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rec.aviation.simulators Frequently Asked Questions

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Archive-name: aviation/flight-simulators
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Last changed: 2/21/96

			  rec.aviation.simulators
			FREQUENTLY ASKED QUESTIONS

This FAQ is maintained by rwittick@msu.edu (Bob Wittick) and
is posted twice a month.  Any comments, suggestions, additions or
corrections are welcome, so feel free to send me your ideas.

Similar to the FAQ on rec.aviation, there are |'s (pipes) at the beginning
of each line that contains new information.  This way those of you with
'grep'-like utilities can immediately search this file for the new stuff.

Our "unofficial motto" (smiley-captioned for the humor-impaired):

      "Any product (flight/computer oriented) that considers Angle
      of Attack in an at least semi-realistic way is a sim, any other
      a game."  :)
            -- Gary Cooper (not the dead one)

A special thank you is extended to John Mechalas, who founded this FAQ and 
spent several years maintaining it.  His many contributions to the Internet 
flight simulator community have been invaluable.

Thanks also to:  Glenn Wallace, Hayden Nanton, G. David Frye, Robert Dorsett,
	    Mark Strawcutter, Brooke Anderson, Jeff Beadles, Joel Murray,
	    Linda McGarry, Dan Sharpes, Bruce Jackson, Mary Shafer, Rob
	    Jones, Michael Jones, Stefan Frick, Gary Cooper, Jim Knutson,
	    Brian, Paulo Ney de Souza, Tim Tessin, Scott Chan, Brad Bass,
	    and Alan Epstein for their major contributions.

Also thanks to the countless others who have provided John and me with constant
feedback and other helpful hints.




 Abbreviations you may see used on this news group:

  3DAGS         Amtex's ATP Companion: 3-D Advanced Graphics System
  AAF or A&AF   Mallard's "Aircraft and Adventure Factory" for MS FS4
  ACM           "Air Combat Maneuvers", a flight simulator for Unix
  AOTP          "Aces of the Pacific"
  ASD or A&SD   Microsoft's "Aircraft and Scenery Designer" for MS FS4
  ATP           subLOGIC's "Flight Assignment:  Airline Transport Pilot"
  AW            Air Warrior
  BAO           The Bruce Artwick Organization
  DOF           Degrees Of Freedom (used in describing flight models)
  F15III        "F-15 Strike Eagle III"
  F3            Spectrum Holobyte's "Falcon 3.0"
  FAQ           Frequently Asked Questions
  FS            "Flight Simulator", usually referring to Microsoft's
  FSFS          BAO's Flight Simulator Flight Shop
  FS4           Microsoft's Flight Simulator, version 4
  FS5           Microsoft's Flight Simulator, version 5
  FTP           TCP/IP "File Transfer Program"
  FU            Looking Glass Technology's Flight Unlimited
  MS            Microsoft
  MS FS         Microsoft "Flight Simulator", usually referring to the IBM
                version
  PC            Personal Computer, not necessarily referring to IBM PC's
  SB            Sound Blaster sound card for IBM computers
  SEE           Mallard's "Scenery Enhancement Editor" for MS FS4 w/ A&SD
  SGA or S&GA   Mallard's "Sound and Graphics Upgrade" for MS FS4
  USNF          Electronic Art's "US Navy Fighters"
  VLB           VESA Local Bus (usually referring to the video card)




----------------------------------------------------------------------------
				 INDEX

Section A:  General information about rec.aviation.simulators
   A1.  What is rec.aviation.simulators?
   A2.  Is it okay to discuss games?
   A3.  Can I post binary files here?
   A4.  What posts *don't* belong here?

Section B:  Flight Simulation Theory
   B1.  Where can I learn about flight simulation?
   B2.  What do you really mean by "realism" in a flight simulator?
   B3.  How does the flight model influence fidelity?
   B4.  What is a 6 DOF flight model?
   B5.  What is DATCOM?
   B6.  How "realistic" are the various PC based simulators?

