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    Runway friction in FSX... Problem identified: Unrealistic …
    Solution? FSPS's Frictionality


    Runway friction in FSX was always a subject of discussion in the developers and advanced users community. The problem in a few words is that FSX friction is unrealistic. In some cases aircraft would taxi on idle thrust while the real aircraft was not behaving like this (or vice-versa) at the exact same conditions. (Runway condition, thrust, weight), aircraft is accelerating faster in wet / snow covered runways and more.

    At the start many thought that the aircraft physics model was not made correctly: For example that the thrust was misconfigured or that the weight distribution played a role.
    Actually all problems (most times) are due to the way FSX is handling friction.

    You can easily test out yourself a part of the problematic default FSX settings by accelerating with a specific aircraft to a specific ground speed down the runway.
    You will notice that you will need (just for example) 10 seconds to reach 50KTS GS on model “X”. By changing the weather setting to have a wet runway you will see that you will need LESS time (i.e. 9.7 seconds) to reach the same speed. Is that possible?

    Thinking lightly , someone would say yes. The friction of the same surface when on dry compared to wet is higher, so the opposing force would also be higher, so the distance on the same thrust and weight – thus the time – to reach the same speed would also be higher. But is that true? No. In real life there is also the resistance from the mass of water that the wheels travel on and cut through, so a 'virtual weight' or an opposing force, is added to the formula... That – in real life – causes the aircraft to need more distance and additional time to reach the same speed when on wet!

    Some people in the past tried to fixed the problem by replacing the Sim1.dll (the Microsoft file that contains all friction values). Although a pioneer approach to solve the problem, the quality of the results would vary from user to user as some smaller aircraft behaved differently from bigger ones. So the 'patch' would work nice for some but not so nice for others who use different aircraft.

    FSPS decided to resolve once and for ever the “FSX friction” problem. By directly communicating with FSX (no need for any external software like FSUIPC) we managed to manipulate the friction for each surface and condition (dry, wet, snow) you could encounter. We managed to be able to manipulate it in real-time, without need of a 'patch' or changing any FSX file. We placed all our knowledge into an application 'armed' with profile saving so you would save each friction for each of your aircraft.

    That way you would fix (if you like) only the Grass runway wet friction for your little Cessna that you may don't like , and leave everything else untouched OR you would change all friction values for your complicated Boeing 737 home simulator for all kind of runway types your may encounter and for each of the weather conditions...

    Dear FSPS customers, we proudly present you “Frictionality” . The application that will change FSX's friction for ever...


    • Real time rolling friction manipulation for all types of FSX runways for all wheel configuration aircraft.
    • Real time friction manipulation for sliding and braking friction.
    • Real time friction modifiers manipulation for Wet and Snow contaminated runways.
    • No additional software necessary to send friction into FSX.
    • Profile saving capability that enables you to save different friction sets for any aircraft of your fleet.
    • Popular Aircraft profiles are provided build-in for ease of starting up.
    • Ability to load profile from another aircraft. If they are similar models there is no need to set all the way the second aircraft.
    • Ability to load profile from external sources. If you find a profile shared in the internet or a friend has one ready, loading it is a matter of just some clicks.
    • Test mode to check how the changes you are doing reflects to the aircraft's usage.
    • Results stored in Test mode table for reference during tests.
    • Auto profile loading when selecting a 'ready' & saved aircraft.
    • Significantly light application using latest programming technologies resulting in zero FSX frames reduction.
    • Supporting both original and 'patched' Sim1.dll files.
    • 30 pages PDF manual.
    • License transfer capability without need to contact Support in order to use software on as many PCs you want (only one will work at a time however).

     and more

    Aussi disponible


    Windows: XP SP3 / Vista / Win 7 – 32 or 64 bit / Win 8 (but not recommended for use with FSX)
    2 Core Processor with 2GHz per core speed.
    1GB RAM
    Flight Simulator X – Service pack 2 or Acceleration pack or FSX Steam
    Microsoft's NET Framework 3.5 SP1
    Up and running internet connection for activation and license status checking (each time application starts).
    A PDF viewer application for reading the manual.
    Application must run only on FSX - PC (not remotely)
    Limitations: One active license at a PC at any given time. (Checked via online activation after every installation.) Multiple installations supported using License Transfer function.

    Frictionality is compatible with default or 'patched' Microsoft's Sim1.dll files.


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    As much as I would like to like this pogram (and I will start by saying that I own FSX/P3D booster 2013, and Physics X/P3D and love both programs) I do NOT like Fricionality at all. In the header for the program FSPS claims: Runway friction in FSX... Problem identified: Unrealistic … Solution? FSPS's Frictionality But this is not true at all. There IS no solution available for the public to have. FSPS stated that to me, when I inquired in their "support" forum. They told me that even all the pilots they talk to, could not get the CORRECT values for aircraft. SO - what do you get when you spend your hard earned pocket money on Fricionality? You get a program where you can use sliders to up and down different aspects of the runway friction. All good - no problem - except - you can set the sliders "TO YOUR LIKINGS" again a direct quote from the friendly FSPS forum guys. But, you´ll have NO idea if the settings are more correct than the default FSX settings. Its a total trail and error based setup, and it´s one for each aircraft. The friendly FSPS forum guys have in several cases refused to even TRY to make some correct settings for some heavily used aircraft, so.... Good luck on the settings people. And do not ask for a refund if you find the program not doing what it claims in the sales pitch - they told me that "just because I dont like it, it dosent give me a right to a refund - if I want to see a movie and didnt like that, i could not have the money back there either" I have to give it ONE star - but it dosent deserve it - FSPS does not deserve it.


    Fantastic! This changed everything! I fly a 2 seat static simulator (full cockpit and outside projection) and always felt the braking, takeoff, landing and rollout was unrealistic. Now with FSPS Frictionality FSX, everything feels and reacts much closer to "real". Wow! The braking is heavier and way more stable differentially (weather depending). The throttles react much better and the rudder and overall motions are much improved. And I can tweak all the values for each parameter on every aircraft I load into FSX. If you use a throttle, yoke and pedals, this is a MUST! Great value too! Thanks FSPS!
    I like it. Easy to use, and does what it promises. I can now decrease braking effiency on large airliners, making braking much more close to the real thing. A small detail that adds to immersion.

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