woweezowee Posted November 3, 2011 Report Share Posted November 3, 2011 http://www.computerpilot.com/ Quote Link to comment Share on other sites More sharing options...
Testpilot Posted November 3, 2011 Report Share Posted November 3, 2011 Thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Kesomir Posted November 3, 2011 Report Share Posted November 3, 2011 Copy paste Austin! 1 Quote Link to comment Share on other sites More sharing options...
dpny Posted November 4, 2011 Report Share Posted November 4, 2011 All I see is an ad for the magazine. Quote Link to comment Share on other sites More sharing options...
GrahamH Posted November 4, 2011 Report Share Posted November 4, 2011 All I see is an ad for the magazine.Click on the picture to start the download. Quote Link to comment Share on other sites More sharing options...
Simmo W Posted November 4, 2011 Report Share Posted November 4, 2011 Yes, can anyone paste the int into here? Quote Link to comment Share on other sites More sharing options...
Claude D Posted November 4, 2011 Report Share Posted November 4, 2011 Computer Pilot: Thanks for your time Austin. First up, can you tellour readers a little more about yourself? What is your background,how and why did you come to create and develop X-Plane andwhat keeps driving you on to expand and progress the X-Planesimulator more and more?Austin Meyer: Back in 1988 or so, after I had gotten my instrumentrating in the calm and friendly skies of Columbia, SC, I foundmyself in San Diego, CA, working for duPont Aerospace, a smallaerospace tech firm working on some excellent but unusual designsthat I cannot discuss in detail (though I will say that one of theprojects that they were working on is the well-known NASP, orNational Aerospace Plane... a single-stage aircraft that can, intheory, take off from a runway and fl y clear to orbit). Tony duPont,the president of duPont aerospace and my boss at the time, was thefounder of the ingenious NASP concept. While the Space Shuttleand other conventional rockets use rocket engines to blast up totheir 18,000 mph orbital speed, doing most of their acceleration inspace where there is no air to slow them down, the NASP breathesair to run its engines, so it must do most of its acceleration in theatmosphere. This use of the oxygen in the atmosphere makes thevehicle much more effi cient, but it also means that the aircraft mustbe flying at many thousands of miles per hour in the air, whichmakes the plane HOT! Circulating the cool fuel through the skinof the NASP to keep it from melting is one of the possible waysthat this hypersonic fl ight might be achieved. I must admit I am notsure why the craft would not use well-insulated tiles like the SpaceShuttle does... certainly those one-of-a-kind, hand-fi tted, thick,always-coming-unglued tiles are expensive and a constant hasslefor the Space Shuttle... Of course, circulating fuel to keep the skincool has its drawbacks too! The SR-71 Blackbird uses its cool fuelto keep its skin from melting, and in fact is limited to much lowerspeeds than Mach 3 when it is almost out of fuel because thereis no fuel left to absorb the heat! Open the SR-71 in X-Plane andrather than seeing a red LINE on the airspeed indicator to indicatemaximum allowable speed, there is a whole red ARC! That bigred region is the speed range that you can only operate in if youhave enough fuel in the tanks to soak up the heat from atmosphericfriction! Now you know.Anyway, enough about the NASP... that summer in 1988 in SanDiego I took an instrument currency flight to keep my IFR skillsup and had a hell of a time getting up to speed in the crowded, fastpaced,hectic ATC system of San Diego after the relatively slowand laid-back ATC operations in my home state of South Carolina.After FINALLY getting my IFR skills honed after about three or fourfl ights I decided that I wanted an instrument trainer to keep my IFRskills up on the personal computer. Microsoft Flight Sim was runningon the little baby Macintoshes back then, but there were a few thingsI wanted done differently and I knew MS would not change the simjust to suit me... so I started a flight sim called, at the time, “Archer-IIIFR”. I used it to keep up my instrument currency.A Bachelors degree of Aerospace Engineering at Iowa StateUniversity soon followed and during my engineering studies thereI expanded “Archer-II IFR” to be able to simulate almost anyairplane imaginable by simply plugging in the blueprints for thatairplane, and letting the sim then fi gure out how the plane shouldfl y based on those blueprints. I used the sim to test out variousaircraft designs I had conceived (result: Cessna, Piper, Lancair andMooney do just fi ne without me... my designs were too difficultto fly safely) and I renamed the sim to “X-Plane”, in honor ofthe series of aircraft tested at Edwards in the ‘60s and continuingthrough today.! Today, X-Plane is still written and developed on the Macintosh(as it has been since