Section C:  PC-Based Products
   C1.  Which flight simulator is best for me?
   C2.  Can I maintain my FAA currency with a PC-based simulator?
   C3.  Will a FPU/Math co-processor improve my simulator performance?
   C4.  Are there any space simulators?
   C5.  What simulators are available for Unix or Sun systems?
   C6.  Are there any Air Traffic Control simulators?
   C7.  Where can I buy flight-related software?
   C8.  Are there any flight-simulator-related mailing lists?
   C9 . Are there any magazines devoted to flight simulators?
   C10. What new products are available or are expected?

Section D:  Microsoft Flight Simulator
   D1.  What kind of performance should I expect from FS5?
|  D2.  How is the FS5.1 CD-ROM version different from the floppy disk version?
   D3.  What add-ons are available for FS5?
   D4.  What are the various "companion books" available for FS?
|  D5.  Can FS5.1 be used in Windows-95 protected mode?
|  D6.  Must Flight Shop be installed before I can use FSFS planes?
|  D7.  Why did FS5.1 lose all my scenery when I added some new scenery?

Section E:  Specific Questions on Other Products
   E1.  Why doesn't my Sound Blaster card work with ATP?
   E2.  The KU antenna won't deploy in shuttle, and I can't de-orbit.  Is
	  there a fix?

Section F:  FTP  and WWW Sites
   F1.  Are there any FTP-sites that have flight-sim related material?
   F2   Is there a way to get flight-sim related materials via e-mail?
   F3.  Where can I get ACM, FltSim, and Aviator?
   F4.  How do I upload files to the various flight-sim FTP sites?
   F5.  Where else can I get flight-sim related materials?
   F6.  Are there any www sites devoted to flight simulation?

Section G:  Misc.
   G1.  What happened to Mallard?
|  G2.  What happened to SubLOGIC and BAO?
   G3.  How do I submit comments, suggestions, or corrections to the FAQ?


-----------------------------------------------------------------------------



Section A: General information about rec.aviation.simulators

A1.  What is rec.aviation.simulators?

     rec.aviation.simulators is one of many sister groups that are under
     the "parent" group rec.aviation.  This USENET news group is specifically
     for the discussion of air and spacecraft simulators, whether they be
     PC-based, Workstation-based, or "real".  Mostly, you will see talk
     about PC sims, since most of us can't afford (and consequently don't
     have access to) the real things.  For those that are interested in
     discussing the theory of flight simulation, you may also want to
     check out sci.aeronautics.simulation.


A2.  Is it okay to discuss games like "Falcon" or "Hellcats"?

     Since the software market doesn't really differentiate between games
     and flight simulators, we don't either.  However, you are more likely
     to find game-related simulators on the newsgroups
     comp.sys.ibm.pc.games.flight-sim and comp.sys.amiga.games and others,
     whereas discussion of "pure" simulators on here.

     If you need help with a game, you are probably going to have better
     luck (and more responses) by posting to the games newsgroups.
     However, if your questions are about flight or combat technique,
     flight modeling, realism, or other issues related to the software
     you are using, then this is the best place to post.


A3.  Can I post binary files here?

     In the past, some uuencoded binary files have been posted to this
     forum.  In general, most of these files have been airplanes or
     scenery for MS FS4 and such.  Although there's nothing really wrong
     with posting such files to the news group, use a little common sense
     before doing so, and ask yourself the following questions:

	 * How big is the file?  Whereas posting a 2k TRACON/ATC sector
	   is probably not a big deal, a 50k scenery file is probably
	   pushing things.  Most administrators probably don't want to
	   store several large binary files in their news spool
	   directories.

	 * Would it be better to put it up for FTP?  In the case of larger
	   files, it would be better to post the file to an FTP site
	   such as ftp.iup.edu or wings.ark.com, and then just
	   announce its existence on the news group, telling people where
	   they can find it and what it is.  See Section F for a listing
	   of FTP sites that carry Flight-Sim related material.


A4.  What posts *don't* belong here?

