If you choose to have realistic damage, get ready to blow up! One reason to exclude freeware at some point is the damage engine which will crack your ride according to material tables and force simulation when you give it a bump on the runway. Your butt will be scratched on a tail strike and of course you will look like swiss cheese if an enemy shoots you up in combat.
Also the damage engine will simulate failures according to the history of your aircraft and its maintenance status in the real world. Surely you can switch off failures even with realistic damage enabled.
But you can't read my mind, can you? If you could, your mind would be blown just by the imagionation of the possibilities this new flight simulating project is aiming at... Oh, sure, I will tell you what's on my mind.
Bad news first:
There will be rarely any freeware content for this new simulator.
On the other hand I'm aiming to make high quality products with continuous improvements for a rather low price. How? By benefitting from the community. The more demand is on a certain product, the lower the fee is for everyone who subscribed to it.
The choice of words is telling it:
FSR and all its associated products will be subscriptions with monthly payments.
WELCOME to flightsimreality.com! I'm glad you made it here.
So what is this site all about?
Flight simming is many things. A passion, a hobby or just a free time fun activity. Sometimes laughed at, sometimes enthusiastically debated about.
Whatever it is for you, if you think all available simulators
(or simulation games as our beloved sims are also called)
are still missing something, then this is the right page for you. Yet, I am only familiar with FSX and FSX:SE, which I used since day one. This is more than 10 years back now and after groing into the sim world slowly, I realized there's a lot missing for me still.
This is something I can't do with pinpoints as it is simply huge. FSR shall feature continent and sometimes also region based buildings, vehicles and ground service equipment. Among them first of all noticeable infrastructre like bridges, tunnels, ports and train stations alongside with highways and railway tracks. A great variety of default terminals and other airport buildings depicting the real world size of each airport. Typical vehicles used to serve aircraft in a certain region (which actually serve the aircraft) and also special vehicles like airport cleaners, emergency services and employee vehicles randomly entering the airport (depending on its size). Ground service equipment such as hand-operated stares, GPU's and air conditioning hoses at jetways, which finally not try to either fly into space or descend into hell, shall be represented just like Follow-Me Cars. Biggest thing about ground services is their realistic deploy. There won't be a push-back truck on stand while you enter it. Furthermore vehicles on ground will follow the airport traffic rules if applicable (e.g. stay on service roads only).
Last but not least FSR and all associated products shall be made in cooperation with airlines, aircraft manufacturers, game developers, content creators, physicists, metereologists, handling and airport companies as well as aviation organizations and institutions and of course everybody else who can contribute to the quality of this project.
The things I mentioned above are just a very small selection of features as I wanted to point out the most vital ones for me. At the moment FSR is only a silhouette slowly taking shape.