 

         
    |
 |
GREAT PLANES REALFLIGHT DELUXE R/C SIMULATOR PRODUCT REVIEW by Matt Gilmore
I was very happy to be asked to do the review on RealFlight Deluxe. Now that helicopters have been added to this already famous simulator, I was even more anxious to check it out. I went in, however, rather sceptical. I had never seriously used the previous version of RealFlight either, but having seen it at trade shows and the like, I must admit to having a pre-assumption that it might just have too much flash and not enough substance. For me, a simulator has to bring a lot to the table. It has to have practical applications, so that what I learn and practice on the 17" screen relates well to what happens out at my flying field. Does RealFlight Deluxe measure up? Read on and see . . .
Hold It
The radio-shaped Hardware Controller is actually made by Futaba and is light-weight, with a rather hollow feeling, but thankfully the shape is quite accurate. The sticks certainly feel good enough for learning, although they are non-adjustable in height. The trim tabs feel light but considering their function I really don't think it has much of a negative impact. The connecting cord (which goes to the computer's game port) exits from the hole that is usually occupied by a radio antenna. It seems like a durable cable, but I believe it could use some stress relief around the exit hole, as it is a stiff, thick and somewhat inflexible type of cable.
The faux 'transmitter' feels a bit lifeless, especially since it has no LCD screens or lights. That being said, it provides more than 80% of the experience of a real transmitter, albeit not a top of the line model. A beginner is most probably going to find the difference negligible. I'd like to see labels for the various switches and even the sticks. This doesn't seem unreasonable to expect, especially since even regular R/C transmitters often label them. Besides, many times a simulator is going to the novice or beginning flyer, and those labels might just come in handy. If you are a beginning flyer, you may want to think about labelling your controls. Eventually, you won't need to think twice to find, for instance, the dual rate switch , but early on those kinds of reassurances can help. (Please note that the controls are assignable, so make your choices on where to assign functions before you do any labelling. Beginners may want to consult an experienced flyer to learn the more traditional control layouts.)
A purely cosmetic note: Watch for a very thin clear plastic sheeting that covers all of the silver parts of transmitter, and dulls the appearance quite a bit. It takes a fingernail to get it up from the corner, but once this protective covering is removed, the transmitter brightens up significantly.
The Install
The installation into the computer went without a hitch. For this review, I ran a 350 MHz Compaq Presario with 136 MB RAM, a 4 Gig hard drive, and a 24X CD-ROM drive. I had no problems as I followed the on-screen instructions, and the next thing I knew, I was into the program. The splash screen first shows an R/C Helicopter and a P-51 Mustang over a background of DaVinci flying machine drawings, which is very stylish and very colourful. However, don't take the pictured models too seriously, as their appearance is more detailed than the ones found in the actual program.
Unless you tell it otherwise, every time you fire up the program, a new window with hints and helpful tips appears. While sometimes annoying to close out this window every time you boot up RealFlight, I must confess that this feature has taught me some cool things about the program that I use frequently. I don't turn it off even though I can.
Simulator Settings
You can choose between Microsoft's directed and the program's internal 3D technology. Slower computers should use their internal 3D program. If you have a 3D accelerated video card and a fast computer than choose the Microsoft 3D program. Microsoft directed is almost getting photo-realistic at times. If you are good at suspending disbelief, you can almost convince yourself that the backgrounds and textures are authentic.
If you choose internal 3D you have either Gourd or flat shading to choose from. If you have a slow computer, choose Gourd for the better look. If you choose directed, you get the choice of drivers, however the program chooses the fastest driver for you, if you allow it. You then have a number of choices to make: directed settings, Gourd shading, bilateral textures, dithering, specular highlights, 24 bit textures, MIP-mapped textures, transparency and texture mixing. Whew!
Please take note that RealFlight Deluxe's proprietary Photo Field technology, which assists greatly in the experiencing of realistic flight simulation, requires that texture mapping be on.