     In general, if it's not related to flight simulation products or
     theory, you're better off taking it somewhere else.  This includes,
     but is not limited to, political discussions, flames, chain letters,
     government propaganda, and anything by Robert McElwaine or Melvin
     Gladstone.  Also note that requests for cheats, cracks, or other ways
     of bypassing copy protection, are not welcome.  *Several* major product
     developers read this forum, and you're more likely to offend the
     people that are trying to make their living than you are to get any
     help in illegal activities.


Section B:  Flight Simulator Theory
-----------------------------------

B1.  Where can I learn about flight simulation?

     For the actual flight dynamics, try the references listed below.  You
     would be best off reading books on computer graphics for handling the
     graphic displays:

     Foley et. al., _Fundamentals of Interactive Computer Graphics_,
     Addison-Wesley. [Basics only.  -R D Dorsett]

     _Microcomputer Displays, Graphics, and Animation_, Bruce A. Artwick,
     Prentiss-Hall, 1985, ISBN 0-13-039322-3.  Previously published
     as _Applied Concepts in Computer Graphics_.

     _A versatile computer-generated dynamic flight display_, Bruce A.
     Artwick, Aviation Research Laboratory, Institute of Aviation,
     University of Illinois at Urbana-Champaign, prepared for Engineering
     Psychology Programs, Office of Naval Research, May 1975.

     _Flights of Fantasy_, by Chris Lampton, completely implements a PC
     based flight simulator.  While it isn't Strike Commander or Falcon
     3.0, it _is_ much better than any other book on the market for
     learning implementation details of 3d graphical games. [ -Brian]


     The following references are mostly academic texts, and provide more
     of introductions to dynamics and flight dynamics theory.  Additional
     references are listed in B4 and B5.

     _Aircraft Control and Simulation_, by Brian L. Stevens and Frank
     L. Lewis, John Wiley & Sons, 1992, ISBN 0-471-61397-5.  This is
     what a lot of people seem to think Rolfe's _Flight Simulation_
     is.  Develops a 6 dof F-16 flight model. [ -RDD]

     "Modeling Flight," in _IEEE Potentials_., April 1990.
     Performance-based model of bizjet-category airplane; Turbo Pascal
     source available on various ftp sites as "SIMULATE.PAS"

     _Simulation Of Aircraft_, Connelly, Mark E.  Report 7591-R-1.
     Feb 15, 1958, Servomechanisms Laboratory, MIT.  It is a bit dated
     but its what CAE Electronics used to throw at new graduates in the
     Aero Group to educate them. [ -Iab Maclure]

     J. D. Anderson, Jr., _Introduction to Flight_ (McGraw-Hill, 1989).
     [A great intro to flight dynamics.  Read this first before tackling
     the more difficult texts that follow. -B Anderson]

     C. D. Perkins and R. E. Hage, _Airplane Performance, Stability, and
     Control_ (Wiley, 1949).  [One of the best books I've found on the
     gritty details of flight dynamics, including all of the complicated
     effects ignored by all PC flight sims.  Written by and for aircraft
     designers. -BA]

     B. Etkin, _Dynamics of Atmospheric Flight_ (Wiley, 1972).  [A more
     modern treatment.  Relies more on linearization, which I don't like,
     but the treatment is more well organized. -BA]

     R. Von Mises, _Theory of Flight_ (Dover, 1959).  [Another detailed
     book like the one by Perkins and Hage.  This one is even a little
     more involved than Perkins and Hage's, and it's not suitable unless
     you are comfortable with physics and math at the freshman or
     sophomore level.  However, since it's a Dover book, the list price is
     only $13-- a steal considering that Perkins and Hage's and Etkin's
     books cost about $90 each. -BA]

     J. M. Rolfe and K. J. Staples, eds., _Flight Simulation_ (Cambridge
     University Press, 1986), pp. 36-60.  [This is a book about the
     development of flight sims.  Pages 36-60 (Chapter 3) contains
     information on the quaternion formalism for representing an
     aircraft's attitude.  This is the way to do it in a flight sim.  It
     is much simpler and faster than the Euler-angle formalism (i.e., it
     is much more suitable than using the gimbal equations). -BA]

     Another excellent reference is _Spacecraft Dynamics_ by Kane, Likins,
     and Levinson (McGraw-Hill, 1983).  [Also details the quaternian
     formulation, as well as gives transformation equations between the
     various sets of parameters.  Also lists transformation matrices for
     several sets of euler angles.  -JM]

     If you want to see a flight model in action, you will definitely want
     to check out the flight model used in ACM (a Unix-based flight
     simulator for X11 environments.  A separate FAQ for ACM is maintained
     and posted periodically).

