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Thread: X-Plane: News & Updates

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    Default X-Plane 10


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    Nicolas Ammann (867703)'s Avatar
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    Demo releast: http://www.x-plane.com
    Nicolas Ammann
    "Aeronautics is neither an industry nor a science, it's a mircale" Igor Sikorsky

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    Hallo Zusammen

    Mitlerweile ist bereits die Versione 10.05r1 draussen.

    In den nächsten Tagen wir Version 10.10 beta mit vielen Neuerungen erwartet.

    Ich werde berichten.

    Grüsse

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    Hallo Zusammen

    Die Versions 10.10 Beta 1 ist da!

    Die neusten Änderungen sind:

    USABILITY

    X-Plane now features a "Quick Flight" screen, which can open on load if desired. Besides being a nice way to quickly set up a simple flight and see all of your airplanes, the Quick Flight screen will save you time, because it appears before scenery is loaded. No need to wait for scenery to load, then change airports, then wait again. Start your flight where you want with the plane you want.

    Q E R F < > arrow keys to move around: SHIFT to go FAST CONTROL to go SLOW this gives more control for movie-makers, as requested by various movie-makers.

    20 new commands: 10 MEMORIZE view in 3-d cockpit 10 RECALL view in 3-d cockpit The 10 views, called "Quick-Look" views, are commands in the VIEW group in the keyboard assignment screen, but if you delete your preferences in the output/preferences folder, then they will default to the 10 numeric keypad numbers, and hit CONTROL plus that number to memorize a new view.

    Joysticks can now be hot-plugged; X-Plane detects your joystick changes as they happen; no need to restart!

    X-Plane now features automatic crash reporting. When X-Plane crashes (due to its own code or a plugin) it will gather up a crash report, which goes into its Output/Crash Reports folder. It will then present you the _option_ to send the report to Laminar Research automatically.

    Whether or not you choose to send the report, the report is retained in Output/Crash Reports so you can see what data was collected and would have been sent. Reports you choose to send go into a database so that we can analyze them and search by common problems (e.g. do all of the crashes at this point in the code happen on this graphics card).

    X-plane will attempt to detect low memory conditions before an actual crash happens and warn you. If possible, it will stop loading scenery but not terminate the app so you can save any preferences if desired. This is not a replacement for 64-bit but is designed to help differentiate low memory vs. an actual crash bug.

    If X-Plane crashes, it will offer to optionally start up in 'safe mode' on the next run, with rendering settings set back to factory defaults. If you change a rendering setting that takes effect on restart and thus cannot restart the sim, this gives you an easy way to restore things.

    COOL NEW STUFF

    New oil rig... see it in the oil rig approach... really amazing detail.
    New plane: Columbia-400!
    Piaggo Avanti updated to be really nice, and is our default airplane for now.
    Updated scenery textures. New textures for dry regions and Volcanos, as well as enhancements and refinements, including color adjustment.
    New lights - the light texture and table of colors has been tuned up for better night lighting.
    More "stuff" in the airport library.
    (Autogen improvements are still in progress and will be available in a later beta.)

    RENDERING ENGINE

    The entire HDR pipeline has been rewritten to fix bugs and boost performance. It may be a bit before the bugs are all thrashed out.

    Tone mapping in HDR mode now features dynamic exposure as you move the camera. The dynamic exposure is set to very small changes for now; we'll tune it during the beta.
    Night lighting performance has been tuned considerably.
    The "ATI Windows" issue is fixed: the ATI Windows driver is a bit slow to map memory compared to other drivers/platforms, so we use an alternate code path. This should provide lower CPU use for clouds on ATI Windows systems. If you still have slow clouds, then X-Plane is slow or your machine is slow or your settings are too high.

    SCENERY SYSTEM

    X-Plane creates a .ini file in Custom scenery to manage your scenery packs. You can reprioritize scenery without renaming folders by editing the file. This feature is meant as a base; someday we'll get a UI in front of it. Disable a pack you don't like by replacing SCENERY_PACK with SCENERY_PACK_DISABLED. New packs will be added to the .ini file automatically as they are found, so you never _have_ to edit this .ini file.

    Scenery packs in custom scenery can be symbolic links, short cuts or aliases to other hard drives. Link the pack - that is, put the pack anywhere, and put the alias in custom scenery. draped objects work without specific LOd

    The road rendering code has been overhauled to not put roads up in the sky and to avoid putting powerline towers on roads when possible. If you see a case where a road goes straight up into the air, please, re-report the bug against 10.10b1. But note that we are still tuning and fixing bugs in the roads.