Resolution and Reality
As with many games and other graphics-intensive programs on the market today, you can choose the picture resolution you'd like to tax your system with. There are many choices available and rest assured they will most decidedly affect speed and smoothness of operation. The upper-end choices available will wear out even somewhat husky computers. I chose to burden my computer with production of 32 bit colour (8, 16, 24 bit colours are also available). I highly recommend choosing a screen size of 800 x 600 pixels, even if you can't get the 32 bit colour. You see a lot more of the field and it's a much better view.
RealFlight's Real Physics parameter makes it possible to alter reality to better suite your level of flying. At my level, I felt it was best to leave this percentage at 100%. Honestly, I think that I would at any flying level. After all, a simulator is doing its job best when it simulates the real world in a controlled environment. If you're utilising a simulator for R/C flying, one is to assume you are attempting to train yourself for real world R/C flights. Otherwise there are other available, mass-market flight simulators with premium graphics and more interactive play to use. Since you are training from a computer screen for real world flying, it is best to have things as close to the true experience as possible. However, should you choose to have assistance, various parameters are available including the all-important one which makes landings easier.
If you want thermal activity, or wind gusts, those too are available and adjustable. This is one area in which virtual reality is vastly superior to cold hard reality. Of course, if the weather were really adjustable, what would modelers have to complain about? And how would we get anything done around the house, I ask you? Still . . .
Music/Sound
Noise problems at your flying field? Not this one. You can choose whether or not the flying experience includes engine sounds, using another one of Great Planes' branded and proprietary processes, Virtual Revolution technology. In the other simulators I have flown, I frankly couldn't stand to have the sound on. This program, on the other hand, has sounds that are actually useful, and not particularly annoying. In fact, in helicopter simulations especially, I found the sounds extremely helpful, supplying me with important feedback when I flew inverted or close to the ground. Contrary to what I would have thought going into this review, I recommend leaving the sound on. Nice job, GP!
You can also choose to play background music. I don't like it when people play music at the flying field, so I chose to turn music off while flying in my living room. (Note: I am a musician and don't oppose music in any way, but find I can't give flying my total concentration if there's music present.) To be fair, the songs aren't bad and if you like a little tunage while flying, you could do worse. A volume control is available for engine sounds and background music. I chose the engine sounds to be all the way up. If you choose music, the program comes with a list of songs to choose from.
%#@! Crashes
You can also choose to have crash sounds on or off. Once again, the sounds in this program are not as bad as other ones on the market. I surprised myself and left the crash sounds on. There are wind sounds available as well. Dialogue sounds by people at the field are available and I left it on at first until one particular chuckle-head drove me nuts so I turned it off. It is virtual reality after all, and at the field I'd either put up with it or go home. On computer screen, I can tell him to click off! There is an opening song that can be turned off. I turned it off as soon as I figured out how.
Choose Your Weapon
The Controller page allows you to choose your hardware interface. It defaults to what they call the RealFlight joystick, which is what I received for review, and have described to you. While I also received the optional transmitter interface, I spent most of my time using the supplied RealFlight transmitter. The interface worked well for my JR XP8103 and PCM-10SX, and I do recommend that you use this feature if possible. However, to be fair, I felt I should perform the bulk of the review with the supplied hardware, as that is what most users will experience. In addition, if you spend hours and hours flying on the simulator (colour me guilty) then the lighter pseudo-transmitter will be a blessing.
If you choose different controllers, time must be spent to calibrate them. If you purchase the optional transmitter interface, which provides up to 8 proportional control channels, you would also calibrate them from this page.
Odds & Ends
On the Miscellaneous page, you can choose the language of operation for this program. There are also cache settings to choose from. Setting higher values for the cache can reduce the stuttering that can occur during flight when the computer is accessing the CD-ROM. However, it can make the program more responsive, if the figures are higher. On a machine with 136 Meg of RAM, I set the value to 111 megabytes and had no difficulties to speak of.