     Tim Tessin writes:

	ACM uses a 6 DOF model with roll, pitch and yaw modeled using
	NACA stability derivatives. Also ACM actually models the spring
	and motion damping effects of the landing gear struts, as well as
	the contribution of ground friction by the wheels.

B2.  What do you really mean by "realism" in a flight simulator?

     Robert Dorsett Writes:

     There are two major issues to consider: realism and fidelity.
     Realism is how "real" a system feels; fidelity relates to the actual
     models used.

     Realism is a highly subjective issue: a simulator might model each
     blade of grass on the approach end of a runway, but if the user's
     flying overhead at 37,000', that won't affect his perception of
     *realism* at that point.  Similarly, a graphics system might provide
     a high- resolution database, but if it only uses an orthographic
     projection, it won't win over many pilots!

     Simulation is, therefore, the *art* of providing the expected cues
     and response characteristics for a specified mission.  Most military
     simulators are so specialized that they're optimized for certain
     missions or flight regimes; airline simulators tend to be much more
     flexible (all regime).  For each regime, appropriate feedback must be
     maintained.

     Real-world systems models are usually (but not always) the
     cornerstone of high-fidelity simulation; final "realism", even in
     airline simulators, is obtained only after an exhaustive survey and
     fine-tuning process.  The acceptance process for even a
     production-run simulator can take up to a year.

     A third issue is perception, and the intent of the game as an
     entertainment product.  For example, pilots realize that airplanes
     are essentially very easy to fly and land: non-pilots may expect them
     to be horrifyingly complex to fly, given a lot of the mystique
     surrounding aviation, a lot of which has been enthusiastically
     promoted by pilots themselves. :-)

     All retail flight simulators are just games, and, to some degree,
     help shape and feed off the perceptions of their users.  So if the
     users expect an F-16 to be almost impossible to fly, an F-16
     simulator that IS almost impossible to fly wouldn't disappoint anyone
     except real pilots.  Conversely, a simulator that is actually easy to
     fly might disappoint game-players as too easy, or "arcade-ish,"
     because it IS too realistic.

     In discussing "realism," one should really pay attention to three
     factors:

	   1.  The flight dynamics and flight instrumentation. (flight
	       simulator)
	   2.  The visual system.
	   3.  The systems support. (systems simulator)

     The basis for such discussions in this forum should be from the
     pilot, not entertainment, perspective.


B3.  How does the flight model influence fidelity?

     True fidelity in a flight simulator comes from the flight equations
     used in the flight model.  In general, the more complex the flight
     model, the better performance you are going to get, though there are
     instances where even a *good* flight model can lead to poor flight
     simulation (more on that in a minute).

     In general, most of the low-end, low-cost simulators on the market use
     what is known as a "3 Degree of Freedom", or 3 DOF, flight model.
     This means that the equations of motion only determine x, y, and z
     displacements of the aircraft in space, and then use this information
     to determine the flight attitude.  The actual characteristics are
     based on the so-called "performance" equations, which themselves are
     usually only defined for steady-state situations.  Various other
     characteristics, such as roll rate, must be fudged by the author.
     Some simulations don't even pay any attention to angle of attack,
     using stick input or airplane pitch as the final determining
     characteristic.

     Most high-end simulators use a 6 DOF model, described below, and a
     lot of PC-based simulators tend to ignore these kinds of models
     completely, and rely on a "point-space" performance model instead.

     The equations of motion do not make the flight model, however; they
     merely set the limit on what is and is not possible.  In order to
     support these equations, you must also have good models for finding
     the lift-curve slope, drag coefficients, stability derivatives, and
     other parameters.

