Microsoft Flight is an amateur flight simulation from Microsoft Studios created as a spin-off of the Microsoft Flight Simulator series.[2] The game[2] is offered "free-to-play"; charging players for downloading extra content, aircraft or scenery.[3]

In July 2012, Microsoft ceased development of the game permanently to re-align its "long-term goals and development plans." The core game, which includes the Icon A5 aircraft and the Big Island of Hawaii scenery area, remained available as a free download for some time after that, but is now no longer available. It could be expanded with additional downloadable content (DLC) from the integrated Games For Windows Marketplace on Xbox-Live .[4][5][6][7][8]


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Microsoft closed the Xbox.com PC Marketplace on August 22, 2013. Previous items purchased are still usable, and the Flight software may still be downloadable, but no items can be acquired through the marketplace.[9]

It introduced a new model of DLC, integrated with the Games For Windows Marketplace. All Flight add ons can be purchased and installed in-game from a central marketplace. There was no public SDK offered for Flight, with all DLC being developed by Microsoft Studios. On December 1, 2011 a beta application was set up on the website. An announcement was posted on the official Flight Facebook page (on December 13, 2011) stating that an official YouTube channel was published containing the current webisodes. It was announced on January 4, 2012, that it would be free-to-play on release in Spring 2012.[12] On February 6, 2012, it announced that Microsoft Flight would be free to download on February 29, 2012. Also it was announced the first expansion pack would be released on the same day.

On July 25, 2012, Microsoft announced it had cancelled further development of Microsoft Flight, claiming that this was part of "the natural ebb and flow" of application management. Reviewers indicated that sales may have been slow due to competition from other products, such as X-Plane and that Microsoft Flight had fewer aircraft, terrain and third-party add-on options than its predecessor and was less authentic. Microsoft will continue to support the community and offer Flight as a free download.[7][8][13]

After announcing the end of development, Microsoft continued to fine-tune the core of the program with a post-release beta test involving Steam users, with title update 1.1.1.30063 released on September 25, 2012. The update contained no new content, just bug fixes.[14]

On July 3, 2014, Microsoft announced that Flight was scheduled to be grounded on October 14, 2014,[needs update] at which time the multiplayer servers were shut down. This affected online features, such as multiplayer and aerocaches; the single-player experience remained largely intact.[16]

Flight features new aircraft, scenery and terrain, a revamped weather engine, and new gameplay elements for users of all skill levels.[11] The new weather engine renders more realistic clouds and weather effects, including fog that blends well with the surrounding terrain, which Microsoft's previous flight simulator releases, (Microsoft Flight Simulator X), were incapable of displaying. As seen in the screenshots, the most noticeable graphical improvements are the newer shader models. Part of the improvement is more realistic lighting and self shadowing on aircraft. The aircraft visual models are much improved over those of the previous flight simulator releases. Flight also features an improved missions system, (over FSX).

The core game, which includes the Icon A5 aircraft and the Big Island of Hawaii scenery area, is free to download from the game's website. It can then be expanded with additional downloadable content (DLC) from the integrated Games For Windows Marketplace.

Microsoft Flight Simulator has "flight lessons" with a virtual flight instructor, some of which teach concepts that are taught during actual flight training. These simulators are becoming very realistic, and I can see them being helpful as an introduction to a subject prior to running the Hobbs meter and paying for actual flight time. Will this experience help or hurt someone who decides to become a real pilot? Is it a tool which can help students/instructors in an actual training environment?

Clarification:

This was written about Microsoft Flight Simulator X (FSX). Parts of the answer probably apply to the new Microsoft Flight Simulator (2020 release), but that isn't what I had in mind when writing this. Maybe a new answer will be appropriate after using MSFS for some time.

Especially when I was a student, I found this incredibly helpful for my long cross country flights. You can look at a map all you want, but its still not the same as sitting in the simulator, and looking around ("I see the mountain on my left.... and the lake below me. I can follow this valley all the way to the airport..." etc). And I've generally found the simulator, with good terrain and textures loaded, can be pretty close to reality.