    Other scenery system bug fixes:

    Line-style forest rendering fixed - the lines could be garbled.
    Facade roof textures flipped horizontally - they were wrong before.
    Placement of tiles in autogen strings improved.
    Objects with draped geometry work even if there is non non-draped geometry and no LOD instructions. In 10.05r1 the default LOD was miscalculated. To ship scenery that works with 10.05r1, just use the explicit ATTR_LOD_draped command.

    IMPROVED FLIGHT MODEL

    controllable ram-air recovery for propeller engines assign the ram air recovery percentage for your recip or turboprop engine installation, and see what kind of power boost you can get at speed with a properly-designed inlet! this used to be hard-wired at 10% (pursuant to flight-test in my Cirrus) but is now controllable by you per-aircraft.

    electric motors are limited on torque and power, so if you exceed redline rpm, the torque will be gin to fall off to hold constant power! electric motors can have efficiency as well, indicating what percentage of the watt-hours coming out of the battery make it to the prop! electric motors can re-gen power as well, if you enter a re-gen efficiency in the engines screen of Plane-Maker (Spool-Up tab.. where the engine efficiency mentioned above is also set) the re-gen model causes the prop to go into re-gen mode if the throttle is at idle, running the braking torque (and thus battery charge) up linearly with rpm until braking torque equals max allowable drive torque at redline prop rpm. These things are designed to make electric motor simulation really run well in X-Plane... even well enough to plan how a real electric airplane will perform!

    manifold pressure tweaked still more! I am sorry to keep twiddling this one parameter, but i sure do want to get it right! we now DO use the max manifold pressure that you enter into Plane-Maker, so you should be able to control the results well.

    when you fail the left or right flaps, they simply stay in the position they were in the moment the failure occurred. this makes it possible to fail the flaps when extended, so only one side RETRACTS! rather interesting for go-arounds with failed flaps on one side when you start to clean up the plane!

    The weight and balance predictor in Plane-Maker (designed by me to test out real airplane designs!) now has a different weight and balance entry for each fuel tank, so you can see CG ranges at all possible fuel tank load-outs.

    Metal coefficient on concrete increased a bit... this will reduce skidding on helos a bit, and make dynamic roll-over more likely!

    More refinement of the transition from subsonic to supersonic flight model, with input from an F-18 pilot that spends time flying in both speed regimes. In reality, the air accelerates to (and beyond) the speed of sound as it moves around the body of the aircraft... even BEFORE the airplane makes it up to the speed of sound. We now start to emulate that effect a bit, starting to move to the supersonic flight modeling as the aircraft speed approaches Mach 1, with drag rising as shock waves form.

    You now enter the starter HORSEPOWER in the engines screen, and it's behavior should be more realistic in flight. As well, starter current draw should be a lot more realistic now, and the starter torque should fall off as the rpm comes up due to power limits of the starter and it's associated circuitry.

    New variable in Plane-Maker: Prop pitch time to enter beta. Enter a value here (in the Engines screen, Spoolup tab) to set how quickly the propeller can move. While you only enter the time to move from idle to beta, this prop speed is then used for ALL propeller operations.

    AIRPLANES

    Translucency is fixed in HDR mode - translucent glass should look the same in forward and HDR renders. If you have a model whose translucency changes, please re-report a bug!!!
    V9-style lights don't "leak" - landing light affect exterior objects and global interior spill affects interior.
    Prop disc overrides fixed.
    X-Plane won't reset your livery choice if you turn HDR mode on and off.

    NEW STUFF FOR AUTHORS

    Textures can now be up to 4096 x 4096 pixels. Use good judgment as this can eat a lot of VRAM!!!
    A new OBJ attribute GLOBAL_no_shadow excludes an object from shadow calculations. This is both good for performance and gets rid of ugly shadows on objects like grass that should not have shadows.
    Autogen and roads can have attached objects that appear more often in higher rendering settings. Our artists will be using this to tune rendering performance.
    Draped geometry in an object now has all of the same shader options as a road or autogen tile. Docs on this coming soon!

    PLUGINS

    Changing weather datarefs will not regenerate cloud puffs unless cloud-related datarefs change.
    The sim no longer tests for a "crashed" airplane when the sim is paused. This test was causing the sim to believe that the user had crashed the aircraft when a plugin changed the airplane's position in the world. So now writing the airplane's position should work correctly even for far-away locations.

