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as long as the sim is running with no time acceleration, it will run real life flight times
I ran a 13 hour flight and its was the best my FSX ever ran, since i bought FSX:boxed in 2006, and later acceleration...never could have gotten more than 2 hours air time, now I am able to make multi-leg journeys with no issues(On a real dinosaur of a computer)
Shame on you, MS. You, sirs, create vacuum.
However, if you fly the Concorde, you can arrive in 1 hr 18 min with no stops (if you use 16x time compression, you can arrive in less than 5 minutes -- well really 10 minutes or so since take-offs and landings require several minutes to complete).
I agreee completely. Although the game still has FPS issues, like the original.
I have for development environment FSX and for testing and better FPS i run FSX SE, but I cannot have Steve DX10 Fixer working on both at the same time, that is a shame.
Otherwise Steve DX10 Fixer should work for both (FSX and FSX SE) at the same time, but Steve refuse to do it arguing the complexity of that job.
Yeah, the time scale is very close to the real thing. I use FSX:SE/FSX to keep my IFR skills sharp. In IFR you learn to use the chronograph for just about every facet of your IFR flight, so accurate time-scaling is critcal. A coast to coast flight, depending on your altitude and weather conditions will take between 6 and 7.5 hours in the default 73, so if it takes 3 hours to go from Colorado to Florida in realtime, it'll take at least that long in FSX.
Hardware was far less capable back in 2006. So, take almost any game from 2006, and when optimised for current operating systems, it will run much better on current hardware.
I've had FSX Deluxe since its initial release. It has always steadily improved, with hardware upgrades.
But, even now, the software has bottlenecks, that prevent it from truly reaching its maximum potential.
I doubt any new simulator could be as forward thinking as Microsoft's Flight Simulator X, so as to last nearly a decade.
Prepar3d is not 64 bit. There's no "basically" about it. It's just not 64 bit.
Thus, it is bound to the same memory constraints that FSX has.
There were a few liberties taken with scaling, to make the game playable.
The earth - in the simulator - is a perfect sphere. In actuality, the shape of the earth is oblete, and bulges at the center.
The poles - in the simulator - are largely unflyable, due to the nature of the map size being forced into a small space.
The timezones are not accurate, in the simulator. Although, there are mods that can fix this.
The stars are not accurate, and eclipses do not occur, in the simulator.
Overall though, this is just about the closest thing you can get to a planetarium, in your living room.