the best in overall terms.

Another particularly interesting aspect of the graphics engine are the 2-3 second pauses at regular intervals. Presumably, new bits of terrain/texture are being loaded during these pauses. Under normal circumstances, the pauses would be an acceptable trade off in return for stunning graphics. However, as mentioned above, SPP does not win any accolades in that department. So on balance, the pauses and poor quality visuals suggest an unwieldy and unimpressive graphics engine.

View options in SPP are rudimentary. The absence of a virtual cockpit, snap views, panning etc. all contribute to sinking SPP in this area. Mind you, its nearest competitor, MS Flight Sim 95 does not have all the answers either. For example, you can set up four different external camera views but cannot look any other direction except forward when in the cockpit! So how does one fly a nice tight circuit or pattern around an airfield?

Aircraft graphic models are not much better, sad to say. One is left somewhat amused when taxiing past what looks like a B747. It should be easy to identify such a distinctive aircraft. But the depiction of it in SPP leaves the venerable Boeing looking like a cartoon caricature!

It is fair to say that flight simulators should be judged to a reasonable extent, on their visual (and physical) fidelity. After all, flying relies heavily on the visual sense! In the graphics department, SPP leaves too much to be desired by being way below standard.

Ed. Note: Sierra reports that over 27 million points of the US Geological Survey were used to insure the utmost realism of mountain ranges, peaks and valleys. Over 60 square miles of pinpoint detailed accuracy encompasses each of the 29 metropolitan areas. This method often gives a pixelated appearance even while it reproduces accurate terrain data. Watch for major improvements in Pro Pilot '99.

Score: 2.0 out of 5

Navigation & ATC Communications

In contrast to graphics, SPP does a little better in modeling the navigation experience. A flight planning "wizard" is used to prepare flight plans. One can select pre-programmed "Victor" routes (ie VFR routes) or elect to fly using nav aids and airfields as waypoints or "fixes." This means that you cannot draw any line on the map without using nav aids or airfields as waypoints. So if you are looking for a sim which allows you to fly freely in a virtual world, look elsewhere!

Once you have worked out your route and nominated a cruise altitude (yes - just one!) and power setting, the wizard generates a flight plan for you. While the plan ("flight log" in the menu list) includes wind-corrected headings for each leg, magnetic tracks for each leg are not given. This omission makes it somewhat more difficult to perform DR nav from say, airfield to airfield, assuming the weather model has randomness built into it. One can work backwards from the given wind information to determine a track, but this is actually reversing what one does in real life flight planning!

I must confess that the GPS mode underwhelmed me at first. Over time, I became less underwhelmed - but only just. Having used a number of real fixed and handheld GPS units, I found SPP's "GPS" somewhat wanting. Without going into a lengthy detail over the "GPS," suffice to say that the user interface needs more work!

VOR, DME and ADF aids seemed to work well. The adjustment knobs had a neat way of turning clockwise or anti-clockwise - mouse pointer on left half of knob turns it anti-clockwise and vice-versa. A trip from Portland to Seattle via VORs and airfields took place uneventfully.

Pro Pilot

With the co-pilot option selected, communications outbound from Portland were accurate. However, for some unknown reason, communications inbound to Seattle did not occur. Rather than use the cumbersome menu system to conduct communications myself, I simply broke all rules and flew into Seattle without clearances! So I'm waiting for the knock on the door from the FAA inspector . . . heh, heh!

As a result of my "inadvertent" but illegal penetration of controlled airspace, I decided to see if Seattle ATC was really at home. I set up the aircraft at 20 nm inbound and placed myself at the mercy of them. Seattle did a mostly reasonable job of vectoring me to the assigned runway. However, this was done with many heading changes close to the airport (and it wasn't because I failed to fly accurately!). It is hard to see how this would occur in real life, so the AI needs a bit more work. The same 20 nm inbound arrival was flown under IFR conditions and included one ILS approach. Final touch down was uneventful.

A weak point of SPP is the lack of ability to conduct authentic manual (as opposed to co-pilot managed) communications with ATC. While it is certainly not easy building a simulation to cope with the many possible variations in ATC communications, it would have been nice to have greater "realism" built into this simulator.

Overall, navigation and communications offset one another in positive and negative manners respectively. While not perfect, the implementation does go some distance in reproducing the real world.

Score: 3.0 out of 5

Documentation

The supplied Flight Companion manual is quite good. While skimpy on some detail here and there (eg incomplete performance data for aircraft and sketchy information on GPS use), a balance has to be struck somewhere. After all, pilot operating handbooks themselves can be lengthy documents.

What struck me about the Flight Companion manual is that it is clearly the work of a professional flight training organisation or individual. It is thorough and in some cases, better than some material found in real flight training books.

I have mixed views about Online Help manuals. While the idea is sound in theory, in practice, many people would find value in a hard copy manual. The reason being that sometimes, online and hard copy indices do not capture all keywords of topics that one wishes to look up. When this occurs, the human brain conducts a "fuzzy" logic contextual search by flipping through related areas in a hard copy manual. It is difficult to do this with an online document.

Score: 4.0 out of 5

Summary

Product Feature Score (out of 5)

  • Flight Model 2.5
  • Graphics 2.0
  • Navigation & ATC Communications 3.0
  • Documentation 4.0
  • Overall Rating (out of 20) 11.5
  • Overall Rating (out of 100%) 58%

Having spent some time with SPP, it is clear that there are good elements in this simulator. But in my opinion, these good elements are insufficient to distinguish an outstanding product from just another mediocre offering. Perhaps SPP 99 will address the shortcomings of this present offering.

David Lian has a commercial pilot licence with aerobatic, constant speed, retractable gear and instrument endorsements. He also holds bachelor and Master degrees in aeronautics and astronautics.



blog comments powered by Disqus

© 2024 COMBATSIM.COM - All Rights Reserved