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Showing content with the highest reputation since 08/19/2011 in all areas

  1. 32 points
    Ok, here's a real report. In the last few days, we have seen very, very few gizmo crashes (from my bad programming) with regards to FMS work. There are a few fringe cases, but they are getting very tough to reproduce and usually come about when you start punching buttons like that kid in the movie, Airplane 2. ...stuff most of you would not do. In prep for the final steps before letting beta folks test it, I have refactored (programmer speak for "cleaned up") the code to be more user friendly towards VNAV predictions and debugging VNAV performance values......and that is what we are currently working on. If you don't plan to use VNAV, well I'm sorry, the FMS was ready for you a long time ago....but once you do learn it, and it actually works as expected, its quite satisfying and fun to experience....hence our efforts to really make it work. So tomorrow I'll be flying some test routes to fine tune the descent code....and if all goes well, we want to let the beta testing folks have a hand at it asap. I think Jan is planning a "full flight" preview, but no promises, I can't speak for him, he may not have plans for that. (no micro-management here). Now I know most folks automatically assume that once a closed 'beta' begins, that will uncover a slew of other bugs, which adds to the development time, but I have to tell you now...that I have NEVER seen a tester like Captain Jan Vogel! (He IS that kid from Airplane 2), except with 100x the knowledge (very dangerous). This guy finds stuff that nobody will EVER try. and when this guy says, "its good for V1.0", then I will challenge the beta guys to find something we don't already know about. Now note I said, "know about". We know there's holes in the FMS, but feel its getting to the point to handle a good 90+% (or better) of use cases. If you are that super hard-core simmer that likes to explore the fringes of FMS usage....well...I'd say, "fly some normal routes first or wait". Work continues daily! -tkyler
  2. 27 points
    I never get tired of looking at XP's lighting. It's just so realistic! Not sure if I counted them correct, but the 737 has about 18 (!) different lightsources inside the cockpit that you individually can adjust to your liking. Great way to waist time during a long cruise at night
  3. 27 points
    Hello Captains, I know a lot of you enjoy seeing some form of progress, so I'm providing you with a few screenshots showing off the exterior of the 737 Classic. As per usual, everything is a work in progress, but I hope you enjoy! Remember to click on the images to see a slightly larger version!
  4. 26 points
    Sunset over the Norwegian mountains during LNAV/VNAV testing.
  5. 26 points
    A new video from Nils has been posted showing off flap vortices for the 737 Classic! Check it out below!
  6. 25 points
  7. 24 points
    So on another note, quite a bit of a milestone. All the code for the VNAV 1.0 feature list is in place as of today and we are beginning flight testing and debugging of the full route LNAV / VNAV capability within a few days (our main tester seems to be a real airline pilot away at work....slacker). After our internal debugging checks and fixes, we'll engage a relatively quick beta test with some selected newbies (already selected)...and then we will mop and sweep, spit and polish and release. No date given. -tkyler
  8. 23 points
    Hi Folks!, I've just finished putting together a video titled 'Sights and Sounds'. The purpose of the video is to showcase the latest version of the 737-300 project as it stands today with some sound additions, 3D model enhancements, and just all around cool effects! Work continues daily, and we can all see the light at the end of the tunnel. Hopefully you're all as excited as we are! Enjoy!
  9. 22 points
    Updated Feb 2018 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 Ancilliary vehicles (catering, fuel truck, loading crew) - this is now accomplished by using the XP11 native ground vehicles, the docking locations for those are correctly added in planemaker. 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 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 keypad entry mechanism Omitted due to security reasons. 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. 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. Full VNAV functionality for descents with speed and/or altitude restrictions. Basic descents work, though. 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. 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 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
  10. 21 points
    Just a shot from todays flight. Descending on the STAR for ILS 35 at ENBR. Everything went as planned, no bugs reported.
  11. 21 points
    More work on Toronto: And testing YSSY stuff in 10.30:
  12. 20 points
    5cm/pix Orthophotos for the win....!