On Airports and Machines
RealFlight Deluxe allows you to choose your model (and many things about the model) as well as flying fields and the weather/environment that it is in. If you choose, you can create what the program calls Flight Groups, which is basically fancy nomenclature for a memory location that holds a model choice, airport, and environment as a single preset. I don't recommend hitting this feature heavy right away, until you have established favourite settings. Then it is a handy and useful feature to utilise.
Aircraft Selection
While some of us 'rotor heads' seem uncomfortable with the term 'aircraft', it does accurately apply to helicopters. Therefore under the aircraft selection, you will find a list of all available model types - helicopters, airplanes and gliders. My sample program came with 11 helicopter program types, 4 low-wing airplanes, 1 biplane, 2 gliders and 3 high-wing airplanes. Most of these are based on available Great Planes models. The helicopters ranged from a fixed pitch electric, to a .30-size trainer complete with stick and ball training gear, to a four-stroke .30, to a .60 size performance machine and more. A fixed pitch .049 model as well as scale models of a Jet Ranger, a Schweizer model, and a French Ecureuil are available. Most of these helicopters offer a variety of colour choices ranging from simple to pretty darn amazing, including themes like flames, billiard balls and the American flag. I should mention that the clear canopies on the heli's are one of the coolest features I've ever seen in any simulator. They are a small and insignificant feature compared to many I could mention. But the see-through canopies provide a kick in the pants to my disbelief suspension, making it quite easy for me to forget that I sit in my living room as I fly my Dolphin .46 helicopter (alternate 1 trim scheme, please). The screen where you choose your model provides a very nice and succinct description for each model type. From this screen you can also edit your aircraft. (Ominous music, please.)
Editing Your Heli
Before you can edit an existing model, you must first make a copy as the program contains unmolested versions of each model type and won't let you change them. You can automatically make a copy by hitting the button mysteriously labelled 'Make a Copy', or go straight to the Edit button which will prompt you to make a copy before you can edit it. In any case, you need to name your copy. I chose to call my modified Dolphin 'Flipper 46' for even more mysterious reasons.
Here you can change the description, adjust the scale, and choose metric or U.S. standard units. (The description also features a list of various switches on the transmitter.) You can also choose the radio type: A software radio (the supplied faux transmitter) or your own transmitter. If you choose software radio, you can edit parameters such as flight modes, dual rates, expo, ATV, and subtrim. You can adjust the collective curve, throttle curve and tail rotor curve independently. You also have 3 mixes available, which can be assigned to any servos, the gyro, throttle and head speed governor. A heading hold gyro is what my program defaulted to, which I prefer anyway. A switch was automatically assigned to the gyro heading hold function. If you utilise your own computer radio, all the adjustments you make within the radio will apply to your virtual model.
The Power plant
Under engines, you can choose whether your whirlybird is powered by an electric motor, or internal combustion engine. Should you choose electric, you can choose the number of cells and types of cells. Twelve choices of cells greeted me in this window: From JRR-1000AE to Sanyo N-1900SCR to Sanyo N-2500CR.
If you choose internal combustion engines, the options to decide fuel tank size as well as fuel consumption rates (in ounces per minute) are available. Also on the engine screen are parameters for sound profile, where you pick the closest engine to what your virtual machine has for a more accurate experience. For our purposes, this would be O.S. .46 Heli. My choices were rather limited, but more are available. Here you can also decide whether the head speed governor is functional and at what gain rate. Also available is the main engine order ratio and fan diameter. The last two parameters on this page choose the torque curve based on a number of popular engine and pipe combinations, and the torque percent.
The Fuselage
The fuselage page allows you to modify practically every dimensional aspect of your virtual model. This includes the size, weight, front & side drag coefficients, skid location and size as well as positional adjustments to centre of gravity. (Note: Unlike some other simulator programs, changes made here are not reflected in the appearance of the model on-screen, but they will affect the model performance. In other words, if you make your fuselage twice as wide, you won't see a difference, but the model will fly much different.)
The Hub
The hub window first allows you to select the hub type (appropriately so). You can choose between dual flapping and solid axle. Solid axle has a fixed co-angle and the blades act on each other directly. This is also known as a 'teetering' or 'seesaw' hub. The dual flapping, or as it is known, fully articulated hub, allows both blades to flap independently. Next you may adjust the flap hinge to hinge diameter, the lead lag to lead lag, and the hub location on two axis, the X and the Y. You can also adjust certain parameters about the flaps, the static coning angle in degrees, and the delta off-set. You can also adjust the maximum flap angle in degrees. On the flaps, you can also adjust the weight in ounces, the deflection in inches, and the length of the arm in inches.
The Main Rotor
Here you can adjust the height in inches, the cyclic roll deflection in degrees, the cyclic pitch in degrees, the maximum collective in degrees and the minimum collective deflection in degrees. Then you can choose the type of blade you want your two-dimensional model to use. You can pick from the list that they supply you, which features (for me) 4 choices: 280 mm, 546 mm, as well as 680 regular blades and 680 mm carbon fibre blades, my personal choice. If you edit a blade, however, you edit that blade for all helicopters that use it, so make sure you have made a copy of that original blade to maintain your initial library and build from there. You can also change the blade sound. My system came only with a digital equivalent of .30 size rotor blade sounds. (I would assume you can download more sounds from their Website or purchase them directly.) In addition, you can adjust a control to balance the engine sound vs. the blade sound. It defaults to the middle, which I believe is a pretty good place to leave it.
The Paddles
On the paddles page, they wonderfully show you a side view, a cutaway view, of the airfoil panel and give you a list of 15 or 20 various airfoils you can choose. There are help boxes every time you stop on something that tell you so much about it... the airfoil description is wonderful. It tells you a little bit about it how the naming procedure is done and tells you how to choose the proper airfoil for your particular heli.
It's a wonderful thing! You can also manually adjust the attributes - everything from height to roll deflection, angle of incidents to pitch deflection, and so on. It is pretty amazing and far beyond what I certainly expected.
The Tail Rotor
For the tail rotor it is much the same. You get shown the airfoil - you can choose once again between a list of 15 or 20. You can choose your clock wise or counter clockwise rotation. You can also decide whether you would like a constant drive tail (for those of us not interested in aerobatic auto-rotations, not such a great choice.) You can choose everything on your tail rotor including the chord, main ratio, CW deflection and CCW deflection (both in degrees.) Very nice, very complete.
The Gyro
Like a modeler's dream workshop, here you can decide whether you want a piezo gyro, a heading hold gyro, a constant rate gyro or a dual rate gyro. I prefer a heading hold gyro so that is what I chose. If you choose a heading hold gyro, there are many things to change about it, including low and high ATV, the range, the pirouette rate, the gain, the mix, the rate gain and even the delay in degrees per seconds squared.
Clutches, Fins, & Servos, Oh My!
On the clutch page, you can choose whether is has a one way bearing to the main shaft. You can decide what the fully disengaged RPM will be, as well as the fully engaged RPM on the clutch. I left these on default and they seem to have a very realistic performance.
For tail fins, you can choose whether it has a horizontal tail fin, what its size is and where it is positioned. You can choose the same things for vertical fin. They assume you will definitely want a vertical fin. Under servos, you must decide whether you want these reversed or not, assuming you are using the software interface and not your own transmitter. If you utilise your own transmitter, you would perform this procedure from the transmitter itself. You can also adjust the servo speed in seconds per 60 degree.
On the Miscellaneous page, you can adjust the inertia, if you don't believe that Real Flight calculates things in a real world way, or want to alter reality a bit. Here you can adjust inertia on the three axis; pitch, roll and yaw. It also gives you a read-out of your model virtual performance, which at this point includes your fuselage weight, your fuel weight, your total wet and dry weight, your rotor and rotor disk loading, wet and dry as well. Very interesting information, especially as you design your own helicopter.
