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Showing content with the highest reputation on 05/25/2015 in all areas

  1. Sunday Beaver Update 27 Hello, I hope you all had a great Sunday so far. Mine was very busy with X-Plane work. As usual during the last weeks. So I uploaded my first video this week and I am glad that you liked it, even the video quality and sound was not 100% to my liking, but I guess you could work around that. Now I have a new scree capture software and I am more happy with the video quality and sound quality now. So I guess you will see more videos in the coming months. For sure you will see one next week again. I was not able to do it for today, but I am ure you will be happy to get more info during the week as well, right? I could list again so many things, because I did a lot this week. Mainly fixing and improving things which were discovered by me and the beta team. So I would say that I am very close to the technical freeze now. Technical freeze means that no changes will be done to the technical product anymore and it will be frozen for the initial release. After that only the documentation is missing. Work on the documentation started already and I expect the technical freeze around Tuesday or Wednesday. Most probably you won't get a huge POH for the initial release, but you will get everything you need to safely operate the Beaver and to fly her as she should be flown. More doc stuff will for sure come down the road. So just a few highlights from this week: - Continued my work with DreamEngine and added more sounds. All this adds a lot to the immersion and even if it is already great at this point, there is more to come in the future. - Improvement done for the amphibious version. Especially ground handling needed some attention, but all good now. - Added and tuned all malfucntions which are caused by not operating the engine and aircraft within limits. - Added two more views. I figured that it might be hard to see/reach the engine primer, when you don't use head tracking. I added a special view which helps to operate the primer and you for sure need to operate it. The other view zooms in to the trim controls, if you want to see where the trim positions are. - Did a lot of work on my own engine model again, and payed attention to all phases the engine can operate in (off, startup, running, shutdown). The code got kinda complex in the end, but is working great now. Also the sync with sounds is done. I probably missed again a few things to mention, but just because I did so much this week again. All I can say now is that she is almost technically ready and the release is really around the corner. Last Sunday I said, that I would like to talk a bit about the future of the Beaver and my plans with it. While I will not talk about everything, I will say, that development does not stop with the release. There is more to come and not just bug fixes. That doesn't mean that something is missing now. What I want to say is that there will be more to come in the future. You know, I don't want the Beaver to be just another aircraft in you virtual hangar, besides 20 others. My goal is to give you an aircraft that you want to fly over and over again, because you like it so much and because it puts a smile on your face. I want to give this amazing aircraft a soul and I really hope that you will feels this when you fly her for the first time and when there is more for her in the future. If you are into bush flying like me and enjoy the magic and true adventure of flying, then you will enjoy what there is to come. Stay tuned and have a look out for the video next week. Have a wonderful day!
    3 points
  2. Hi All, As this is my first post here, please let me introduce myself. I am a software developer who created WebSimConnect web addon framework for FSX and P3D. It allows to build virtual panels (2d,3d) with HTML5 content. The idea is that you build a logic of the gauge(system) the classic way (as C++ plugin or Lua plugin) and then use HTML5 + JavaScript for generating display and interacting with the user. After some development effort I managed to port it to X-Plane by creating WebSimGaugeX component. You can find the demonstration video on my YT channel: I provide binaries and SDK with samples, include files and documentation. You will find everything on my website: www.websimconnect.webs.com For the moment I have done only Windows version (both, 32 and x64) as a start up to see if the X-Plane developers are interested in the project. If so, I could make Linux and Mac version as well. I hope you'll like it. Best regards Marcin
    1 point
  3. Update 25/05/2015 Took me 3 days to figure out how the best to make and attach animations to objects. Far the most complicated instrument I've ever made.. But seems like it's done and it's working as expected. Some cosmetics needed here and there, but nothing major. Sometime I wished I never ever started this project But it's getting closer, getting into shape and really like the outcome
    1 point
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