Litjan

Things that are NOT going to be in V1.0

275 posts in this topic

Hi everyone.

 

While it seems to be the economically "smart" thing to do to NOT talk about the shortcomings of your product (and then sometimes to just ignore the complaints after you cash in the money), we are trying to run things a bit differently here at IXEG.

 

I would therefore like to share a list of things that will NOT be in version 1.0, and also give a little background of why, and wether we are planning to add it later. I will try to make this list as encompassing as possible, if I forget something, please don´t sue me! I will add/remove from this list as warranted.

 

Aircraft visual 3D model

 

  • Operating doors (passenger, service, cargo) - omitted due to time constraints, definitely planning to add later
  • Outboard landing lights moving lamps - omitted due to time constraints, definitely planning to add later (the light effect itself is working)
  • Ancilliary vehicles (catering, fuel truck, loading crew) - we have a basic push-back truck and a GPU, the rest will not be added since there is no easy way to make it look/move "realistic" (without knowing where buildings etc. are)
  • Wingflex - not added because its a lot of effort and the real wings don´t flex much. Might be added at a later stage, dependent on user feedback
  • 3D Pilots in Cockpit - not added because we don´t have a good model and its hard to get that right. Will the guy just sit there? Smile at you? Pick his nose? Very hard to get a realistic person. Not ruling out taking a stab at that later.
  • Fully fleshed out galleys and cabin interior. Omitted due to time constraints, definitely planning to add later. For now a basic, low-res placeholder 3D cabin is in place.
  • Cockpit entry mechanism and moving cockpit door. Omitted due to time constraints, definitely planning to add moving cockpit door later, the security entry mechanism will not be added, due to security reasons.
  • Opening cockpit windows. Omitted due to time constraints, definitely planning to add later. The mechanism is in place, but we need to code the ensuing effects (pressurization, noise level, etc.)
  • Deployable emergency slides.Omitted due to time constraints, planning to add later.
  • Deploying oxygen masks. Omitted due to time constraints, planning to add later.
  • Sound effects/visual model for passengers and their (assumed) behaviour. Too complex a simulation off it´s own, most likely won´t be added for fear of having something repetitive or cheesy.
  • Cabin crew interaction. Omitted due to time constraints. Planning to have basic interaction, for opening doors, for example. Need to get sound-samples first, basic infrastructure in place, though.
  • Spoiler state showing correctly during replay. Since our spoiler code is fully customized, the default X-Plane datarefs that get captured for replay won´t work. We need to find a way around that, but definitely planning to add later.
  • "Eyebrow windows". We could possibly add those later, but they require a lot of effort (cut 3D model, add windows, etc.). Down on the priority list, but once we run out of things to fix, who knows ;-)

 

FMS

 

  • Pilot entered HOLDS. While we have database-inherent holds (like at the end of a missed approach), we won´t feature the HOLD page where you could enter all sorts of HOLDS. Omitted due to time constraints, definitely planning to add later.
  • RTA feature. Omitted due to time constraints, planning to add later, but low priority.
  • OFFSET feature. Omitted due to time constraints,planning to add later, but low priority.
  • ABEAM points (after shortcutting route, for example). Omitted due to time constraints, definitely planning to add later. You CAN enter stuff in the FIX page, and "find" a PBD point that way (enter a fix, enter a radial and a distance to see the green radial and distance-circle)
  • Entering user created waypoints (point-bearing-distance, for example) and using those in the flight-plan. Omitted due to time constraints, definitely planning to add later.
  • Entering descent wind forecast (normal wind entry on PERF INIT page possible).
  • Display of "RTE DATA" on EHSI/map, i.e. showing ETA and restrictions next to waypoint. You can see that on the LEGS page, for now. Omitted due to time constraints, definitely planning to add later.
  • Automatic entry of performance data (weight, etc.). We might include that for the "ready to fly" scenario, not decided yet. For now it must be entered manually, if FMS performance assistance is desired (not mandatory).
  • Fully working PROGRESS page - we started to code it, but much of the things shown are placeholders. We expect this to be one of the first things we will add soon after release.

