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Showing content with the highest reputation on 09/12/2011 in all areas

  1. CX-182TC Skylane near Völklingen, Germany. Scenery made with XPOSM, Osm2XP and GMaps. - OpenStreetMap - Google Maps - Bing Maps
    1 point
  2. You need three things for a competition to work well in the X-Plane community: -Organization -Promotion -Prize Sadly, there are none of the three here... put some time into planning things out before jumping into them and you'll succeed much more often.
    1 point
  3. The short answer is yes, we will do what we can to make life as simple as possible for those who want to build cockpits around this model. We will provide datarefs and whatever you need when the time comes. In addition to the systems, this aircraft probably has the most accurate heavy metal flightmodel ever made in any desktop sim. You don't want to miss out on it. Everytime I fly it, I feel like I'm back in the full motion 733 sim at FRA - amazing
    1 point
  4. The H500 was released back in about 2006... not bad for an old slapper.
    1 point
  5. Ok, thought I'd show you this IN-SIM WIP shot that I took the other day. It really shows how good X-Plane is at rendering Note that for development reason we have removed some of the switch guards and a couple of other things on the overhead to make systems testing faster. Click for larger view.
    1 point
  6. Hi, Pauly, Believe it or not, there is often times an INCREASE in FPS with RealScenery products. The reason for this is due to the multiple layers that are normally present to create default X-Plane scenery not being present at all. Instead, we bake these textures in from the core, thus causing none to less FPS impact!
    1 point
  7. Thanks, Like we have mentioned earlier, the current work is in systems simulation. So while we can't show you much, we can tell you some things. As you know, PMDG recently released their 737NGX and I found this quote by PMDG about their 737. Indeed their work is unprecedented as it has not been made available to the public before, but we at IXEG are indeed going the same route also so that when this is released, x-plane will also present an unprecedented level of simulation that we feel will be right on par with PMDG NGX in functionality. With regards to our progress, most of the systems have been started and many are done. Most we can tell you about, but some will come as a surprise towards release So, today, lets talk a bit about a system that we have 99% done; The Electrical System; Our approach has been to model the electrical system after reality in code. Towards this goal, we have modeled EVERY electrical bus and every relevant switch and relay in the electrical system. We control the switching and relays in the same way the aircraft does so that if we decide to fail a single relay, then all downstream circuits are affected. Also, failing a bus means all downstream busses are affected and of course the generator load is affected also. By having all the electrical busses modeled with individual electrical loads, certainly turning off any device consuming electricity will affect the generator and thus the ammeter readout. If we wanted to, we could now easily model every circuit breaker and device and have it work properly by simply adding a few lines of code though we will not due this for practical reasons. All the important things will work properly though. For example, if you lose both generators and have to fly off of battery standby power, then only devices hooked up to powered busses will work just as in reality. Because we model the relays, we also model the delays associated with relay switching. This means that when you switch the power source from the GPU to the APU or to the generators, then we disconnect a relay before we reconnect another as in the real thing. This results in a very small window of time that the electrical bus is not powered and you can see that anything not powered by the battery will go dark for a split-second. It also means that any annunciator that lights up due to a lack of power will light up for a split-second. I should mention that we actually model annunciator light filaments that take a split second for the heat to dissipate from the filament causing the annunciator light to fade out quickly. This makes for very realistic effect. So for those of you that wonder why, just before push-back that the lights and air in the cabin go off and then again again? Now you know and we have that! These are real phenomenon that real pilots see and if they can perceive it, then we are modeling it. All our work is designed to be portable to future projects so that new airliners, should we decide to do them, will be developed that much faster. So in the video there's some things to look for that demonstrate our approach. (we'll start uploading highres shots of the overhead once texturing there is 100% done). First, you'll note the APU startup simulation. We wait for the APU to power up and when it does, you'll see the "APU GEN" light come up. Then as the APU is connected to the generator busses, you'll see the loads reflected on the APU ammeter. (amps values not yet calibrated, just test values). Now note the various lighting come on and off and the annunciators fade out as power sources are connected/disconnected. (We've exaggerated the relay delay a bit during development.) Also note how the instrument needles move, they don't just "snap" into position, but move just like they do in real. Then note that when the left generator is connected, it automatically picks up transfer bus 2 loads since generator 2 is not yet powering a bus and when generator 2 is turned on, it powers transfer bus 2 and generator one sheds those loads. You'll see this in generator ammeter one when generator 2 is connected. (Sorry, video turned out a bit darker than intended) http://www.youtube.com/watch?v=1SYmiaGShCE As you probably have guessed by know, the IXEG 737 is built inside and out, the hard stuff first. Guess that's what happens when you put a bunch of engineers and pilots together.
    1 point
  8. Here are some sample images of the quality and accuracy of the water in the new NorCal release. I have a few hundred hours of digitizing the major water features and coastline. I think you'll really enjoy flying over the water that actually matches the terrain. These are in San Francisco Bay.
    1 point
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