Hey hey! I'm back once again, with the release of a new TiFS update.
Yes, this is the TiFS v1.3 update.
A few things I changed around with the TiFS since v1.2 is that, I have added a speed indicator alongside the altitude and bank angle indicators at the top left of the screen. Yes, this does mean that you need to speed up the aircraft before taking off, unlike previous versions, where you can take off automatically.
With speed, comes physics. I tried to incorporate physics into the new TiFS update, even if they're not true physics. What do I mean by true physics? Well, for the new v1.3 update, all I did to incorporate stall physics, is I check if the plane is too nose up, or if the speed is too low. There isn't really any math going on. I'm not at that level yet. I may incorporate real physics into the TiFS, but not now.
There are still three planes included with the TiFS!
1) Cessna 172
2) DHC-6 Twin Otter
3) Beechcraft King Air
Once again, much like with the forum post I made with v1.2, graphics may load slowly as this is all programmed in TiBASIC, and there is still no landing gear for the planes.
There is an add-on available that allows for a Day-Night Cycle, but I've only released it on itch.io. I'm not planning on bundling the Day-Night Cycle with the TiFS, so it's just an add-on.
https://builders-hut-games.itch.io/tifs-flightsim
CONTROLS:
- Arrow keys to bank and pitch the plane
- MODE and DEL keys to yaw
- X,T,θ,n and APPS keys to adjust to adjust the altimeter.
- STAT and PRGM keys to adjust the speed (knots)
Have a safe flight!
https://www.cemetech.net/downloads/files/2520/x3319
EDIT: TiFS v1.3 may experience many changes as I slowly revamp the physics over and over again, so, I may use this Forum post to announce different patches and re-releases.
Yes, this is the TiFS v1.3 update.
A few things I changed around with the TiFS since v1.2 is that, I have added a speed indicator alongside the altitude and bank angle indicators at the top left of the screen. Yes, this does mean that you need to speed up the aircraft before taking off, unlike previous versions, where you can take off automatically.
With speed, comes physics. I tried to incorporate physics into the new TiFS update, even if they're not true physics. What do I mean by true physics? Well, for the new v1.3 update, all I did to incorporate stall physics, is I check if the plane is too nose up, or if the speed is too low. There isn't really any math going on. I'm not at that level yet. I may incorporate real physics into the TiFS, but not now.
There are still three planes included with the TiFS!
1) Cessna 172
2) DHC-6 Twin Otter
3) Beechcraft King Air
Once again, much like with the forum post I made with v1.2, graphics may load slowly as this is all programmed in TiBASIC, and there is still no landing gear for the planes.

There is an add-on available that allows for a Day-Night Cycle, but I've only released it on itch.io. I'm not planning on bundling the Day-Night Cycle with the TiFS, so it's just an add-on.
https://builders-hut-games.itch.io/tifs-flightsim
CONTROLS:
- Arrow keys to bank and pitch the plane
- MODE and DEL keys to yaw
- X,T,θ,n and APPS keys to adjust to adjust the altimeter.
- STAT and PRGM keys to adjust the speed (knots)
Have a safe flight!
https://www.cemetech.net/downloads/files/2520/x3319
EDIT: TiFS v1.3 may experience many changes as I slowly revamp the physics over and over again, so, I may use this Forum post to announce different patches and re-releases.