    PLANE-MAKER

    The screenshot command still works in Plane-Maker.

    SMALL VISUAL REFINEMENTS

    landing lights light up the rain and snow now... kind of a nice detail
    heat blurr moved according to the exhaust location even with tilting engines for VTOL ops...nice if you want to try something like a JET V-22 type aircraft.
    less water spray effect form hovering helos over wet terrain, as per reality.
    no more brakes hanging on free-casting nosewheel craft. (oops!)
    the LOCATION of the jettisonable load on the aircraft is now considered on all aspects of the flight model
    in the weight and balance screen, add a nice big jettisonable water load and put it out on the wingtip! let the fun commence!

    GENERAL OPERATING REFINEMENTS

    situations can be saved even if you just loaded a situation to start up with! kind of convenient. situations within situations.

    mouse controls rudder again, as desired, when no joy controls found

    new file-open is nice... try it! should be much quicker to use. as well, new livery selection is nice... it is integrated with the aircraft-open, and always remembers what was the last livery used for each airplane, which is kind of convenient.

    more failures that do not apply to your airplane are culled from the failure UI list
    new command: "sim/flight_controls/brakes_toggle_auto" to toggle auto-brakes, as requested.
    the cloud layers can now be as close together as you like
    SLIGHT change in the icing model: you now only need ONE switch for bleed air or pneumatic on the panel now. it will active any bleed air and pneumatics on BOTH wings.
    New command: "sim/autopilot/knots_mach_toggle" This is a new command (assignable to a joystick button or keyboard, and one shat should be used by custom-aircraft makers) that properly toggle between speed and mach number on the airspeed hold.
    New command: "sim/flight_controls/tail_wheel_lock" Toggles the tailwheel lock.
    New commands: ADF 1 and 2 cards, pilot and copilot, rotate up and down.
    Much less turbulence from RAIN... you have to select STORMS or the turbulence slider to get noticeable turbulence,
    or fly into CUMULUS clouds.

    BUG-FIXES

    shooting down other airplanes works.
    lift fans possible, as intended.
    these are insanely fun.
    equip your plane with 1 (or more!) jet engine but set up 2 (or more) props.
    be sure that the jet engine is set so it can be VECTORING! set the vector range in the helos and VTOL screen to at least 90 degrees, and check it as vectoring in the engines screen
    for the props, set them to type LIFT FAN and give them plenty of RPM and make them ducted and at a vertical cant of 90 degrees
    if you balance out the fan speed and radius number of blade and chord to absorb the right amount of power from the jet, then you should be able to get the thing balanced out to fly nicely like an F-35!
    carrier catshot mission won't launch prematurely off the deck just cause you have toe-brakes, and should have better physics in place holding you before the shot

    Achtung: Ist eine Beta Version.

    Daher die 10.05r1 backupen.

    Viel Spass!


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    Hallo

    Die Version 10.10 Beta 2 ist da. Beta 1 war zu unstabil und Laminar hat reagiert.

    Zur Erinnerung: es handelt sich um eine Beta Version, sprich es gibt keine Garantie für ein stabiles Laufen.

    Die bis jetzt stabile Version ist die 10.05r1

    Grüsse

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    Hallo Freunde von X-Plane

    Seit gestern 01.09.2012 ist die Version 10.10 Beta 11 erhältlich.

    Zur Zeit läuft XP10 nach wie vor nur im 32-bit Mode, sprich jeglicher Arbeitsspeicher ist je nach Betriebssystem um die 3 - 4 GB RAM limitiert.

    Laminar arbeitet daran und plant den 64-bit Mode mit unlimitiertem Arbeitsspeicher ab XP10 Version 10.20.

    Grüsse

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    Wie die Zeit vergeht

    Both 32bit and 64bit versions available
    !

    http://www.x-plane.com/pro/landing/

    http://store01.prostores.com/servlet.../Detail?no=332
    Last edited by Hermann Lehmann (842743); 29.06.2013 at 17:47.
    Mit freundlichen Grüssen

    Hermann Lehmann

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    Default X-Plane 10.30 im Anmarsch...?