 

GUI

 

  • Dedicated flight-planning software. We feel that this is not necessarily within the scope of our add-on. We model the plane like you get it after delivery from Seattle (+ free lifetime fuel!). There are plenty of flight-planning solutions out there, we include a basic "ballpark" fuel calculator.
  • Complex and visually appealing load+trim software. We feel that clicking empty seats to fill them and pulling sliders to load cargo is fun for a few times - but really all you get is a weight and a center of gravity. And you might just as well set those directly in the gui. We have simple sliders and click-buttons for that (or you can use the default X-Plane menus).
  • No way to output any CDU, EADI or EHSI onto an external device like iPad or such. Would like to have that (especially for cockpit builders), though. Exception: it is possible to use AirFMC, available at the Apple App Store.
  • No pop-out 2D displays of flight instruments/CDU/EFIS to make reading or entering stuff easier, no hiding of yoke to not obscure view. We feel that the ergonomics (or lack of) an airliner cockpit is an important part of the experience, so we don´t want to "help" too much. We have "preview pop-ups" of the EHSI when making changes on the EFIS control panel to help you see if you have the right setup.
  • No mousewheel scroll support for turning knobs. We are pretty happy with the click-hold and drag system, but if user demand is strong, we might add mousewheel scroll support later on.

 

Warning systems

  • TCAS. Omitted due to time constraints, definitely planning to add later. This is a VERY complex system, and to get it right (including all the modes, synchronized avoiding behaviour of both TCAS systems involved in the conflict, multiplayer aircraft, correct EADI display) will take a long time. You can hear the basic X-Plane audio warning, but no symbology or resolution advisory for now. The system is also very rarely used in real flight (fortunately), so the return on investment (development time) is very low.
  • EGPWS look-ahead feature (sheer-cliff protection). We do depict the terrain on the map, with correct colour shading. But the "Terrain ahead" and "Obstacle" warnings won´t be given for "look-ahead" scenarios. All other (conventional) modes are there, so you will get the "Terrain, Terrain", but later than the look-ahead warning would be issued. Omitted due to time constraints, possibly planning to add later.

 

Other systems

 

  • Wxr radar returns can only be displayed on the left EHSI/map. Omitted due to time constraints, definitely planning to add later.
  • Terrain colour display can only be shown on the left EHSI(map. Omitted due to time constraints, definitely planning to add later.
  • Flight attendant panel 1L. Including cabin light switches, ground service switch. Omitted due to time constraints, definitely planning to add later. The ground service switch can be "moved" through a sidebar menu.
  • Operating CB´s. We decided that most CB´s will never be moved in normal operation. We will add moveable CBs with the yellow collar later (to be used in abnormal situations), and possibly some others as well (standby altimeter vibrator!).
  • Automatic startup/shutdown "macros". Won´t add that. This plane is about realistic operation (it´s not hard!). If not desired, just select "ready to fly" or "turnaround-state".
  • IRS using "false" position. It is not possible to deliberately enter a "false" position and have the IRS align to that. The entry will be rejected unless reasonably close to the real position. In the real plane the GPS would also "correct" your wrong entry (if close enough) or warn you. A position far from the old "shutdown" position would be rejected once. A wrong latitude would be detected during the alignment process...It would be a lot of coding effort to maintain a "wrong" position with the corresponding effects (map-shift, etc.)
  • A dedicated way to fly the same plane together in multiplayer. Note that SmartCopilot has made great progress in making our plane flyable with a crew of 2, and while not perfect yet, it is working very well, going by user reports: http://forums.x-pilot.com/forums/topic/9714-smartcopilot-first-attempt/?page=1
  • Dedicated support for more advanced hardware like multiple thrust levers, flap levers, speed-brake levers and other cockpit hardware. Very eager and interested to make it work eventually, but nothing tested (might work, might not) for V1.0. The planes controls and radios were tested with dedicated Saitek Hardware. So mapping axis to speedbrake and flap lever should now work, as well as controlling the comms and nav radios. It is also compatible with XPUIPC and many users have set up a great variety of hardware to work well with the plane.

