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{"id":3028233,"date":"2016-05-26T16:09:00","date_gmt":"2016-05-26T14:09:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/final_approach\/3028233"},"modified":"2024-07-18T12:10:17","modified_gmt":"2024-07-18T10:10:17","slug":"final_approach","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/final_approach\/3028233","title":{"rendered":"Final Approach (Simulation) – Wenn Stress Spa\u00df macht"},"content":{"rendered":"
Tolle Kurven
<\/strong><\/div>\n
Wer Flight Control auf iOS-Ger\u00e4ten kennt, wird sicherlich erfreut sein, dass man mit Final Approach in logischer Konsequenz das Prinzip in die dritte Dimension hievt. Simpel gesprochen zeichnet man mit seinen Controllern Flugkurven in die Miniaturlandschaft, die je nach Flugzeugtyp eingehalten werden k\u00f6nnen oder nicht. Wer einer Boing 747 einen zu engen Wendekreis oder zu steilen Senkflug aufzeichnet, wird den Flieger nicht auf die Erde bringen. Dabei sollte man eigentlich den gesamten Flugverkehr im Auge haben, um antizipierend Kollisionen zu vermeiden. Eigentlich. Denn was auf dem iPad per Vogelperspektive f\u00fcr die motivierende Eigendynamik sorgt, kann im dreidimensionalen Raum gar nicht vorhersehbar sein. Nat\u00fcrlich kann man nicht alles im Blick haben und schon gar nicht die Flugkurven der anderen Flieger vorhersehen, wenn \u00a0sp\u00e4ter \u00a0wie im alten King-Kong-Streifen bis zu zehn Flugobjekte um einen herumkreisen. Zudem haben Passagierflugzeuge, kleinere Chesnas, Milit\u00e4rjets und Hubschrauber unterschiedliche Geschwindigkeiten.