Zeos,
I think you may have opened a can of worms on this one
Ok, I have been flying with flight simulator for many years as well as having achieved about 80% of my private pilot license. I have found flight simulation paramount to my success so far in my real training.
The following factors are crucial to flying whether it be real or simulated with no differences (if you have the money for the gear) other than the potential loss of life if things go wrong. All systems can be replicated it's just the time involved figuring out how to do it. So, the following are my ideas about what a flight simulator should encompass to make it an immersive experience.
I will briefly outline each Module to give you an idea of the significant areas that impact flight, that, if simulated with multiple sub-systems, would make for a truly great experience.
i will leave out any areas that are non simulated factors i.e Human Factors, how to speak on the radio etc...
**Real World Modules**
>>Weather<<
- Atmospheric Pressure
- Temperature and Heat Exchange Processes
- Atmospheric Moisture
- Wind
- Stability of Air
- Local Winds
- Inversions
- Cloud and its Classification
- Precipitation
- Visibility
- Fog
- Fronts and Depressions
- Thunderstorms
- Icing
- Turbulence
- Climatology - Topography, Regional Weather Patterns, Oceanic Surroundings
- Weather Information Services
+ Weather Forecasts
+ Weather Stations
- Metar and Terminal Area Forecasts for use with Flight Planning
>>Technical<< (Mechanics of flight; this is a juicy topic involving multiple sub-systems if simulated)
- Airframe
- Engine
- Carburetor or Jet Propulsion System
- Fuel System
- Engine Handling (different types of engines)
- Electrical Systems
- Pressure Instruments
- Gyroscopic Instruments
- Magnetic instruments (affected by Magnetic Variation)
- Flight Controls
- Aerodynamics
- Performance
- Weight and Balance
>>Navigation and Flight Planning<<
- Navigation Instruments
- Navigational Aids
- Airport and Runway data -- Longitude, Latitude, Elevation, Runway length and width, Parking and Gates.
>>Aviation Law<<
- I'm really only going to speak of one thing here: Airspace; Controlled, Uncontrolled, Military which have simulation relevance in that areas that are reserved for specific flying purposes. These are mapped out by the Aviation Authorities.
One item rarely discussed but such an important plugin would be AIR TRAFFIC CONTROL
Ok sorry for such a long list but these are the primary factors that need consideration for flight, the next thing is what should be in a future sim if given the chance to build one? All of the above, as much as possible to recreate an aviation dream.
I have all my training documentation and relevant books that go through all this in depth so can provide more info if this got of the ground (excuse the pun).
Let's not forget compatibility with hardware devices and allowing multiple key selections (as you would have seen in a previous post of mine on the forum - almost hijacked that thread too
)
Things that I think will be pleasing to the eye are as follows:
>>Simulation Aesthetics<<
Rendering
Simulation Effects
Time flow (for a lack of any better words)
Topology elements (especially for VFR flying)
Multiple texture types i.e Asphalt/concrete/bitumen runways and taxiways, Foliage, Urban/Rural/Metropolitan areas etc...
Airport activity with all the chaos that comes with airports
You know i'm sure all of this data can be obtained from a previous flight simulator and then updated to meet today's data. Maybe using navigraph data - this would save so much time given that the first step would be to gather data before it can be validated then applied.
I'm sure something else will pop into my head but many limitations have hampered developers in previous simulators such as unique weather phenomenons (i.e simulating Coriolis effect, Hemispherical pressure systems; cyclones/anticyclones, Sharp unrealistic wind shifts causing aircraft jerking and s-turns with auto pilots, wind sloping runways, limited atmospheric layers for weather reproduction, simple point of contact for aircraft to ground (I suppose you call it colliders or something to that effect), sub systems for aircraft (namely those I have mentioned in technical above), flat textures, terrain and other visual distortions like repetitive textures etc.. I could go on.
Sounds like algorithms and mathematics are vital to this product and so you would be in your element with a flight simulator given the mathematics required to work all this stuff out... angle of attack, performance calculations on airframe, pressure gradients and lapse rates.. all working simultaneously with multiple other systems - i'm sweating just thinking about it.
Thanks for reading. :-)