On to the Field
So now we can go into our 'airport' selection. My sample program gave me 6 different locations to choose from: Rainbow Canyon, Pendleton Station, Idaho Tower, Distant Hills, Columbia River Gorge and Adair at Corvallis. (I honestly don't know what the heck that means.) Basically these backgrounds are digital photos that have been mapped into a 360° environment to surround you with virtual walls that looks much like the surrounding location. Then 3D terrain is placed below this at ground level. Then objects are mapped to this. Then objects are placed on this, like runways, people, grandstands, helipads, buildings, or what have you. The background, trees and stuff, if it is in the far background, is fairly believable because as I said, it's really a photograph, or should I say many of them, digitised and stitched together to make a circular 360° environment. However, the trees and people on the field per sé are very, very basic and you have to use your imagination quite a bit to believe that they are real. In addition, you can fly right through them with no interaction whatsoever, other than they block your view as you pass through them. I wish they were 'solid' so to speak, as that would provide a greater challenge. I especially like flying around the water tower, and the heli pad is very nice as well.
You can choose from backgrounds that approximate farmlands, to what looks to be Arizona desert. I've even seen RealFlight environments that included school yards and football stadiums... even other planets. That's the nice thing about virtual flying... you can do it virtually anywhere! It really just depends on what they come up with as far as new environments, but this is one of the main factors in RealFight Deluxe's appeal. The fairly realistic photo backgrounds combined with the 3D terrain that you fly over with mapped textures can definitely (especially while in motion) fool the eye to the point that you feel that much closer to real world flying.
You can choose to incorporate shadows or not, but of course anytime you choose another feature it slows down your computer. (They do add a lot, however.) Usually they warn you with a dialogue box when you will slow down your system. You can also use their PhotoField technology or 3D terrain. You can also choose different options for your field including other planes or traffic in the air, a parking lot, people, trees, grandstands, and wind socks. It is wonderful and makes for an interactive environment but puts more stress on computer.
View Master
There are several views available and you use the function keys to access them. They are very handy actually. The first view available to you is head height, standing by the field . . . this is the most normal and the one you would most expect to be available. You can also choose anywhere in the field simply by placing the model there and hitting the button; you will 'virtually' be where the model was, even if it is 500 feet in the air looking straight down. You can also put yourself within the model (cockpit view) like other full-scale flight simulators, but this one uses the controls of a R/C transmitter, so that can be quite interesting. If you've ever wanted to experience the view your model gets as you pull off your famous tail-first dive into the inverted somersault, now's your chance. Good luck.
Environment
As I mentioned earlier, you can choose to employ wind, up to and including whether it's a smooth or gusty day (or anything in between), as well as choosing the average wind direction (in degrees), the wind speed (in miles per hour), and gusts (also in miles per hour). You can decide whether there is high or low thermal activity (an especially nice feature for those soaring type modelers). When flying with wind, it is fairly realistic, except of course you don't feel the wind yourself so sometimes it is difficult to tell why the helicopter is doing what is its doing until you suddenly realise "It's the wind." You can turn on the wind sounds, but with the other sounds and engine noise, it can easily be masked. If you turn the other sounds off you don't feel like you are getting the feedback from the helicopter, so it's a real 'Catch 22'. In any case the wind is a nice little feature to have, if you fly like I do in the gusty American Midwest.
There is one final feature to mention that can help you get used to the program, but I find it takes away from the realism. That feature is called Auto Zoom on Plane (which, incidentally, includes helicopters as well). Basically, you set a minimum plane size, and no matter how far the model goes away from you on screen, you 'follow' after it. This makes it very easy to see the attitude of your plane at great distances. A lot of other simulator programs accomplish this by doing the binocular theory, or another window in the corner. It is very natural the way RealFlight Deluxe does this helpful procedure. The problem is that it is not at all like real life... in real life you wouldn't get that benefit. So I always tell people to fly with it for a little bit but eventually turn it off and do without it because no matter how small that sucker gets in the computer world, it will seem even smaller in real life.
You can also decide if the plane or heli can run out of fuel. At the regular time, or some type of stretch. So a helicopter that may only get 10 minutes in the air in reality, you can set to get 20 minutes of virtual flying time.
