Graphics compare favorably to microsoft flight sim. The ground features are not as good, but the clouds are much better in my opinion. Overall, i would say it is a wash. As for running it on the mac book pro, the default settings run no problem on the mbpro and framerates are plenty high. The only peculiarity is that most of the instrument panels i have seen are designed for 1024x768 resolutions and don't stretch to fill the entire screen, but rather is centered on the mbpro screen. While this is a bit distracting at first, it is easy to get used to and the outside scenery fills the edges, so it really isn't a problem. Mac OS X (10.4.4).
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Flight Simulator X Full Version For Mac Pro
I do wonder how 'Microsoft Flight' will compare to the old Flight Simulator, though. I've had every version of both MS FS and X-Plane over the years (yes, since subLogic Flight Simulator for Apple II and X-Plane 1.1, for which the then-current price was $499. As an Aerospace Engineering student at the time, it was worth it.). Stand alone flight simulator for Windows & Mac OS X. Aerofly FS is an exciting flight simulator with unparalleled graphics and dynamic flight physics. Users that already own a Game Commander, or a USB interface cable for RC flight simulators made by IKAURUS, can use them without any problem.
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Recommend using FS through Bootcamp and not the virtual Windows solutions. If you need to - try setting up bootcamp on another HDD, that's a reasonably good solution and what I do. In FSX I usually get around 25-30fps over Hong Kong Kai-Tak (addon scenery) with all detail as high as it'll go and using PMDG's B747-400 (complex addon plane). I had to do a lot of FSX.CFG tweaking to get it stable, but it's good now.
FS2004 should be much easier for you to get running - and will probably run really fast on Mac Pro. But I'll swap over to X-Plane when PMDG and FlightSimLabs build their addons (747, MD-11 and Concorde) for XPlane.
Until then, XPlane is off-limits for me. Recommend using FS through Bootcamp and not the virtual Windows solutions.
If you need to - try setting up bootcamp on another HDD, that's a reasonably good solution and what I do. In FSX I usually get around 25-30fps over Hong Kong Kai-Tak (addon scenery) with all detail as high as it'll go and using PMDG's B747-400 (complex addon plane).
I had to do a lot of FSX.CFG tweaking to get it stable, but it's good now. FS2004 should be much easier for you to get running - and will probably run really fast on Mac Pro. But I'll swap over to X-Plane when PMDG and FlightSimLabs build their addons (747, MD-11 and Concorde) for XPlane. Until then, XPlane is off-limits for me.
Click to expand.Well, since Microsoft Flight Simulator has been officially dead for two years now, and the latest release is five years old, you'd think add-on makers would have switched over to the (technically superior) X-Plane already. I do wonder how 'Microsoft Flight' will compare to the old Flight Simulator, though. I've had every version of both MS FS and X-Plane over the years (yes, since subLogic Flight Simulator for Apple II and X-Plane 1.1, for which the then-current price was $499. As an Aerospace Engineering student at the time, it was worth it.) MSFS has been 'for fun', X-Plane has been for simulation. Click to expand.Yeah, I did have to do one of those tweaks.
Basically, you are shifting FSX off the first core, which is often used by the OS to do things, and maybe other addons like Active Sky Enhanced which does use a bit of processing power to simulate real world weather for you (it does it very well too). That can eliminate the stutters you sometimes experience and keep the frame rates more steady (instead of the wild fluctuations people sometimes see). I also had to tweak some of the texture loading settings a bit to get it nicely smooth.
I'm on Mac at the moment - so not sure how to get to the CFG file right away, but it's the AffinityMask setting. I think it needs to be 14 (AffinityMask=14). I'll get back to you with some of the settings I'm using.
The other places you'll score big wins in performance are things like a very fast HDD. An SSD or something like one of those Western Digital Velociraptors (10,000rpm) will do wonders. Given the cheap price of HDDs these days and the superb ease-of-upgrading the Mac Pro, it's worth it.
I do hope that Microsoft Flight uses are computers more efficiently than FSX does. I expect that as usual, the developers will get the inside look at Flight well in advance and should have their addons ready to go by release date, assuming no big architecture changes for the models happen. That said, FSX was developed at the time when there wasn't much idea if computers would go to ever higher clock speeds or more cores with lower clock-speeds - it was at the turning point. They also gave us SimConnect and the Max plugins, along with great insider support - those are the best things that ever happened for developers, and probably part of the reason the developers have remained so loyal to the FS series. Dmr727: They always tend to show the basic planes - but if I may be so bold, that's probably because they only really do basic planes - and not real simulations. The full-on simulations are left for the addon developers to do, think FSLabs Concorde, FSLabs Airbus A320, PMDG planes, etc. MS doesn't have the time to do the full-on simulations, they take an enormous amount of time to develop, let alone test them.
I can't think of any flight-simulator addon/plane so complex and realistic as the FSLabs Concorde. It's amazing how well it turned out. I had a real grin on my face when for the first time I started the descent from 57,200ft over the Atlantic, I throttled back the engines slightly too fast and sure enough 'bang'! There was a slight engine surge. And later, when I tried it again, being more careful - no surge. And when I started the engines at first, it went through the rotating stall after I switched on the HP valve for that engine - 'whoop whoop, pull up, whoop whoop, pull up'. Just wonderful.
Debow starts are possible. I was even more thrilled to find that if one of the air-groups needed to be shut down, that when I retry it in the air, the temperature sensing goes full hot, until enough air goes through the group and then the temperature goes down to what it should be.
And when you open the cross-flow valves between the air-groups (meaning they share their air), you do get more air flowing through them. You can control the pressurisation properly. You can even do the reverse-air-shutoff check when taxiing, and it works like the real thing. Being able to follow the real world checklists and procedures to the letter is amazing for something on the computer and costing less than $100. In the old days, to get something with that level of detail, you'd be looking at professional simulator setups. It just goes to show how far computer technology has come.
Anyhow, enough of my ramblings.