MICROSOFT FLIGHT SIMULATOR V. 4.0 After reading with envy all the initial comments in The Gamers' Forum about Microsoft's newest version of its ever popular FLIGHT SIMULATOR (FS), I finally managed to get my hands on a copy. I picked it up on my way home from work, then giggled with anticipation the whole way -- a curious sight for more than one passing motorist. Even more curious was the fact that I'd just finished three days of milk-run-type flying, and here I was looking forward to more of the same using my computer. Unfortunately, weekend chores and a couple of minor household emergencies delayed takeoff until the evening hours, and even then, I was limited to a brief local flight out of Meigs Field. (This review is based on the IBM-PC version.) My first reaction to the new software was disappointment. If FS 3.0 was lame, then FS 4.0 seemed to be in even worse shape. While sitting on the button of runway 36 checking out FS 4.0's avionics, "Ace McCool" in a blue and white Cessna cut right in front of me and jerkily accelerated down the runway (jerk being the key word here). By this time, I had realized that at least I was in familiar surroundings; nothing of consequence on the panel had been moved or rearranged from the previous version. I decided it was time to get "these laughter silvered wings up there into the tumbling mirth." With full throttle applied, the engine was developing only 2358 RPM. Were the new flight equations causing this sluggish performance, or were the reduced revs indicative of my struggling 8088 CPU running feverishly at 8Mhz, trying to keep up with the graphics? I decided to beat it around the circuit and land as quickly as possible. The pattern was flown roughly, and my over-corrections caused the aircraft to wing-walk all the way. With some difficulty, I managed to get the "thing" around the patch and back onto the ground. (Notice I did not say "runway.") At least it didn't tend to climb like a homesick angel each time I rolled on more than a few degrees of bank, as it did in FS 3.0. At this point, I went to my bed mumbling that this inexpensive program would end up costing me thousands. I was not about to give up on FLIGHT SIMULATOR, but was I ready to spring for a 20Mhz screamer, just so I could do on my spare evenings what I get paid to do at work? The next day, my first stop was the control tower, where I spent twenty minutes watching the dynamic scenery do "its" thing using the full screen tower view. The "Jerk" was still out there flying his blue and white Cessna, along with all the other traffic in the circuit. Admittedly, I was already being won over. In fact, I was fascinated. Before attempting a few circuits in the generic Cessna, from the Views menu I turned off the dynamic scenery and activated the four-small-dot axis indicator. (I usually fly with these dots activated: Once you get used to them, they help compensate for the lack of depth perception common to all versions of FLIGHT SIMULATOR.) By keeping the dots in the touchdown zone, I'd been able to land pretty much on the money with a good deal of regularity. However, that was not the case this morning. The Cessna still seemed to lack the stability I was accustomed to. In addition to my obvious excessive control inputs, the torque of the engine kept causing the nose to swing to the left. On final approach, a higher than normal body angle made my axis indicator useless as a landing aid, and the power required to maintain an acceptable glide path exaggerated the torque swing. It was obviously time to go back to the drawing board. The aircraft design module included with FS 4.0 is the highlight of the package. In no time, I was able to whip up my SIMSTAR-88 design and test it to my complete satisfaction. I now had a much more stable and familiar platform from which to fly. It might be my imagination, but it seemed to work better with the dynamic scenery turned on, as well. Several attempts were required to correctly size the tail and build in the proper dihedral in order to partially counteract the torque swing, but a cross-country test flight from Chicago to Cincinnati (SCENERY DISK #9) indicated dramatically improved handling characteristics. At last I was satisfied that, yes, I could live with this new product. In fact, I was beginning to like it...until I started to taxi to the ramp: Brake failure! No, not really. As in previous versions, if you touch almost any other key while applying the brakes, brake pressure will be immediately released, and you'll have to re-apply them. Unfortunately, brake effectiveness and radius of turn have been degraded in FS 