(ZIP file)
Completely updated and with almost 50% new content! This tutorial is required
reading for anyone with no real world aircrew
experience who wants to fly propliners realistically during flight simulation.
Most flight sim users have only a vague concept of how aircraft are flown, and
why. Often that concept is wrong, based on terrestial vehicles. Last updated
on 4/11/08.
It includes the following sections:
Part 1 - Flight Simulation Basics
Part 2A - En Route Phase (simulating historic infrastructure constraints)
Part 2B – En Route Phase (Radio Ranges – navigation gauge development)
Part 2C - En Route Phase (Procedures, Mach, ETA v ATA, Winds, 4D navigation)
Part 3 - Arrival Phase (including holding procedures)
Part 4 - Approach Phase
Part 5 - Departure Phase
Part 6 - Flight Planning in detail
Part 7 - Near runway operations
Part 8 - Managing thrust in propliners
Online Links for Free Approach and Sectional Charts
Quick Reference Guide for FSAviator's Tutorial (useful only after reading the tutorial!) (ZIP file)
(Online) (Replaces the CV and VC Integration Tutorials)
This tutorial needs to be read and understood by every pilot using FS! FSAviator explains why the concept of "panel designer" is incorrect - they are really creating simulation control interfaces, which control what we see in the outside window. Too often this interface is incorrectly designed, resulting in a random view outside that destroys realism and the very concept of "flight simulation". This tutorial will also help you repair broken interfaces (if possible). Last updated on 4/11/08.
Tom Gibson's FSX Simulation Control Interface Mini-tutorial
(Online)
This mini-tutorial describes the repairs to the view system that must be made to FSX (and FSX aircraft) to allow the use of the simulation control interface tutorial above. Last updated on 4/11/08.
(Online)
This tutorial is designed to be used with Paint Shop Pro 7 and DXTBmp to create textures for all of the flyable propliners. It describes how to use PSP 7 to create the actual BMP textures and alpha channels, and DXTBmp to create the final DXT3 day and night textures. Last updated in 2006