    Diese Neuerungen sind genau was ich brauche: http://developer.x-plane.com/

    @Hermann/Mark: habt Ihr schon etwas bezgl. Release-Date gehört? *WILLHABEN*
    Mit besten, virtuellen Grüssen,



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    vACC-Pilot Roger Kaufmann (1058768)'s Avatar
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    ... und noch ein Goodie: http://www.flightsim.com/vbfs/conten...X-Plane/view/1

    Would X-Plane ever embrace new technologies such as Oculus Rift?
    Yes - we are working on Oculus Rift support now! :-)
    Mit besten, virtuellen Grüssen,



    www.FLYdgenossen.ch - "Where the World meets virtual Swiss VFR"

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    Habe die beiden Artikel schon gelesen. Da kommt noch einiges tolles auf uns zu. Falls noch nicht gelesen, auch Mal einen Blick auf diesen hier werfen: http://developer.x-plane.com/2014/03...x-plane-10-30/

    Im Anmarsch ist 10.30, jedoch hält sich Laminar Research bezüglich Releasedaten jeweils ziemlich bedeckt. Der Release steht jedoch bestimmt kurz bevor. Ansonsten würde Ben Supnik noch nicht derart präzisierte Aussagen zu den jeweiligen Features treffen.

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    Eventuell Funktioniert dann in
    X-Plane 10.30

    mein Joystick

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    Juhuuuui dann sieht es emdlich besser aus wenn ich IFR fliege
    Wobei ich auch hoffe, dass trotzdem noch ein paar frames übrigbleiben...

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    Neid!!!!
    Viel Spass

    "Meine Damen und Herren. Bitte bleiben Sie noch angeschnallt sitzen, bis wir die endgültige Parkposition erreicht haben und die Anschnallzeichen erloschen sind. Danach können Sie wieder
    wie gewohnt drängeln und schubsen."

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    Quote Originally Posted by Roger Kaufmann View Post
    Yes - we are working on Oculus Rift support now! :-)
    Wurde letzten Samstag an der FS Konferenz in Oberschleissheim/München vorgestellt. Zudem hat Winfried Diekmann von Aerosoft kommuniziert, dass es für X-Plane 10 noch einen grösseren Update geben wird. Anschliessend werden die Ressourcen in die Entwicklung von X-Plane 11 gesteckt.
    Freundliche Grüsse
    Felix


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    Quote Originally Posted by Marco Bähler View Post
    Juhuuuui dann sieht es emdlich besser aus wenn ich IFR fliege
    Sollte zumindest. Ich gebe dir zwischenzeitlich beim nächsten Mal wenn wir uns hören meine SkyMAXX-Settings durch. Die helfen scheinbar auch schon gewaltig. Man sieht zwar nicht weiter, aber das Problem welches du hast sollte mit den richtigen Einstellungen merklich vermindert werden.merklich

    - - - Aktualisiert - - -

    Quote Originally Posted by Thomas Bachmann View Post
    Eventuell Funktioniert dann in
    X-Plane 10.30

    mein Joystick
    Hilft dir das evtl. weiter? https://www.youtube.com/watch?v=hIsU7hrYWwg
    Falls nicht, bitte melden.

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    vACC-Pilot Roger Kaufmann (1058768)'s Avatar
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    Quote Originally Posted by Mark Nelson View Post
    Ich gebe dir zwischenzeitlich beim nächsten Mal wenn wir uns hören meine SkyMAXX-Settings durch.
    Ich finde fast täglich neue Goodies für X-Plane ... SkyMAXX war mir bisher unbekannt. Würde die $40 schon aufwerfen, aber hats irgendwelche Folgen auf Framerate, allg. Geschwindigkeit, o.ä.? Sind Settings "schwierig"?

    Thanks, Mark!

    UPDATE: konnte nicht widerstehen und habs gekauft ... allf. Tipps gerne her ;-)
    Last edited by Roger Kaufmann (1058768); 04.04.2014 at 08:05.
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    Quote Originally Posted by Roger Kaufmann View Post
    aber hats irgendwelche Folgen auf Framerate
    Ja, hat es

    Die Wolken lieben Frames.

    Du kannst die Einstellungen im SKYMpro im laufendem XP verändern und die Wirkung sowie die Frames genau beobachten.

    Damit kannst du deine lieblings Einstellung und natürlich auch die deines PC bestimmen
    Mit freundlichen Grüssen

    Hermann Lehmann

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    Quote Originally Posted by Hermann Lehmann View Post
    Die Wolken lieben Frames.
    Bei mir hat es fast gar nichts ausgemacht...

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    Hermann Lehmann

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    Hehe

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