     In addition, you have to decide how you want to calculate these
     parameters.  Should you calculate your lift on each wing
     independently, or just the lift on the whole wing surface area? The
     latter method would be faster and easier, but the former would allow
     you to model such flight dynamics as the "Dutch roll" modes,
     stall-spin conditions, and other common effects.  How about downwash
     effects, which alter the effective angle of attack of the tail?
     There are several issues that need to be considered.

     Finally, after you have your flight model together, you need to find
     the parameters that fit your aircraft, so that your *plane* flies
     just as realistically as your flight model does.  For example, you
     could have a high-end, 6 DOF flight model, but if your Cessna 172 has
     the wrong wing area modeled, it won't *fly* like one.


B4.  What is a 6 DOF model?

     Robert Dorsett writes:

     A 6 degree of freedom flight model provides for a fairly accurate
     modeling of the motion and flying characteristics of an airplane.
     It is generally used when the airplane is to be modeled as a "rigid
     body." It considers both rotational (yaw, pitch, and roll) and
     translational motion, both centered around the center of gravity.
     Since there are three axes to consider in each case, this is referred
     to as a six- degree-of-freedom model.  This model actually considers
     twelve variables, since both the instantaneous rate of change *and*
     position have to be considered.  These are referred to as the state
     variables, which are applied to varying matrices of coefficients to
     get the desired fidelity.

     Several people recommended "Aircraft Control and Simulation," by
     Frank L. Lewis and Brian L. Stevens (Wiley Interscience, 1992, ISBN
     0-471-61397-5).  It is a comprehensive work, using an F-16 model as a
     case-study example.  It includes FORTRAN code.

     A couple of people recommended NASA CR-1756, "The simulation of a
     large jet transport aircraft volume I: mathematical model," by C.
     Rodney Hanke, March 1971.  This deals with the simulation of a Boeing
     747.  I've found the second half, containing the aerodynamic data, is
     all but impossible to find, however.

     One of the more accessible references is J. M. Rolfe's _Flight
     Simulation_, a survey of the art.  It has a bottom-line description
     of a 6 DOF flight model, adapted from the Hanke paper.  It is more
     useful for its insights into other aspects of system and flight
     simulation.

     One respondent suggested "A review of flight simulation techniques,"
     by Max Baarspul, in _Progress in Aerospace Science_, Vol. 27, 1990.
     This is a comprehensive monograph (120 pages), detailing the art of
     simulation.  Portions are reminiscent of Rolfe, but he develops a
     flight model for a DHC-2 "Beaver" in much more detail.

     Dan Sharpes dug up the following two:

     _Aircraft Dynamics and Automatic Control_, by McRuer, Ashkenas, and
     Graham, (Princeton University Press, 1973, ISBN 0691080836), which
     apparently has a detailed DC-8 model at the end.

     _Flight Stability and Automatic Control_, by Robert C. Nelson (McGraw
     Hill, 1989, ISBN 0070462186).  Dan transcribed the following
     derivatives for a 747-100 or -200, on page 260:

     Longitudinal
      Mach   Alt   CL    CD     CLa   CDa     Cma     CLadot     CLq
       .25   SL   1.11  0.102  5.70   0.66   -1.26    6.7       5.4
       .90  40k   0.5   0.042  5.5    0.47   -1.6     0.006     6.58

      Mach  CMq     CLM    CDM    CmM   CL-De     CM-De
       .25  -20.8  -0.81   0.0    0.27  0.338    -1.34
       .90  -25.0   0.2    0.25  -0.10  0.3      -1.2

     Lateral
      Mach   Alt   CyB    ClB     CnB   Clp     Cnp     Clr     Cnr
       .25   SL   -0.96  -0.221  0.150 -0.45   -0.121  0.101  -0.30
       .90  40k   -0.85  -0.10   0.20  -0.30    0.20   0.20   -0.325

      Mach  Cl-Da     Cn-Da    Cy-Dr    Cl-Dr   Cn-Dr
       .25  0.0461   0.0064    0.175    0.007   -0.109
       .90  0.014    0.003     0.075    0.005   -0.09

	W = 636,600 lb
	CG @ 25%MAC
	S = 5500 ft sq
	b = 195.68 ft sq
	c-bar = 27.31 ft

	Ix  18.2 E6 slug-ft sq
	Iy  33.1 E6 slug-ft sq
	Iz  49.7 E6 slug-ft sq
	Ixz 0.97 E6 slug-ft sq

	All derivatives are per radian.