 

 

We are trying to be as upfront about the shortcomings of our model as possible. I have myself bought many aircraft for flight-simulations boasting great things, only to be disappointed. I want to avoid that for everyone, so if you find a "must have" feature on this list, I encourage you to hold off on purchase until we added your feature in a later patch.

 

I could make a feature list of things we have that would take you hours to read, but instead you can assume that our plane can do everything that the real one does, except for the things noted above.

 

Cheers, Jan

Edited by Litjan
bringing list up to date as of 27th of May, 2016
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Good day Litjan,

 

Smartcopilot file is not in the "will NOT be in version 1.0".

 

Is it elsewhere, or nowhere?

 

Regards, Claude.

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This list is highly appreciated, and I don't see it as a degradation of the initial release in any way. I think that most of us will be more than happy to fly this beauty asap, instead of waiting another X years for features that are just "nice to have" or which are rarely used.

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OK! I checked the MEL list and all that stuff Jan posted are not includuded in it!, so the status for this release flight is GO!

 

Thanks a lot Jan, mostly of things are 'visual,' they don't really affect the fidelity of a realistic flight simulation, so I think we can all live without them for the moment,

 

I like to follow the procedures, so I don't care if I don't have a 3D pilot or wing flex, but what I do like is to have a 95% of features of the real aircraft.

Edited by Aeropayo
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Good to know. Once the main bulk is out and working then the timing of the next versions will be better on your part. As i say all the time, well done and i cannot wait to buy and use this aircraft. The later updates after V1.0 will be great, but for now i am more than happy with whats going to be released in V1.0.

 

:D  :D  :D  :D  :D  :D

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I am so glad to see that the list of what's missing is so small  :)

 

Thank you very much to all the team  :wub:

 

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I was fast scrolling to see the release date... 

 

Thanks for the list Jan, obviously that list isn't a deal breaker.

We all know that you guys want to deliver a perfect aircraft... But If I can do a flight, that's great to me. I'll stay in the cockpit (captain side).

I know you guys will keep working on this Beauty.

 

Thanks

 

Alex

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I greatly appreciate your honesty with your future customers ;)

You rarely see that in the flight sim community!

 

Thanks a lot for this!

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What? No wing flex?  :o zOMG!  I had such high hopes, but now it's all ruined....  :angry:

 

Only kidding  :P Glad to see that the majority of things there are on the post release to-do list, but no show stoppers in there.

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Operating CB´s. We decided that most CB´s will never be moved in normal operation. We will add moveable CBs with the yellow collar later (to be used in abnormal situations), and possibly some others as well (standby altimeter vibrator!).

 

 

 
 
Yah, give the hard-working woodpecker a break. Very good!
Edited by frumpy
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Nice to see a bunch of mature, down-to-earth developers, who strongly believe in customer relations and transparency. As fellow simmers and former customers of other developers it's clear you guys have witnessed first hand how NOT to release a complex airplane, and are going above and beyond to make sure your customers don't get caught the same way. No half-finish a plane, grab the cash and run off to develop another here!

 

I doff my hat to you gents, you will definitely have my sale on day one!  :)

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Hi Jan,

 

Thanks for being up front on the B737-300 development. I think most of us would like to see what you do have and fly the bird. Future updatese/enhacements would be appreciated.

 

Hoping for a really nice Christmas present.

 

Good Luck with wrapping up v1.0

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The list is small and will not affect my flight time  :) so looking forward to the release.

I do have one question though, is there a pop out EADI and EHSI ?

Great work many thanks for the update.

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The list is small and will not affect my flight time  :) so looking forward to the release.

I do have one question though, is there a pop out EADI and EHSI ?

Great work many thanks for the update.

 

Good point, added that (and the inevitable mousewheel-scroll and iPad output) to the list...