day one) and ported to Windows and Linuxmachines to allow cross-platform sales and distribution. Engineers atcountless aerospace companies use X-Plane to do design evaluationand simulated fl ight test. Eight-year olds try their own designs inX-Plane and countless youngsters gleefully crash their simulatedF-22s into the ground at Mach-2. Most X-Plane customers arepilots, or people who want a sim that has a level of realism that isappropriate for pilots. Some airline pilots take X-Plane with them ontheir (real) overseas flights on their laptop computers and simulatethe fl ight back to America while on their layover at hotels in Europe.Many airline and freight pilots keep their currency up on X-Planeto breeze through their bi-annual flight currency checks. Countlessprivate pilots use X-Plane to help keep up their currency when timeand money constraints keep them from making it out to the airportas often as they would like. I have gotten a handful of orders fromthe D.O.D., the C.I.A., NASA, countless aerospace companies, andeven Microsoft. But the majority of the X-Plane customers, I think,are simply people who want to experience the joy of fl ight on theirpersonal computer with a copy of X-Plane.Many pilots have regular access to old Cessnas, but what would itbe like to get dropped from the wing of a B-52 in an X-15 and headto the fringes of space at 4,000 mph? Or, to fl y a full reentry in theSpace Shuttle? Or take the SR-71 to 70,000 feet and Mach-3? Orfl y a rocket plane on Mars?X-Plane will tell you.Computer Pilot: X-Plane has always seemed to play second fiddleto Microsoft Flight Simulator in terms of popularity. How did thedisbanding of the ACES team (developers of Flight Simulator X,2004, etc) affect sales and interest in X-Plane? What was yourstrategy to capitalize on this event to draw new customers to the XPlanesimulator, and how will you further extend this strategy in thenear future to keep X-plane as a viable consumer option given theannouncement of Microsoft FLIGHT and other sims?Austin Meyer: It really did not have any effect… as far as ourdevelopment of X-Plane is concerned. Our goal has always been tobuild the best simulator possible and not worry what others may ormay not do. X-Plane will really start to dominate the marketplacewhen people see X-Plane 10, and start using it. I really have notdone anything at all to “capitalize” on the Microsoft closure… Isimply continue to build the best sim that I canComputer Pilot: X-Plane has always been known to deliver far betterfl ight physics and modeling than the Microsoft Flight Simulatorseries. How important do you see this aspect being movingforward, given that current trends in technology and simming/gaming are very visually focused and this appears to be a moreimportant aspect in consumer purchase decisions?Austin Meyer: I honestly could not care less what anyone SAYS ismost important to consumers, in the past, now, or at any point inthe future. And I have NEVER made X-Plane for any particulardemographic. Now I would never hire a “focus group”. My goalwith X-Plane is exceedingly simple: Make the most bug-free, fast,realistic, fun fl ight simulator that I possibly can. Who will actuallyBUY it? Me. And maybe a million other people… Or not… Itmakes no difference. My workmanship and focus on accurate flightwill be the same no matter what.Computer Pilot: We do know that X-Plane 10 will feature some vastimprovements in the graphics engine to make the virtual world lookmuch more real than in previous versions. Are there any aspectsof the visual X-Plane world that have received more attention andfocus in development then others, and what are the reasons behindfocusing on these particular areas of the graphics engine?Austin Meyer: For one, the X-Plane 10 engine is DYNAMIC. I havenow, for X-Plane 10, made it so that each fl ight model runs on itsown CPU. Here is what that means: If you have 20 processors, thenyou can run twenty AI planes with basically zero framerate hit.Crank the number of planes up to 20 in X-Plane 9 and watch whathappens to the frame-rate. Try it now: Set the number of planesto 1 and look at the frame-rate. Then set it to 20 and look again.See the hit? That is because all of those fl ight models are runningon ONE CPU, one after the other, in order. With X-Plane 10,eachfl ight model can run on its own CPU, all at the same time… ifyou have 20 CPUs, running 20 planes is no slower than running 1.As well, we have optimized the RAM-use of each airplane to beconsiderably lower. This means that there is less RAM impact tohaving 20 planes fl ying at once, making it much more feasible tohave 20 planes at one time. So, X-Plane 10 will use less RAM, andgive more frame-rate, than version 9 when loaded up with planes(all other settings being equal, of course).So why do I care about all these OTHER planes so much? Well,we have hired a full-time programmer just for the new ATC codefor X-Plane 10. This new ATC will control ALL the