     For more aircraft models, check out the following references:

      Robert K. Heffley and Wayne F. Jewell, _Aircraft Handling Qualities
      Data_, NASA CR 2144, December 1972, 343 pp.  Aircraft described are
      NT-33A, F-104A, F-4C, X-15, HL-10, Lockheed jetstar, Convair 880M,
      B-747, C-5A, and XB-70A.

      G. L. Teper, "Aircraft Stability and Control Data, NASA CR-96008,
      1969.  Aircraft covered are A-7A, A-4D, F-106B, T-38, F-5A, F-104,
      F-105B, B-58, Navion, and DC-8.


B5.  What is DATCOM?

     A description of DATCOM, from Dan Sharpes:

     The Datcom is the short-hand title for the "USAF Stability and
     Control DATCOM."  It contains methodologies for determining the S & C
     derivatives for just about any type of configuration.  It does NOT
     contain the S & C derivatives of aircraft (popular misconception!).
     Here's what the Guide to Datcom says:

     "Fundamentally, the purpose of the Datcom (Data Compendium) {OK, I
     was wrong.  Flame me!} is to provide a systematic summary of methods
     for estimating basic stability and control derivatives.  ...  For
     any given flight condition and configuration the complete set of
     derivatives can be determined without resort to outside information.
     The book is intended to be used for preliminary design purposes
     before the acquisition of test data.  ... there are many cases where
     the Datcom can be used to advantage in conjunction with test data.
     For instance, if the lift-curve slope of a wing-body combination is
     desired, the Datcom recommends that the lift-curve slopes of the
     isolated wing and body, respectively, be estimated by methods
     presented and that appropriate wing-body interference factors (also
     presented) be applied.  If wing-alone test data are available, it is
     obvious that these test data should be substituted in place of the
     estimated wing-alone characteristics ..."

       The Datcom has nine sections:
	 1) Guide to Datcom and Methods Summary
	 2) General Information (notation, parameters of wing, body,
	    section, and platform)
	 3) Effects of External Stores
	 4) Characteristics at Angle of Attack (static derivatives in alpha)
	 5) Characteristics in Sideslip (static derivatives in beta)
	 6) Characteristics of High-Lift and Control Devices (section and
	    wing forces and moments, including hinge moments)
	 7) Dynamic Derivatives (in p, q, r, alpha-dot, and beta-dot)
	 8) Mass and Inertia
	 9) Characteristics of VTOL-STOL Aircraft (thrust characteristics)

     The methods are a mixture of theoretical and empirical equations.
     Each section starts with a description of the aerodynamics that
     contribute to the derivative as appropriate to the configuration.
     The methods are then discussed with sample problems following.  Next
     are the references, the tables showing accuracy of the methods, and
     finally, the charts.  You'll probably recognize these - several
     authors use them liberally in their texts.

     Where to get DATCOM:

     It's $175.  It's distributed in four binders, is 3,200 pages, and can
     be ordered from:

       Global Engineering
       7730 Carondelet Ave. #407
       Clayton, Missouri 63105

	800-854-7179


B6.  How realistic are the various PC-based simulators?

     Robert Dorsett writes:

     This is difficult to establish, since, again, user enjoyment of a
     product isn't directly proportional to its realism.  Also, different
     users might prioritize different aspects of the simulator, which can
     contribute to perceptions of realism.  An instrument-rated pilot
     might value the fidelity of the nav database; a VFR pilot might want
     a detailed visual database and good "seat of the pants"
     controllability.  A combat pilot will want a challenging adversary,
     whereas a would-be test-pilot would enjoy just flying the airplane.
     So far, there aren't any "combat airplane" equivalents of MS FS,
     which will just let one fly around a realistic civilian database in a
     really high-performance airplane, so it's not really possible to talk
     about "instrument" military simulators, even though a couple provide
     "ILS" approaches.

