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Basic facts about the Flight Simulator, Scenery design and Swedflight - by Bo Wiberg History For those of you who were lucky enough to own a computer already back in 1979, you may remember what sensation the appearance of the very first version of the Flight Simulator made. It's father was Bruce Artwick at SubLogic Corp. Produced in the beginning for the AppleII (with only 16 kb memory!!) - the first really successful home computer - it was later transformed to the PC environment after IBM had released their Personal Computer in 1983. Already at that time it utilized the computer hardware extensively and for a long row of years the Flight Simulator became the test of choice to check if a new computer was IBM compatible or not. Even if it used the hardware to the limit the appearance on the screen was very rough, with the world represented as a grid only, the panel quite primitive and with an aircraft that was almost impossible to land (at least for me). Yet it soon became the most sold of all 'games' - which it was called then. The reasons for the great success was because you could definitely feel the fascination of flying already in this early version and that you here for the first time saw a form of real world simulation realized on a simple home computer.
Two pictures from one of the first versions of the Flight Simulator. The world was represented by a grid only. No textures and very few objects. The airports had no more details than the simple runways. But already you can recognize the layout of many of today’s instrument on the panel. But the development went on and I can still remember the thrill when version 4 much later was released. Now everything was in bright colors, there existed a more 'realistic' world and you could land the aircraft with a reasonable real feeling. And among all, you could buy a separate editor and make your own airports and for the first time modify the default sceneries a little. But the efforts from those who tried to make something of their own were not so many and it was not easy to find them. The Flight Simulator of today is a highly sophisticated program that probably will be certified as a tool to be used at flight schools for navigation training. Even if several other simulators have been released during the last year, to us old-timers in the flight sim world this old-timer of program (19 years old!!) still is number one. The new ones maybe more flashy and more advanced, but no other simulator can offer the user all those hundreds of freeware sceneries, thousands of extra aircraft plus panels, all those extra freeware, shareware and commercial utilities for route planning, adventures etc. Plus the fantastic possibility to be able to construct it yourself like we have done in the Swedflight group.
Stockholm/Arlanda airport from Swedflight 2. A very
realistic environment both outside and inside the aircraft. The simulator
of today is an almost certified tool for navigation training. (The
panel is made by Eric Ernst.)
Freeware sceneries The many freeware sceneries that you can easily find today
on the Net and elsewhere are the result of three factors. First came the
totally new version 5.0/5.1 of the Flight Simulator with a new internal
construction of the program. Then after a while appeared the basic document
that was released in 1995-96 by Maurizio Gavioli (and others) that for
the first time revealed most of the secrets about the program build up.
This was the united result of many peoples intelligent ‘hacking’ into the
BGL:s and other files that belong to the simulator. The disclosure of the
internal structure of the BGL file led to a fast release of several freeware
compilators by which it became possible to make your own scenery files.
The development of a lot of freeware (and commercial) sceneries exploded
literally and today they cover a big part of the earth. The last, but not
least, reason to this explosion is the widespread use of the Internet where
the Flight Sim pages have a big amount of visits.
Swedflight and scenery design in general The origin of Swedflight is a scenery made by Bengt Larsson in 1995, called Swedmap. It was maybe one of the first of all freeware sceneries covering a whole country with great detail and exactness already from the very beginning (even if it used another scenery to add all the airports in it). Bengt Larsson is also one of the three authors (the other two are from Norway) of the now famous and awarded Norway scenery and when version 6.1 of that was ready, Bengt formed a group with three other Swedish guys to make a similar, detailed scenery for Sweden - and that resulted after half a years work in Swedflight, released September 1, 1997. At that time a lot of new tools had reached the market, and we used from the beginning a freeware program by Peter Jacobson, called ScBuild. This was a really revolutionary product that made it possible to make big sceneries relatively easy in a reasonable short time. Without that program it had not been possible to make Swedflight 1.0 in ‘only’ a little more than six month. ScBuild became later the commercial product ASD (Airport & Scenery Designer) which we now use instead. The compilator to make the final BGL files is in our case SCASM32 by Manfred Moldenhauer, also a very powerful product. The main goal when we started the Swedflight project was (and still is) to make a scenery as much detailed as is possible today, without sacrificing the most important feature in a flight sim scenery - the frame rate. That was maybe a little more necessary when we started the project, because of the much slower computers that were around at that time. But even today, when the Pentiums are more or less a standard, it is a necessity. A detailed scenery with a lot of 2D and 3D objects, for example a big airport in a complex surrounding, still puts an extremely heavy demand on the computer and the graphic hardware.
An aerial view from Stockholm/Arlanda. This type of scenery is very demanding and when you construct it you must give all objects proper visibility settings to achieve a reasonable frame rate. Furthermore you must put the objects in different complexity layers suitable for fast and slow computers. It is today possible to make a scenery with extreme exactness, and we sometimes get questions why we don’t make a special object or area more detailed than we have done in Swedflight. A small lake, for example, can in our case be represented by a polygon with only 4-5 points, instead of maybe 20, which would be more realistic and possible. The answer is again - frame rate. To understand that and for those of you that are not familiar with the build up of a scenery I want to explain shortly how a scenery is constructed. The main building blocks in a scenery are four elements: Tiles, 2D objects, 3D objects and Textures.
View from the surroundings of the airport at Angelholm
showing the use of one of our special 'seamless' ground textures (Prairie.r8)
The future of Swedflight and other sceneries The development of the hardware is accelerating at a faster speed than ever and that will of course result in the possibility to make better sceneries in the near? future. Already you can for example implement a much better graphic by using the latest 3D graphic boards. That gives the existing textures a realistic look that can be even more enhanced if you optimize the textures for 3D use, like the ones Microsoft made for FS98 as a second default type. Maybe Microsoft will also reveal some secrets about the internal build of the simulator. Now at last they have started to give away a series of development tools for the simulator, which we designers appreciate very much. The Design Kit for panels is already out and they have promised more tools in the near future. What that can mean for the development of freeware sceneries we can only guess for the moment. A totally different path to choose in scenery building is to make a photorealistic scenery by putting a series of photographic texture files side by side. Such sceneries have existed for a long time but are now beginning to show up more frequently. But they use a big disk space of course and to construct them you need a lot of good aerial pictures, not so easy for everyone interested to get hold of. The existing photorealistic sceneries cover also only small areas, but the result is very good as you can see also in FS95/98 where the Las Vegas scenery is such an example. Swedflight will also be developed continuously in the future. Now when the geography is more or less ready in version 2.0 we will put a lot of effort in making the airports as realistic as possible. A big job because we have about 180 airports to take care of, some are very simple but the big ones need a lot of constructive work. In that job we rely on the help from many interested people around the country that send us pictures and data about airports in their neighborhood. Without their kind support the realism of the airports will suffer. One of the stimulating parts of scenery design is this almost daily contact with many of the users of the scenery. So don’t hesitate to call us (by e-mail) if you feel that you will discuss some features or problems in Swedflight or of course if you are willing to help us with pictures or data so that we can build the airports of Sweden as realistic as we want and intend to. Another part of the update process will be to develop the textures more and more. The look of a scenery depends in the end almost solely on the look and quality of the textures used. Therefore we will put a lot of work also into this important part of flight sim design. Author: Bosse Wiberg/Swedflight
(May 1998)
The drawing and the resulting map showing the use and
effects of 3D objects (mountains) in the High Coast area of northern Sweden
The aerial view of the landscape from the drawing above (showing the birthplace of the author actually) |
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Copyright 1998, SWEDFLIGHT |