planes in thesky, including yours, to deliver incredible ATC realism. Using prerecordedWAV files, you will hear the controller giving instructionsto the other planes, and see them following those instructions onyour TCAS and out the window. The other planes will all takeoff,land, taxi, stop on the ramp, miss approaches and do touch-andgoes,all while taking commands from ATC, all of which areaudible on your radio. Of course, all of the other planes will usethe same accuracy fl ight model as your plane, so you will see themmove perfectly realistically across all phases of fl ight, from fl yingright down to taxiing. Put in a strong wind or turbulence and seehow they handle it. It might not be pretty, but it will be realistic. Setenough wind and an icy runway, and they will all blow right acrossthe ramp. Watch out!Computer Pilot: One of the standout features of the X-Plane serieshas been its ability to be run on “older” systems, and to run wellon these systems. Will X-Plane 10 also be able to run smoothlyon more dated systems given that the new advancements in thevisual engine could potentially tax older hardware, particularlyvideo cards? What steps have been taken to ensure performance ona wide range of systems, something which the Microsoft line hasstruggled to achieve for many years?Austin Meyer: Even if you only have one CPU and a little bit ofRAM, you will still be able to run version 10 just fi ne. In fact, youmay see it even run faster and with less RAM than Version 9! BUT,you will have only one airplane, and the cities will be simply grassfi elds, and the air traffi c controller will have very few people totalk to. BUT, if you get the 4 gig of RAM to load up the renderingoptions, the 8 CPU cores to run 20 AI planes with full fl ight-modelsat once with minimal frame-rate hit, then you will start to see thewhole world enrich and come alive. But there is no way that ishappening with 2 GIG of RAM and one CPU. This type of world isall about parallel-processing: A lot of stuff happening at once. Nosurprise it will eat up all the CPUs and RAM (up to 4 Gig) that youcan give it.Computer Pilot: What do you consider the SINGLE most importantnew feature or upgrade with X-Plane 10, and how do you think thisaspect will affect the experience of the end user?Austin Meyer: Plausible world: It will spell the end of the blurry,low-res, pixelated, fl at, distorted, out-of-place, mis-colored orthophotothat has dogged fl ight simulation with still-life cars on theroads and ugly roofs painted fl at into the ground for so long.Here is the full description:Other than a gazillion various fl ight-model and scenery overhaulsand a near-complete internal rewrite to make the code more objectorientedand thus easier to modify and debug, let’s look at thefundamental requirements I have laid out for my team for X-Plane 10:In a sentence, X-Plane 10 has a plausible, scalable, dynamic world.Here is what I mean:Ortho-photos are garbage. I see this all the time. I am zooming alongin an airplane looking at rooftops of buildings painted fl at onto theground. And the rooftops are blurry. And pixelated. And with amagenta or purple tint. And with big blurry shears right through themiddle of them when they fall between offset satellite passes. It looksjust terrible. Then, to make the 2-Dimensional, blurry, pixelated, miscolored,distorted roof of a building painted on the ground look evenworse, if you throw in some REAL roads or auto-generated buildings,they invariably fall ACROSS the roof of that building painted on theground, compounding the wretched ortho-photo with an Escher-likerendering-error. This looks terrible, and is not even plausible. Throwon a bunch of roofs of cars photographed, fl at and motionless, ontothe roads, the result is just so awful I cannot believe anyone wouldwant it in a fl ight sim.Enter the plausible world for X-Plane 10. We will build every city inX-Plane up from the fi rst blades of grass. Here is how it works: Wewill start off with grass or fi eld textures for the entire world, includingthe cities, and then build up from that. We will take each individualparking lot and place it on top of the grass. We will place eachbuilding on the parking lot, in 3D. At no point will the painting of theroof of a building appear on the ground. This will NEVER happen.Every building will be a real 3D building, planted by an algorithm in alocation that is at least physically possible. Do we know where everybuilding on earth is? Of course not! But we do have an incrediblydetailed road database, and we have the algorithms to place parkinglots, sidewalks, buildings, etc all alongside these countless roads.This means that our artifi cially-intelligent city-planning algorithmwill build plausible cities. Cities where you would fl y over themat 5 miles per hour, 10 feet above the ground, in a helicopter, andNEVER see anything that looks ‘impossible’. Everything will becompletely 3D. Every city built from the fi rst blade of