Time for Me to Fly
First Impressions
As you start to fly, the feeling that one is hit with immediately is that of realism... that I'm actually controlling the heli. It isn't like simulators I've used before - this one feels more authentic; the interactions between the backgrounds and the shading, the textures on the ground, the smoke coming out of the helicopter (when the smoke feature is selected with the tilde [~] key) all just bring together an incredible feeling. The smoke option does slow things down quite a bit and can obscure your vision, but to be fair in real life the smoke can impair vision as well.
Captains Log, Maiden Voyage, Flipper 46:
"As I first look at the helicopter sitting on the ground, I notice smoke and exhaust coming out. I see the blades and the paddles rotating over this well-defined rotor disk, as well as the tail blades spinning. I can see through the canopy, in fact I can see the shadows on the ground through the canopy. (!) The blades movements seem to correspond to the stick movements I'm inputting, and even to the sound I'm hearing which is very nice. The blades look very impressive on top of this rotor disk." "As I start to take off, the smoke obscures it just as it would in the real world. As the rotor disk speeds up, it gets more solid, more fan like, pulling the smoke through the blades. As the helicopter starts to get light on the skids, it 'feels'" like it gets light on the skids. Unlike other simulators that lack that feel you get from a real helicopter, this one really has it. It has real life compromises; for example, in hover it even requires you to get the somewhat angled or 'leaned' attitude that a real model needs to maintain a hover in a fixed location, unlike other simulators that will let you hover in one place with the rotor disk parallel to the ground."
"I can feel the ground effects as I go lower. As I fly the helicopter faster, the smoke trail gets more spread out, longer and thinner, like it actually would. As I fly inverted, things feel much like I would expect, which in and of itself is quite amazing. As I crash I get that same sensation I always do, except that I don't have to fix that damn thing! (Nor explain to my wife why I keep charging parts and things at the local hobby shop.)"
"The reality of the canopy is astounding, it looks very authentic. Being able to see through the canopy as it comes close to me, (at an angle that I would never fly a real helicopter at incidentally), I can see inside the canopy and there are wires and servos and the receiver. Interestingly, the smoke even comes out of the motor exhaust. This is the level of detail that we are talking about."
Common Concerns
Now, I've heard many people complain about RealFlight because you can go outside the 'outer walls'. True enough, you can actually fly high enough that if you put yourself in the cockpit, you'll see the 'walls' of the environment like the stands of an arena. In fact, you start to feel a little like Jim Carrey in Truman if you're not careful. However, if you fly like you would at a real field, especially with the Auto Zoom feature off, and especially standing by the flight line, you aren't going to want to do go beyond the environment walls much anyway because they put them plenty far out. However, if you utilise the other views a lot, especially the in-cockpit view, this ability to go beyond the 'outer limits' can be very annoying. It seems like there ought to be a way around that, but perhaps it's a trade off of the process GP uses to grace us with such photo realistic environments. In any case, for those of you interested in using RealFlight as a true R/C training and performance-improving device, this 'Galactic Barrier' shouldn't be a problem.
Good Rotations?
I did several auto-rotations, and they felt to be rather accurate, although because of the limit of the screen size, it is very hard to get perspective enough to do one with a feeling of comfort. I did do some successfully but I didn't feel wonderfully about them. I felt that this was one spot that the program lacks a bit, but that is not due to the program so much as it is due to an inherit problem with simulators, and the size of the screen and the rate that you have to drop. Two-dimensional imagery and the necessities of perspective also mean that as your heli passes overhead, it is very easy to get disoriented as to what your attitude is relative to the ground. So a pass overhead can often lead to disaster, as it often can in real life.
On Crashing
Serious crashes are interesting. They've got smoke (2 colours), they've got flames, they've got a nice crunch sound. They are pretty realistic and very well done. Ouch. The interesting thing about certain low level, lean-over type crashes is that they don't look very realistic; it looks like the helicopter rotor disk slices into the ground, and then the heli sinks below the soil. Not that crash appearance should matter, right? 'Cuz we never see it anyway, right? Right? Help me out here...