  13. 19 points
    Indeed, there is quite a bit you can't see from the videos and screenshots...and also, its not just one or two folks, but 1000s that will trying all differing things, making for 100,000s of possible combinations that might be entered into the FMC. So while we are definitely not striving for perfection, as evidenced by our "whats not in V1.0" list, we do have to ensure that the basics desired are in. To elaborate further, the "desired basics" are those FMS functions that We ourselves as simmers have always said with other products, "I wish the FMS did X....or Y, etc. It turns out the X and Y is a pretty long list of stuff and you take for granted just how many things, as a coder, you have to account for. For example, I'm going to throw Jan under the bus here a bit to illustrate. Jan tells me once, "cruise phase is always in mach". Ok...cool...I made that happen. THEN...a good while later, Jan flies a flight with a cruise altitude under 10,000...where the speed restriction altitude is 250 kias. Jan comes back...."hey Tom...these cruise value should be in KIAS"........"OH...so you mean cruise phase is always in mach, except for condition A.........um....is there a condition B I should know about too? A C perhaps?" Sorry Jan! So things from a coding perspective are not as simple as they may seem on the surface. While maybe 95 out of 100 flights will probably never use cruise altitude below 10,000', some will..and we have to anticipate that before hand and handle it. It turns out there is a whole lot of these situations. The good news is that we believe our V1.0 FMS feature set is complete and we are "testing/calibrating" the performance while we simultaneously clean up textures, loose ends and docs. -tkyler
  14. 19 points
    well here's a little report, just so you know we're not sitting around doing nothing. We are polishing up lots of little corners many won't see. As I said, the reason we are doing so is not a matter of pursuing perfection, but rather is because when you put this in thousands of hands, they will find these issues and if they cause crashes, that is no bueno as we like to say here in San Antonio TX. So today, I was addressing parts of the N1 limit page, for derate stuffs. So here's a CDU entry pattern you probably don't see much. Say you select "TO-1" derate....that will automatically select the "CLB-1" derate mode (so the throttles do not advance in the transition from Takeoff to climb phase....Boeing says that confuses the pilot dontcha know eh?). And then lets say you enter a assumed Temperature value....well depending on the temperature entered, that too might automatically derate the CLB thrust, not only to CLB-1 mode, but maybe CLB-2 if its hot enough......so far so good. But then lets say you decide to delete the TO-1 mode....well the CLB thrust mode may or may not revert to one of the reduced mode..... or not dependent on the assumed temperature entered.....and there are a myriad of other potential combos that may or may not get entered. Here's a little video to show several different combinations that have to be tested....and there are quite a few more patterns other than what is shown here. https://dl.dropboxusercontent.com/u/955680/n1_limitOPT.mp4
  15. 19 points
    Heads up, As you have noticed we are a bit on overtime from our last estimates. Main reason was we had to port our code to the latest Gizmo version and finish the FMC. Thanks to great help from Ben R the switch went fast and was successful. The FMC is looking good now, everyone on the team are testflying it chasing bugs and Tom is working hard on finishing the final bits and pieces, increasing stability and functionality every day. We have set a target internal release date not too far ahead which we hope will materialize this time
  16. 19 points
    Hey Guys! This is my first post here. I'm a long time listener first time caller kinda guy ;^) but I feel compelled to chime in as I am certain I represent the majority of people excited about this plane. The silent majority - thousands of us! Those who check this page, or have subscribed to a YouTube page, or just wait for an announcement - basically those of us who are very familiar with high-end modern day flightsim addons and their development path. I've seen these topics get out of hand. To the degree that developers don't even show snippets of their work in development any longer. And where's the fun in that? Over in DCS world, we've been waiting for an F-18 Hornet for possibly longer than we've been waiting for this 737-300! Other DCS developers have stopped even announcing. Look at PMDG, you catch word of a product, and then not a peep.... for years. Let's not go down that road. I am worried that IXEG will stop showing previews, that we'll stop seeing screenshots. Personally it makes my day when I see some new screeny from these guys... or a video. Let's all ensure we keep it that way! Respect the devs, keep it positive, stay stoked! And be content in what is already the best flight-simulation technology to grace the home PC (and Mac) to date . Len
  17. 19 points
    Some new pictures from ABSim Coming soon! And it is freeware, once freeware always a freeware.