     Since "package" evaluations ARE a function of user expectations, take
     the following with a grain of salt.

     1.  _Civilian_  Considering flight realism, database design and
	 fidelity, and instrumentation.

	 Realism: Elite (Mac/PC), without a doubt.  Developed with a 6 DOF
	 flight model, very accurate.  Followed by Microsoft Flight
	 Simulator 5 (PC), ATP (PC) and MS Flight Simulator 4 (Mac/PC).

	 Database: Elite, for its nav database; ATP and MS FS 5 for
	 their visual databases.  Navaids modeled better in ATP.

	 Instrumentation: Elite (Mac/PC), without a doubt; ATP and MS FS
	 4 and 5 are about on par.

     2.  _Combat_  Considering flight realism, database design,
	 responsiveness, and challenge.

	 Flight: "Hellcats over the Pacific"'s (Mac) F6F feels the most
	 like any airplane, but its performance near the edges of the
	 envelope feels too stable.  Next-up would be "Falcon 3" (PC),
	 idiosyncrasies and all; followed by "P-51 Mustang" (Mac), and
 	 "Aces of the Pacific" (PC).  Near the bottom of the list is
	 "Falcon MC" (Mac), with its horrible flight model.

	 Database: "Hellcats," again, the most detailed, modeling
	 everything from moving aircraft carriers to the ammo cans on
	 anti-aircraft batteries.  "Falcon" (3 and MC) are mediocre
	 seconds.

	 Challenge: "Falcon 3's" probably the best, due to the necessity
	 of learning and using the various types of weapons systems.
	 "Hellcats" arguably provides the best air combat maneuvering guns
	 environment, although enemy aircraft don't die easily enough when
	 hit point- blank.  "P-51" has a difficult ACM environment, but is
	 only 1:1.  However, when one wins, one has a real feeling of
	 accomplishment.


Section C:  PC-Based Products
-----------------------------

C1.  Which flight simulator is best for me?

     The answer to this question, like all others of this type, is "it
     depends on what you want to use it for".  There are a number of
     flight simulators out on the market, and they are (mostly) broken
     down into the following categories:

       * Cheap games -- These would be programs that aren't really flight
	 simulators at all, but rather programs that have an airplane or
	 some such thing in them.  They are not intended to be flight
	 simulators, any more than DOS's EDLIN and Mac's TeachText are
	 intended to be word processors.

       * Flight Simulation Combat -- This category would include games
 	 like Falcon, Aces of the Pacific, Hellcats, and others.  Some
	 of these have better flight models than others, some have better
	 combat modeling.  It's really difficult to point out which of
	 them is the best, since it all depends on what kind of planes you
	 want to fly, and how complicated a program you want.

       * Low-end Simulators -- This category includes FS 5 and ATP, and
	 consists of programs that are really intended to be basic flight
	 simulation "games" (and I use that term loosely).  You get a
	 fairly good flight model at low cost, and also good graphics.
	 They are usually intended for VFR flight, and not for serious IFR
	 practice.

       * High-end Simulators -- This category includes software packages
	 like Elite and IFT-Pro.  They typically will have a 6 DOF flight
	 model, realistic performance, high fidelity, and are designed to
	 provide existing or future pilots with serious IFR practice.
	 They are also considerably more expensive, ranging from $150 to
	 $1,500 or so.


C2.  Can I maintain my IFR currency with a PC-based simulator?

     There is no PC-based program that can, at the present time, be used
     to log IFR hours.  However, the following products are recommended
     for serious IFR practice:

     "Elite" by Aviation Teachware is an extremely expensive, but highly
     realistic IFR trainer that is available for the Mac and IBM.  There
     are several different versions out, depending on what type of
     computer you have, and they all require a flight yoke of some kind or
     another.  Elite is not a toy, and is probably the most accurate and
     realistic PC-based simulator, both in terms of flying
     characteristics, and instrument panel simulation.  The list price for
     Elite varies from $400 to $700, depending on which version you
     purchase.

     "Instrument Pilot" by Precision Training is an IBM (386 or better)

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