
If the complexity of its simulation presents a bit of a barrier for entry, though, Microsoft Flight Simulator's technical issues lay barbed wire around the door. This isn't going to be a problem for long, but it'll be the community's content creators that solve it rather than the game itself. For all the game tells you, the pilot who flew your last long-haul flight sat at the yoke for hours on end making tiny adjustments every step of the way. ATC is left almost entirely untouched by the tutorial, and navigation isn't explained in enough detail to move straight on from flight school to a custom flight plan without considerable head-scratching and alt-tabbing. But for newcomers there are vast unknown unknowns that you wouldn't think to search YouTube tutorials for because you don't know they exist, or even why you'd need to use them in the first place. The flight school teaches you the very basics in a hardy little Cessna 152 over eight lessons, from taxiing onto the runway and taking off, to a spot of VOR navigation and landing. It just doesn't tell you about any of it.
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There's everything in here you could possibly need if you wanted to learn how to set a flight plan with ATC, power up an airliner from scratch, set a VOR vector up to cruise altitude and then an ILS approach in order to land again at your destination.


Its approach to teaching you how to fly a plane isn't that of a teacher, but a classroom.
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With everything calibrated and the plane up in the air though, it's pretty magical using a HOTAS. It's an easy enough fix in the menus, but it took me a few attempted takeoffs to figure out which controls were cancelling each other out. By default the game double-mapped certain functions to my Logitech X56, most annoyingly the throttle power. Setting up a HOTAS and a few cockpit panels proves more of a challenge, however. It seems absurd to be able to marshall such a rigorous physics model through the air using a pad, but it not only works, it feels great. Rudder and trim adjustment are over-sensitive by default, but that's an easy fix in the options menus. Its realism is scalable, too, to allow for zero-stress virtual tourism with an Xbox controller or all-out simulation with a HOTAS or yoke setup.įrankly the Xbox pad pilots are well-served here considering the volume of functions necessary to pilot a plane. The simulation model is more detailed than it's ever been, a statement you can put to the test yourself by switching between 'modern' and 'legacy' models in the game settings. Traditionally, the simulation community reacts like the locals in that pub from American Werewolf in London to an influx of casuals-and I say that as someone with half a pretend cockpit sitting on my desk-but there's no trace of sacrificing depth to cater for a broader audience here. The dividing line, then, is the method of control. So it's a simulator for people interested in flight, and a magical virtual tourism portal for people interested at peering into the Mir Mine in a prop they're controlling with a pad. The prospect of an entire planet to explore can be crippling too though, of course, so it would be great to see more curated experiences from Asobo in future.

And you're going to have a fantastic time. You'll tick off every F1 circuit on the race calendar. Instead, you're going to plot a dark tourism tour on the world map, ticking off Chernobyl, The Polygon at Semipalatinsk, the Dylatov Pass.