Real Conclusions
If you are looking for answers as to whether I think the program is worth the money or not I can safely say that, "Yes, I think it is." I've already learned manoeuvres and methods on this program that I've successfully taken to the real world. I know people that have basically learned to fly on simulators, and this one is far better than the ones they have learned to fly on. As an overall concept, a simulator's potential benefits are undeniable to me. However, I have not often spent long periods of time using them. That said, I can gladly spend hours flying RealFlight. Other simulators tend to leave me a bit cold after a very short time. Risking a bit of over-enthusiasm, I must repeat that the realism of RealFlight Deluxe is truly amazing. Not perfect, no. Not as good as it will someday be. Not a Star Trek® holodeck yet, but certainly as close as 20th century technology is going to get us. Certainly fun. Addictive, even.
One would think that with all the attention to detail that they spent on the appearance of things, as well as the mechanics of the program and the algorithms, that perhaps the feeling of flying might be overlooked. As I started this review in stating my fear of 'flash without substance'. But no matter what earlier programs and earlier versions you may have flown, this one is a true winner. This helicopter simulator satisfies! I plan on using it for the entire winter season. Come this Spring, you will see me on the field doing things I've never done before with more comfort than I've ever had before. What everyone needs is more practise and this simulator does it with more realism. For instance, as I bring the canopy past myself, I see the sun glint first off the clear Lexan® canopy, then the graphically painted side. I can see the rotor is changing colour as it gets shaded or hit with sun, both on top and bottom. Its truly amazing as the thing goes further away, it still retains its detail enough at incredibly far distances, so you can still make out things like both tail boom fins.
As you can no doubt tell, I am very impressed with this program. It's not the only heli sim out there, and the others are definitely worth a look. I know some 3D pilots that feel that others flight characteristics are more accurate than RealFlight's. Even if that's true, RealFlight's ability to 'put you in the field' and get you practising is undeniably exciting. And the fun factor is way up there. And after all, isn't that why we all got into R/C in the first place?
If you've been waiting for simulators to get better before you joined the bandwagon, it's time to stop waiting. (Although I must confess that I couldn't help the thought that if this is what they are like now, what will they be like in five years?) I highly recommend this program to anyone considering a simulator, and if you haven't considered a simulator I highly recommend this program anyway, it just might change your mind.
Minimum system requirements:
- Windows® 95/98
- Intel® Pentium® 200 or better
- Microsoft® directed high-performance 3D accelerated video card with 4 (or more) MB of video RAM
- Graphics and sound cards compatible with Microsoft DirectX 6.0 or current version (most are compatible)
- 30 MB available hard drive space
- 16 MB RAM
- 4X CD-ROM drive
- Super VGA monitor
- IBM-compatible game port
Suggestions for optimum system performance:
- Pentium II 300 or above
- High-performance 3D accelerated video card with 8 (or more) MB of video RAM
- 24 MB RAM
- 16X CD-ROM drive
For additional product information on the RealFlight Deluxe R/C simulator, visit their web site at: http://www.realflight.com
SPEC CHECK
PRODUCT - RealFlight Deluxe R/C Simulator
MARKET PLACE - All flyers
MANUFACTURER - Great Planes Model Distributors
U.S. DISTRIBUTOR - Great Planes Model Distributors
2904 Research Rd Champaign, IL 61826-9021
Phone: (217) 398-6300 Fax: (217) 398-0008
UK DISTRIBUTOR - Ripmax plc
Ripmax Corner, Green Street, Enfield, EN3 7SJ. Tel. 0181 282 7500
CURRENT UK RECOMMENDED RETAIL PRICE
RealFlight with Tx £199.99
RealFlight with Tx interface £179.99
RealFlight software upgrade £79.99
We Used: 350 MHz Compaq® Presario with 135 MB RAM, a 4 Gig hard drive, and a 24X CD-ROM drive.
Reprinted with permission.
June, 2000 Model Helicopter World
|
 |
|
 |