Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Flight Unlimited II
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Flight Unlimited II
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Setting== [[File:baronsfo.jpg|thumbnail|250px|A Baron flying near [[San Francisco International Airport]].]] The game is played in the region of the [[San Francisco Bay Area]], with approximately 13,400 [[square nautical mile]]s, or 46,000 square kilometers of area covered, with textures derived from black and white [[USGS]] aerial photographs taken in [[1993]], which were then colourised. Most landforms such as mountains, hills, valleys, and other changes in land height are modelled from geographical data on the region. Some other major flight simulators of the time, such as ''[[Microsoft Flight Simulator]]'', allowed the player to fly around the entire globe, or most of it. However, the amount of detail used for individual areas was but a scarce fraction of what Looking Glass achieved in re-creating San Francisco. The textures used approximate to 4 metres per pixel. According to the manual, it was the first game with terrain detailed enough to allow for [[Dead reckoning]] navigation. Some out-of-the-way areas use mirrored textures and terrain, but this was presumably for areas the aerial photographs did not cover. Most of the buildings, such as houses, are nothing more than flat textures (for obvious performance and practicality reasons), but some special objects and landmarks, such as bridges, stadiums, etc. are modelled. Some "ordinary" buildings are modelled, but only those over ten stories (according to the back cover of the game box). [[File:Berryessa rain.jpg|left|thumbnail|250px|A Beaver preparing to take off from [[Lake Berryessa]] in heavy rain. Lightning is striking nearby.]] The game is reputedly one of if not the first to allow players to take off from and land on water with a seaplane. The Beaver can land almost anywhere there is water, but as could be imagined, some bodies of water are much too small for landing or taking off. There are three maritime airfields in the game, for seaplane use only. The AI controlled Beavers do not use the maritime airfields.
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab