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FlyInside releasing new flight sim game

Discussion in 'Other Flight Simulation Games' started by noorbeast, Oct 11, 2018.

  1. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    FlyInside is due to release their new flight sim game tomorrow, first as an open beta. The new flight simulator is designed to take advantage of modern multi-core processors and GPUs to provide great frame-rates, accurate flight dynamics, and a flexible, open platform for add-on developers. The FlyInside flight sim will be optimised for VR: http://www.flyinside-flightsim.com/

    Existing FlyInside customers will pay only $25, available for one month after launch. In addition, all Kickstarter backers will be discounted down to $20.

    I hope @value1 has some time available to check it out, as this looks worthy of a new plugin.

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  2. SilentChill

    SilentChill Problem Maker

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    I have messaged Dan to find out how the telemetry will be output :)
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  3. value1

    value1 Nerd Staff Member Moderator SimAxe Beta Tester SimTools Developer Gold Contributor

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    oh-no.gif
    ChaiScript…
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  4. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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  5. Arunas

    Arunas Member

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    Just bought it. It woud be nice to try it with my 2 dof if it will be possible.
  6. misoswan

    misoswan Active Member

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    have nice deep vr !!!!
  7. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    It is always possible but we are yet to hear back from the dev about an API.

    Keep in mind this is only just released as a beta.
  8. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Any word back from Dan, I am hoping he is a dev who may be wiling to back the motion community and provide an API to increase game support and public profile.
  9. SilentChill

    SilentChill Problem Maker

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    No support at the moment but he said they will implement it soon into the sdk so we can extract the data :)

    you can do it in game but there is no broadcast function at the moment
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  10. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    That will make @value1's day...a dev that is actually willing to engage with the motion community!
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  11. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    FlyInside Flight Simulator - December Update Teaser:

  12. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Latest update and improvements, of coyrse the major feedback from the motion sim community would be an API so that we can develop a stable motion plugin: https://old.reddit.com/r/virtualreality/comments/afef48/flyinside_flight_simulator_major_vr_update/

    We've been working on FlyInside Flight Simulator (a flight simulator, built for VR) for about 2 years now, and launched back in October. We received two main criticisms:

    1. The graphics were dated

    2. The VR controller support was clunky and unintuitive
    We've released two major updates since. We've greatly improved our scenery/graphics (a nearly rewritten scenery engine), and we've completely overhauled our VR controller support (we've also made performance improvements, improved the flight model significantly, and fixed a bunch of bugs). You can now accurately manipulate ~95% of all switches/levers/controls across 10 detailed aircraft, and it's really a joy in VR!

    A couple of videos:

    Trailer

    Switch Demonstration

    If you enjoy VR I'd encourage you to give the free demo a try. If nothing else you can immerse yourself in several extremely detailed cockpits and play with the switches. If you enjoy it you can purchase on our website or on Steam

    I'd love some feedback from the VR community, and am here to answer any questions!

    Thanks, Dan​
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  13. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    A positive update from the FlyInside devs on the API progress: https://old.reddit.com/r/virtualrea..._simulator_major_vr_update/edy93xd/?context=3

    We've been slow here, and I'll be completely open. We've received about 50 emails about our VR controllers being horrible, and 2 that were about motion control API support. We had to prioritize accordingly. That said we have been working on it, and we're quite close. We have UDP clients working, and are probably about 1-2 days from having UDP servers working. I'll shoot you a PM once we have a beta ready, that should let proper integration happen pretty easily.​
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  14. Croccy

    Croccy New Member Gold Contributor

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    Can't wait to get this working, with my motion sim and pimax flying the Chinook is going to be awesome! I may never leave VR again :)
  15. Croccy

    Croccy New Member Gold Contributor

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    Has there been any update on this? I see they now have a beta branch and as part of that the following is listed:
    • Adds UDP socket capabilities to scripting. Contact me if you're interested
    Is this what we have been waiting for?
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  16. Croccy

    Croccy New Member Gold Contributor

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    Got a reply from Dan on the forum: Matt, shoot me an e-mail, dan@flyinside-fsx.com - I'll send you some samples and info on the UDP stuff.

    So looks like it is now enabled on their end. I have downloaded the oducmentation and it looks quite easy on the Simtools end also so I may give it a go but I am not promising anything.

    Once I get the info from Dan I will put it up here so anyone else that knows more than me about simtools can go ahead and use it.
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  17. Croccy

    Croccy New Member Gold Contributor

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    I'm going to take a look at this at the weekend as a bit of a project. But if anyone else with more experience just wants to get on with it then I was sent the attached files as an example.

    The rest of the documentation can be found here: http://cdn.flyinside-fsx.com/sdk/

    Attached Files:

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  18. Croccy

    Croccy New Member Gold Contributor

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    It's working :). Currently sending pitch and roll data. Been testing flying the chinook and it's great!

    What forces do flightsims normally support? Pitch, roll and yaw are the easy ones. Not sure yet how things like surge,sway and heave are calculated so will have to read into that.

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