 

Jan

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I concur with your opinion about getting it right or not doing it at all. I have never seen a pilot in any flightsim that didn't look stupid in one or the other way. Same goes for the scrollwheel support that I've seen so far - too many tradeoffs. There are often "features" that you get tired of after a week because they actually add nothing except an "ohh, nice".
However, all the best for the initial release!

 

Flo

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I concur with your opinion about getting it right or not doing it at all. I have never seen a pilot in any flightsim that didn't look stupid in one or the other way. Same goes for the scrollwheel support that I've seen so far - too many tradeoffs. There are often "features" that you get tired of after a week because they actually add nothing except an "ohh, nice".

However, all the best for the initial release!

 

Flo

 

Well, one thing that always seems to work is some well-endowed female copilot - no matter how bad the 3D-model might be, the male mind seems to glaze over the shortcomings with the power of imagination... ;) .

 

Jan

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Clicking and dragging is for the birds, hopefully scrollwheel support gets added sooner rather than later.

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Clicking and dragging is for the birds, hopefully scrollwheel support gets added sooner rather than later.

We'll see if you still say that after seeing how things are currently implemented. Many will be pleasantly surprised!

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We'll see if you still say that after seeing how things are currently implemented. Many will be pleasantly surprised!

 

I'm all about pleasant surprises! :)

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you guys are the best day one buy for sure

 

an example to a whole lot of developers in the xplane community

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Awesome list!!! Finally a developer that does this, very welcome indeed!! Question about the descent wind forecast. I noticed that there was no status on it, whether you plan on implementing it later on or not?

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Awesome list!!! Finally a developer that does this, very welcome indeed!! Question about the descent wind forecast. I noticed that there was no status on it, whether you plan on implementing it later on or not?

 

Undecided - it is likely that we make the page "operational", so you can enter something. We have to see if its worth adding the data into the calculation, though. X-Plane only offers 3 wind levels (iirc) natively. Even if you have a more advanced weather "injector" in the future, chances are that users will have no way of knowing what the wind during the descent will be - so how can they enter it accurately? If they enter data that doesn´t reflect the reality, then the whole descent calculation will get messed up.

 

We currently envision to take cruise wind into account to recalculate the descent when you approach the pre-calculated ToD. This is also what the real FMS does if you don´t enter a descent forecast (few real pilots ever do...). The FMS assumes a " wind correction factor" for the descent - since the wind speeds usually get slower the lower you get, this corresponds with your TAS getting slower, the lower you get. So if you have a 20% tailwind speed increase, this 20% factor can be applied to the whole descent "angle".

 

In reality, very few descents can be flown "idle" power as calculated. The real atmosphere is just too unpredictable, and even a 10kt unexpected headwind will make you come up short 3-4 miles, unless you add power (which the A/T will do for you in a VNAV PTH descent if you get too slow).

 

The real FMS also has a problem with the "wind-shift" factor. Let´s say you enter a strong layer of headwind. In the long run, this will make your idle-power descent "steeper". The FMS adjusts for that during descent planning, if you enter the wind into the descent forecast page. But as you ENTER the wind layer, initially your IAS will increase (positive windshear). This initial shear is not planned for and surprised the FMS. It assumes that it will need to descend steeper (due to the headwind), but suddently finds that the airspeed increases unexpectedly! This will often cause you to be forced out of VNAV (as the speed gets above the allowed speed error).

 

So in conclusion, VNAV is not the magic bullet and the FMS isn´t almighty or omniescent. It is a 80´s computer facing a very complex and dynamic reality, and while its a great helper, it has it´s limitations.

 

Jan

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Actually, I was flying home in a 737-800 and the airplane was landing in a wind of 24 knots and quite much turbulence at the ride down to the runway. I was sitting behind the wings, and watched the wingtips vibrating violently. It was a very nasty experience, and I have not imagined how violently wingtips may vibrate in turbulence. I have big regrets I did not tape it.

 

 

Wingflex - not added because its a lot of effort and the real wings don´t flex much. Might be added at a later stage, dependent on user feedback

Edited by Vantskruv
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