4.0, making ground operations a totally "ham-fisted" operation. An old rule of thumb from the early days of aviation states, "Never taxi faster than a man can walk." This is especially true in FLIGHT SIMULATOR V. 4.0. If you taxi too slowly, though, somebody in an A-310 or a Lear Jet will come speeding down the ramp and run you over. Those turkeys have no respect for the rules of the air! (They exceed 250 knots below 10,000 feet, too.) The IBM-PC version of FLIGHT SIMULATOR 4.0 requires an IBM PC, XT, AT, Personal System/2, or compatible. CGA, EGA, VGA, PS/2 Graphics System, and Hercules Monochrome or InColor Card are the graphics modes supported. You'll need at least 384K of RAM for CGA graphics, and perhaps more memory for other adapters (in an amount that the program will specify when it begins). FS 4.0 runs on at least one floppy disk drive (double-sided, low- or high-density); it's not copy-protected, so you may install it on your hard drive, and make backup copies. Note that when you register the program, you'll receive the free navigation charts. Just one day of testing this new version of FLIGHT SIMULATOR is not enough to fully explore its quirks (or to find many of its pleasant surprises), but I've made a few observations, most of which are positive. The dynamic scenery and weather add realism to the program environment, as do improved runway lighting systems. However, the impact of these improvements is diminished by the fact that a relatively fast '286 or '386 machine is required to fully exploit a simulation program that allows you to fly through polka-dot clouds on an ILS approach to a fully-lighted grass runway (like those at Chicago O'Hare). Some flight characteristics have been improved, and some have been degraded. Fortunately, the aircraft design feature allows you to modify most of these characteristics to suit, and this alone makes FS 4.0 well worth the purchase price. There is enough in this program to keep any avid flight simulator pilot delightfully occupied for many hours. However, if you're a beginner at flight simulation, or if you're running one of the slower machines, you may want to stick to an earlier version until you're comfortable with the basics. In any event, I'm sure that CompuServe's Gamers' Forum, as well as the anomaly reports of the Computer Pilots Association of America, will be full of discussion for months to come. As for me, well, I'll be flying my SIMSTAR-88 around FLIGHT SIMULATOR 4.0 territory until something better comes along. It _is_ an improvement over FS 3.0, and I've already put in my order for a 20Mhz '386 screamer. I sure hope Santa is feeling flush this Christmas! PROBLEM REPORT The following descriptions of operational problems have been compiled by Rick Lee, GAMERS' Flight Simulators Section Leader: -:- Taxiing is unrealistic and very difficult: The turning radius of the plane is huge, the brakes are not very effective, and there is no ground friction. -:- There is still room for only six Scenery Disks in the menu. -:- Access to the modes is very awkward. (You should at least be able to scroll backwards through the list.) -:- The joystick sensitivity adjustments for the Throttle and Rudder on Joystick B are mislabeled: The labels are reversed. -:- The plane tends to bank a very small amount to the left, and drift to the left about one degree every 40 seconds. There has been a lot of discussion as to whether this was supposed to simulate torque, swirling prop wash, or P-Factor; but since it happens on the jets also, it's usually attributed to a bug. (This will not happen until the ailerons have been moved after taking off.) -:- The Elevator Trim feature still does not work with a joystick. The trim movements are canceled by any joystick movement. -:- The joystick sensitivities are not loaded automatically on startup. Hitting PrintScreen will load the sensitivities. -:- The Multi-Player Function is still very buggy. The program will often freeze up for no reason while in the MP menu. The plane pauses while the user is typing a message. This may have been intentional, but most serious users want to do a lot of formation flying, which means that messages cannot be sent without spoiling the formation. Often, when landing after a trip, the two planes are seen at different altitudes. Your own plane will be on the ground, but the other plane may be seen floating ten feet off the ground, or even under the ground level. -:- The Auto-Pilot Nav1 Lock does not function properly. MICROSOFT FLIGHT SIMULATOR V. 4.0 is published and distributed by Microsoft, Inc. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253