The night before I did a student flight from KBFI to KVUO, I flew the entire thing in FSX. The next day, it really felt pretty much like making the same flight all over again. Based on the landmarks, timing, views, etc, I knew exactly where I was, and I was confident that everything was going right.

Because of these limitations, I would NOT use a flight simulator to try to learn takeoffs, landings, or certain maneuvers. (You can learn the "procedure" in a simulator... when to reduce power, when to add flaps. But the "feel" will be all wrong).

Typically in real-world training, my instructor told me: "We're going to practice engine-out emergencies" and my mind immediately starts preparing for that... And naturally, we have to do them at a safe altitude in a safe area.

In a flight simulator, you can set up the computer to give you a random emergency at a random time. You might get the problem on short-final, or over a metro-downtown area. Something that you just can't do in reality.

I haven't had any real-life emergencies, so I don't know how accurate a flight simulator is. But I believe that some practice is better than no practice at all, and flight sim lets me fly into storms, icing, get lost in fog, fly approaches below minimums, have an engine seize up on me, etc, all without risking my butt or a $200,000 airframe.

Procedures

Reviewing steps and procedures before going in the air. For example, for a student, steep turns or stall recovery can be a little nerve wracking at first. It may be much easier (and cheaper) to do it in a sim with an instructor, discussing all the steps and reasons for actions. Then when the student gets in the air, they won't have the "feel" for it, but at least the general process is already familiar.

Navigation

Tuning and identifying VORs, and interpreting the needles can be done just as well be done on the ground as in the air. If the sim has good, realistic terrain (I prefer MegaSceneryEarth), it can also be used for some visual reference lessons.

Instrument interpretation

Scanning and cross-checking the 6-pack of instruments can be done in a simulator just fine, and a student can practice doing it for long periods of time for a fraction of the cost of flight time.

On the ground & Outside the plane

Anything on the ground, such as taxiing and parking, or anything outside the airplane, such as pre-flight inspection, or weather interpretation, just doesn't work in a sim.

Radios

I haven't seen any flight sims that really work for the practice of talking on or listening to the radios. (I haven't used VATSIM, which might help). I don't think there's any good substitute for actually flying in a real airspace while simultaneously engaging in real radio conversations.

Feel

Even the best full-motion sim isn't a substitute for the forces a student feels in a real airplane. This is especially true on ground-reference maneuvers, takeoffs, and landings, where I feel sims fall far short of reality. No one will ever get a "feel" for the plane from a simulator.

It can definitely help: when I did my instrument rating my instructor used MS FS to walk through (fly through?) various procedures before doing them for real. He also used it for NDB training because the aircraft we used didn't have ADF. I found it very useful, and if I had bought it myself it would probably have saved me a lot of time and money. The main benefit for me was that it lets you run through procedures to practice getting all the steps right and in the right order; I've never used any scenarios like the ones you mentioned so I don't know how useful they are.

Another very useful simulator I've used is the Garmin G1000 PC trainer. The G1000 has so many features that trying to identify them all while sitting in an actual aircraft is difficult, even if you have the aircraft available and can pay for it. It also lets you practice various failure modes, which is often difficult to do in the real aircraft. Garmin provides simulators for their 'basic' aviation GPS units too, and they're great for the same reason: you can play around as much as you like. There's no doubt in my mind that they help very significantly.

I think that as glass cockpits become more and more common, simulation will become more and more important. They're great tools, but they also bring a lot of complexity and learning how to handle that complexity safely is a lot easier using a simulator. Of course you eventually need to go up, fly, and try out what you've learned for real, but it's no fun trying to flip through a G1000 user guide in flight.

Physical and mental limitations not withstanding, I would say that just about anyone can learn how to fly. But I don't believe that everyone who can learn how to fly could be a good pilot. Flying and pilotage are very much more than successfully operating a flying machine in order to fly. It's even a lot more than doing that and following the procedures (ATC, operating in controlled airspace etc) which accompany it. 152ee80cbc

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