  18. 18 points
    This needs to be the definite statement by IXEG as to what is "close to release"....so spread the word far and wide when folks ask! When using the word "close", you really must clarify further the relative relationship of the items described to be close. In the case of our 737, there really are two contexts in which to think of "close". We could say that: 1.) We are close to having all the features in that we want in for V1.0 2.) We are close to the release date These are NOT the same. For example, If I put 1,000,000 needles in a haystack with 10,000,000 hay needles, you will find a lot very quickly. As you get "close" to finding the last one, the time to find said last one may drag out significantly.....but you are indeed "close" to finding them all. As soon as you find the last needle, you are done. If its sooner rather than later, then you are simply done earlier. IXEG is close to "having all the features in that we want for V1.0" We are bug chasing...and we are very good at it. We are ensuring we do not have bugs that have plagued other products...we are looking far, wide and very deep for bugs in our FMS to have the greatest possible reliability when releasing. That is what we all want...that is what we have all been waiting for...that is why our team is doing it! There is a generalization that if you are "close" to finishing the feature list, then you are close to releasing...but you cannot relate the two directly. We know that as soon as we are happy with these last few features stability, we will release. could be 3 weeks, could be another 5-7, could be more......what we can tell you is that we are working very aggressively to be satisfied with the completion of our V1.0 features list and we are close to having all those features implemented. I assure you, getting it right is much more paramount than getting it out 4 weeks sooner. We are after a feature list here, not a time-frame. Take solace in knowing that we are close to having the feature list complete and quit bitching about the time frame. Relatively speaking, we're in a good spot now and kudos to those who understand and awaiting patiently, you will be rewarded! -tkyler
  19. 18 points
    Hi All, We've posted another video demonstrating some of the VNAV features during the climb phase. There are many different ways to control/affect the aircraft's vertical progress, including flaps, restrictions on speed and/or altitude and the MCP altitude knob. Follow along with Jan as he explains some of the features of the climb phase.
  20. 18 points
  21. 18 points
    And with those wise words by Len... an airline you probably havnt seen before
  22. 18 points
    Updating NZCH for XP10.30
  23. 18 points
    Hello Captains!, I am pleased to announce that SkyMaxx Pro 2.0 will be released tomorrow, Friday, August 8th! Version 2.0 will be free for all existing SkyMaxx Pro 1.x customers! Frank and John have been showing all of you some beautiful screenshots over the last few weeks, and our beta team worked hard to find any bugs (thank you!) prior to this release. The following is a list of new features for SkyMaxx Pro 2.0: New cloud shadows with adjustable intensity - uses a new shadowing technique never before seen in X-Plane, with no measurable framerate impactNew hi-res cloud puff option - this uses a novel new hybrid approach to combine high-resolution phototexture detail with our volumetric rendering.New lens flare optionTowering cumulus clouds (new cloud type!) will be added when thunderstorms are presentAmbient light color on clouds more realisticNumerous cloud lighting improvementsThunderstorms are biggerCloud "popping" as the camera turns should be greatly reducedBetter dawn / dusk cloud lighting transitionsRare crash on MacOS when flying with low-quality overcast on should be resolvedFurther performance enhancements.Overcast conditions with "low" overcast quality improved visuallyNew sky color set additionsThunderstorms are biggerCertain airports won't get stuck in whiteout conditions upon loading when using X-PlaneSaving and restoring settings will work reliably.In the event you missed the videos produced by Dave Robertson, please be sure to check them out below! We look forward to getting version 2.0 out to you, and can't wait to hear your feedback! We've worked really hard and listened to your requests, so we feel this will be a positive change for all existing 1.0 customers, as well as new customers to come! Want to see screenshots? Click here! We'll see you tomorrow!
