Flight Simulation Interoperability Standards White Paper
Flight Simulation is one of the most exciting applications of modern computing and display technologies. In the entertainment software market, flight simulation titles are always in the top of the bestseller lists. AviaSoft VR wishes to serve the flight simulation community by developing and publishing an open standard for interoperability of flight simulators from different companies in the same shared virtual airspace.
Objects: Virtual Entities with definite Properties (Aircraft and Other Vehicles, Airports, etc.) Objects are extremely varied and are constrained by no limits. In order for simulation nodes to properly handle any object, a shared dictionary of properties and object construction hierarchies is essential. Distributed data is forwarded on a need-to-know basis to other Virtual Entities (Software Objects) involved within sectors of airspace.
Network: Technology employed to connect simulation hardware. Any technology which links computing nodes is considered a Networking Technology. This broad definition includes a serial link between two PC's as well as Wide Area Networks comprising multiple Hubs and Switches. Taken to its ultimate limit, the Network can be the world-wide InterNet.
Frame Rate: Degree of Visual Dynamics Realism. The rendering hardware has limits which must be respected in order to maintain realistic frame rates. Properties of the Rendering, Display, Calculating and Communications Hardware
Wizard: Software Agent which monitors situations of particular interest and issues judgment and arbitration to which Entities are subject. Of particular interest are the Wizards which sense Collisions and assign damage (Property Changes) to the involved Entities.
1, 2 and 3 person complete immersion VR cockpits.
17" - 21" Flight Craft Windows (3- 8) Each driven by its own rendering engine. 3"-10" monochrome weapon status, engine status, radar & other navigation displays. Intercoms, Individually controlled air conditioning controls (temperature & humidity).
Balance of the cockpit an issue, and eccentric mass motor strategically placed to simulate vibrations & force.
Stereo view effect produced alternating the views for the left & right eyes sequentially. Flight goggles will have liquid crystal shutters individually controlled for each eye. Each eye will receive in excess of 24 frames per second, in effect demanding a rendering speed of 48 frames per second. The inherent parallelism of the eyes should be employed by the rendering hardware. Multi-Plexing frames from a set (more than one) rendering engine onto the same screen in sync with the shutter pulses will make these frame rates possible. (VRC's)
Air Volume Server
This hardware node is responsible for assigning communications channels to aircraft within its confines. Aircraft in close proximity to each other require a higher bandwidth of information exchange in order to determine collisions in real-time. As well, detailed particulars of the aircraft object, which enter into play only at Close Quarters, need to be transmitted in real time between entities closing in on each other. Thus, the priority assigned to communication needs must be re-assignable on the fly.