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- flight physics: not to be confused with damage model
As mentioned above the FSX engine really has its flaws in the flight engine and I'm sure the flight setups of the Aerofly aircraft probably can and will be tuned in the future. Technically speaking the physics engine is outstanding they just have to fine tune a few performance numbers,
To the 737 pitch/roll: keep in mind that this is the smallest 737 and it's also quite light. It can't really be compared to the PMDG 737-800 which is much larger. (Just because you are used to FSX doesn't make the Aerofly more or less realistic)
Sure overstress is not simulated yet but FSX also just stopped the game if you pulled up to much, so I'm ok with the not breaking of wings in Aerofly for now. And as far as I remember I've not experienced any buffeting in X-Plane or FSX either, only in add-on aircraft.
I was trying to make your point about not comparing the planes in different sims myself.
Aerofly is not just a game, even though it has lots of features that need to be added. It has plenty of depth, and it's immersion factor is unmatched in VR.
The stock planes in X-Plane are basic as hell, but that's fine because X-plane also exists within its own add-on ecosystem that is rapidly expanding as it begins to eclipse FSX as the go-to general aviation flight sim. X-plane is more of a platform for various developers to focus on high quality projects and carefully focus some of the best simulations available.
Then you have sims like DCS which bring some of the highest quality military simulations to the table which rival even the best payware FSX/X-plane aircraft.
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Currently, there are a lot of great things about Aerofly FS2 like the graphics, optimization, and polished VR support, but the core of the experience - the airplanes - feel lacking against the incredibly high standards that flight simmers are obviously going to compare to. Especially when flight sims exist within these unique add-on ecosystems where payware developers are able to successfully monetize high quality add-ons, which leads to tons of great content for consumers to play with (if you're willing to pay, of course!) and we're not relying solely on the sim developers to provide content.
Aerofly FS2 just doesn't have this ecosystem yet so the piloting experience it delivers pales in comparison to the more mature sims. If we were stuck with the stock airplanes in either FSX or X-plane, it would be a very different experience. For many simmers, the high quality payware are the only reason we play these sims. But FS2 just doesn't offer that right now. The interactive 172 is a great start, but it's the only "aftermarket" mod available. And even if the FS2 platform were open to add-ons, that doesn't necessarily mean that add-on developers would be interested in putting in the effort without the projected sales required to fund these projects.
Flight sims are very different from traditional games due to how their add-on ecosystems work, and it can be difficult to break into the market with a new flight sim. Both FSX and X-plane have been building their ecosystems for many years, which really is what it takes to bring flight simmers what they want in this day and age. Aerofly FS2 is new and still in early access so it's obviously an unfair comparison, but it's a $50 game available to the public so these comparisons will obviously be made. And I still enjoy FS2 for what it is, I play it regularly because I just love flying around in VR and it looks amazing, but let's not pretend that it exists in a vacuum, especially in a thread where OP started out by making comparisons to X-Plane, DCS, and PMDG.
It will take a while and maybe more than a little luck to burst through that kind of institutional resistance.
It astonishes that XP11 and FSW, both with 2017 release dates would neglect to implement day 1 VR support.
Yep. You nailed it. Even FS2 isn't quite as sharp or smooth in VR, and in regular non-VR you can pull 200fps. These other programs don't approach the fps needed for an experience like that delivered by FS2 in VR.
My go to flight sim is FSX. I like the added realism of payware aircraft, airports, ground and sky texures. But what I do not like about FSX is how the scenery pops into view ahead of you. That takes the realism away. I get very fluid flights at 40 to 50 FPS over most areas except when landing at an airport in a large city then it is 15 to 25 FPS. But no matter how good the frame rate is, the scenery continues to pop into view or change from blurry to sharp.
Not so with Aerofly FS2. The senery is sharp with no change, until you get very low, than the photo real pixels lose there sharpness. And with FS2 there is very little change in frame rate no matter where you fly. I can fly over NYC with all of the 3d buildings at 5000 feet or down to 1000 feet and frame rates stay in the high 90s for me. I would need a super computer to do that with FSX. I believe Aerofly FS2 will continue to improve and will only get better, over time, expecially with Orbx scenery development and ATC development coming into play in the months ahead. For us flight sim enthusiasts we have a lot of choices today.
Aerofly FS2 also (arguably) has the best/ergonomic Menu systems in any flight game..... ever.