  24. 18 points
    What an interesting thread. Hi Goran - the 3 devs I contacted I suspect missed the emails because I sent from frooglesim, instead of from my normal email address. Goran you were one of them - you'll recall that the PC Pilot award badge you proudly display on your DC3 in the store was awarded by me (Peter Wright) in my review of your product some time ago. I've been trying to get updated download links for the 64 bit version as well as your new aircraft. No biggie, part of the idea of the video was to get you guys (the collective "you guys" in the X-Plane dev world to sit up) and I am resending emails and broadening their reach. Ben can sit there saying "Froogle who" all day long, but here we are in a two page thread carrying my name, so I guess it worked. Now to address the bulk of the issues in this thread, and the inference from Ben that my ethics are questionable and reviews are for sale. Almost every single review on the frooglesim channel, and many I write for PC Pilot are made with software I buy. I do that to support the community, and to give me the freedom to say what I want about a product without feeling an obligation or tie. Most of the reviews in the magazine are made with software explicitly provided by the developer for the purposes of review, a practice not uncommon in any industry you care to name. From the developer standpoint it's called marketing - sending new products to influential voices in the hope they will review the product. From the journalism standpoint it's just business as usual, writing about the products we see and reviewing them where appropriate as long as the free product does not interfere with the opinion stated in the piece and the relationship between reviewer and producer is clear and disclosed. In my case, products i receive for review do absolutely not bias my opinion - look at some of my recent reviews in the magazine, some of which got me in very hot water for expressing a highly negative opinion. With regard to my involvement with X-Plane, I have been writing about it for years in the magazine. Many years ago for example I helped kicked off X-Planes exposure with an in-depth look at the product itself, plus a multi-page interview with Austin. Since then I've reviewed a few products of interest in X-Plane but the simple fact of the matter, the unfortunate fact, is that the vast majority of the audience are X-Plane shy and want FSX . That's also where the bulk of new products launch, so naturally it's where the bulk of content in a magazine or indeed on my YouTube channel is focussed. From the comments I see on the channel, many are interested in X-Plane but trot out the same old excuses as to why they are not using it (and why they are not your potential customers). The UI is poor. The colors seem off. Their add-ons don't work. FSX looks better. FSX has more choice etc etc. That's what I want to address. Today if I throw up a video on a product it's actually rarely just that one product. A2A's Cessna for example was covered in video with sky textures from REX, weather from Active Sky, scenery from Orbx, control input filtering from FSUIPC, post effects from Shade. It makes the videos visually appealling and it shows FSX as a platform in the best light, enabling the rest of the video to then focus on the content at hand. In contrast I did a number of videos of the Worldliner 77 and the comments quickly turned to focus in on what X-Plane stock looks and feels like since behind the aircraft that's all your seeing. I want to start a series looking at X-Plane itself but in the best possible light and that's what the VLOG was calling for. I want to show people that X-Plane can look better than FSX, that there is a thriving marketplace out there that people can tap into to extend and enhance it, and that switching to a better flight model does not mean sacrificing the aesthetics people have grown to love in FSX. However, I don't have all that stuff and so reached out to ask you, developers and publishers, what would I need to make X-Plane awesome? What are your best of breed add-ons and enhancements that you believe I really should include in the videos to really shine a light on X-Plane in the best possible way. This isn't biasing a review, in the same way that A2A's Cessna didn't get a great review because the clouds looked nice, or there were animated people on the ground at the airport. Yes, Ben, the vast majority of the audience on Frooglesim are currently invested in FSX. Asking you guys to undertake what is effectively a marketing exercise to sway them did not, and does not, to me seem unrealistic. I'm giving you a platform to market your products to a captive audience in one of the fastest growing simulation YouTube channels in the world (almost 15,000 subs and growing at 12% per month) and in a channel that is almost viral in nature (again, here we are in a separate place on the Internet discussing my videos - see how that worked out?). Given that I also want to focus in on X-Plane and get a fairly steady stream of content up I also went the magazine route and reached out asking you to supply content to review under typical review terms (that being that the review is not in any way biased just because you provided the product for free). Please also bear in mind that 'reviews' probably represent less than 50% of the channel. The bulk of content on the channel is demonstration/tutorial in nature. I released a series of videos on the NGX some 12 to 18 months after the NGX released showing how to fly with it and those videos collectively went on to gain 1/4 of a million views and become one of the most popular NGX series on YouTube - they almost certainly drove traffic to PMDG as well. If some of you wish to sit back indignant and do nothing then so be it - ultimately increased exposure for X-Plane benefits you anyway - but it does sadden me to see Ben's attitude towards any form of journalism. *Edited to clarify the channel's growth*
  25. 17 points
    Hello, Captains!, Today we're pleased to show you the official Saab 340A promo video! The video highlights a number of features on this aircraft, and also brings to light the fact we are using a brand new 3D sound engine called soundXtreme! This was developed in-house by X-Scenery to squash issues we felt were present in existing sound solutions. We will provide more info about the sounds on this aircraft in a bit, but to put it simple: the sounds on this aircraft are amazing. We felt this was a big part of the experience in order to make it real, and we went to great lengths to get every possible sound on the real Saab 340A to make this happen! This includes everything from all cockpit warnings, pump sounds, and exterior/interior sounds. Again, more on this part of the aircraft soon! Also present in the video is a number of unannounced liveries. This is still only some of the liveries we have in store for you, and we'll be sure to show all of those off soon too! The video has been produced by our talented friend Dave Robertson (aka redpiper1). Enjoy! Highly suggest you select at least 720p!