grass. Therewill be no discoloration, blurriness, satellite misalignment or 2DEscher illusions… all of the cities will be completely plausible. Ifyou turn down your rendering options to zero, then New York will beempty green fi elds. If you turn them up to max, then it will be a seaof 3D roads and buildings at a level of detail that you could drive ina driving sim, and Central Park will not be an overlay. It will simplybe a part of the fi eld that they have not put buildings on! This is theplausible world, and it is the fi rst step towards a really detailed andconvincing virtual reality.As well, X-Plane 10 will be scalable. While you will be able to taxiright down the roads, with plausible intersections at every crossingand only 3D buildings off of either wing, you will be able to zoomout all the way to space and see the landmass from orbit. You willsee the refl ections and lighting of the land and sea from space, withsmooth transitions all the way from space to sitting in someone’sfront yard, never with any sudden switch-over to a different renderingtechnology. Everything is done with level of detail that deliverssmooth transitions from street-view to orbit, all in 3D. The weathersystem will be detailed enough that you will see cloud wisps rightaround your plane as you fl y through clouds, but will go hundredsof miles in every direction without any repetition. This will let youhave fronts and thunderstorms, areas that are VFR and IFR, clear andcloudy, all at once, depending on your location. If you want to fl y likeyou would in reality, you will work through/over/under/around thosethunderstorms and fronts getting from one place to another, since theweather is NOT homogenous or repetitive. It scales from local detailaround your plane clear out to region-wide fronts and storms visiblefrom orbit - totally scalable across a tremendous range.So, THIS is the plausible, scalable, dynamic world that we arebuilding for X-Plane 10, all of which sits on top of an object-oriented,RAM-optimized, CPU-optimized, multi-core-capable code base. Youwill see these results as X-Plane 10 reveals incredible detail, motion,and accuracy at all scales, while the activity bars on ALL your CPUsrun up into action.Computer Pilot: It looks like a number of well known third partydevelopers for the MSFS lines are now also producing and releasingaircraft for X-Plane, which is great! What are your plans to supportthese developers with X-Plane 10 given that the success of the MSFSseries is largely due in part to these same developers expanding thebase simulator product with very high quality aircraft, scenery andutilities?Austin Meyer: I always love it when people make add-ons for X-Plane,and I myself, and my employees, work with those people to maketheir add-ons great, and make sure that X-Plane does everythingthey need it to do to maximize the power of their add-ons. Aerosoft(Germany) will be participating very heavily in X-Plane 10, in waysthat we will announce when the time comes. Plus we have more andmore third party developers becoming interested in developing for XPlane10 each day.Computer Pilot: What other general new features or enhancements ofX-Plane 10 do you think will catch the user’s eye, or simply maketheir jaws drop?Austin Meyer: See the multi-processing side of the plausible-world,mentioned above.A big thanks to Austin Meyer for his time. It sure sounds like X-Plane10 will offer some very interesting features and be the biggest step up, inmany regards, in the simulator’s history. You can follow along withX-Plane 10 developments at the official website – www.x-plane.com Quote Link to comment Share on other sites More sharing options...
Ben Russell Posted November 4, 2011 Report Share Posted November 4, 2011 1 Quote Link to comment Share on other sites More sharing options...
Simmo W Posted November 4, 2011 Report Share Posted November 4, 2011 Thank you Claude! And welcome to this much friendlier forum.My iPhone isn't downloading that magazine at all, hence my request. Hmm, nothing new in the interview I feel, I recall hearing most of it before or in all the news articles. Will be good to hear reactions to FS Weekend. Quote Link to comment Share on other sites More sharing options...
Simmo W Posted November 4, 2011 Report Share Posted November 4, 2011 Thank you Claude! And welcome to this much friendlier forum.My iPhone isn't downloading that magazin Quote Link to comment Share on other sites More sharing options...
Kieran Posted November 4, 2011 Report Share Posted November 4, 2011 The .pdf was in a .zip folder, that would probably be the reason for you iPhone not downloading. Quote Link to comment Share on other sites More sharing options...
Maniac12 Posted November 5, 2011 Report Share Posted November 5, 2011 Nice, but when I read this magazine, there is just one or two things about X-Plane.. Quote Link to comment Share on other sites More sharing options...
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