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Showing content with the highest reputation on 06/27/2015 in all areas

  1. Finally received my new GPU and PSU. Running nearly everything on high with very smooth results. A340 and 777 in Paris.
    5 points
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  3. Air France A380 preparing for departure from New York KFJK
    1 point
  4. Hello, all, This will serve as a formal forum announcement that we have released the version 1.2 update for the Take Command! Saab 340A. All customers who have purchased the Saab 340A up till now have been sent an e-mail by X-Aviation with complete instructions on how to obtain your update. We have made this a very simple process! For those that purchase the Saab 340A from today forward, your purchased download will already be updated to version 1.2 for you. What if I didn't get the update e-mail? If you did not receive your update e-mail don't fret! X-Aviation has updated our system to allow all customers to update with ease, regardless of whether you received an e-mail for the update! Here's what to do: 1. Login to your X-Aviation account here: https://www.x-aviati...talog/login.php 2. View your past order history invoice that contains the Saab 340A purchase on it. 3. At the bottom of the invoice you will find a blue highlighted link to your update that says: "Take Command!: Saab 340A". NOTE: IF YOU HAVE THE SAAB CURRENTLY INSTALLED DO NOT UNINSTALL IT! THE NEW INSTALLER WILL SCAN AND UPDATE YOUR FILES! There are some important fixes and requests implemented in this update. The following is a list of additions/fixes included: What's New / Changed: New Gizmo version with huge performance improvements over version 1.1 of the Saab.Fixed bug in anti-skid system preventing user from applying brakes.Fixed bug where changing the NAV selector would not display the proper annunciation on the EADI.Fixed bug where Glideslope was not being recognized when switching between NAV1 and NAV2.Adjusted reverse/beta/feather/norm modes.Adjusted sound engine to handle negative gain.Adjusted fuel crossfeed logic.Logic for Xvalve and bleed valves re-written.Changed bleed air and power requirements for proper operation.DC selector dial reworked to be more user friendly.AP engage delay time reduced.Adjusted engine oil pressure warning parameters.Corrected logic for determining valid signals for nav radios.Adjusted logic when the Altitude Advisory speed is displayed on the EADI.Corrected fuel pump logic on engine failure.Autocoarsen logic revised to be more accurate per AOM.OBS1, OBS2, Heading, and Altitude Selector manipulators changed to be more user friendly.Added logic to "force" the Power Levers to the Ground Idle position for Auto-StartFixed bug where AP disconnect annunciation would appear at startupFixed bug in fuel used calculation.Added NAV2 radio test logic to glideslope display.Added Garmin GNS530.Added scroll wheel manipulator option to G530 frequency selectors.Removed Mini-GPS.Complete re-work and update of all Collins ProLine II Radios.Added new Collins ProLine II Radio 2D Pop-up with scroll & click for freq selectors.Added scroll wheel manipulator option to 3D PLII radio frequency selectors.Added User Preferences for scroll wheel adjustment and scroll zoom.User Preferences are saved between sim sessions.Added "Reset All" option to Virtual Checklist.Added scroll manipulator option to altitude pre-select.Adjusted prop animation in windy conditionsAdded scroll manipulator option to HDG, CRS1, and CRS2 dialsAdded Pop-up GUI for HDG, CRS1, and CRS2 panel.Collins radios and digits lights now automatically ON at aircraft startup.Corrected annunciation for ALTS and GS armed simultaneously.Changed default sun visor position.Adjusted dome lights.Fixed numerous LIT texture files.Added visual exhaust when HDR in use.As always, thanks for being a customer with X-Aviation. We appreciate your feedback and support! Enjoy these latest updates, and stay tuned to the forum as we continually announce the latest happenings.
    1 point
  5. Development Update I've received one or two emails recently asking me what's going on with W2XP, and when is the next version out :-), so here's an update of what I'm currently working on and I'd be interested to hear people's thoughts about this. One of the problems with W2XP's approach to scenery is the lack of regional artwork and the sheer huge number of objects required to give a region a unique look (Cities being virtually impossible). The solution to this problem I believe is to simply stop trying to find any old random building to fit in a building footprint, and instead use whatever data is available to create autogen (Using roads, existing buildings, landclass, etc). This gives the following advantages over the current approach: - Less artwork required to give a region a unique look. - Less requirement on detailed data. It will work with patchy data, as well as detailed data. Using whatever information it can and filling in the gaps. - Future support for remapping ground textures for those who don't use photoscenery - No need to recompile an entire scenery when new artwork is added. - Faster loading times and better FPS in cities. - Buildings that follow angled roads and face the road correctly. - Much more realistic looking villages (No more lego brick facades ruining the appearance) - Farms, industrial areas etc will work as before if the building data is available, as these generally look good using facades. - No need for smart exclusions. Of course, it has some disadvantages - Buildings won't fit exactly to the footprint on the ground, it will be very much an approximation. If you know an area very well and are looking for your house, you maybe disappointed. - If the data is bad, e.g. Someone has tagged a primary road stretching for many KMs as a residential road (this happens a lot), then there will be houses along this road where there aren't in real life. This can be solved somewhat by using third-party data (e.g. For Europe we have the corine landclass data, Norway has the kartverket data, etc..). Here are some screenshots taken around Spain, Germany and the Czech Republic showing how the buildings change. Central European Region German Villages European Cities Spanish Villages All models used have varied LOD information. Up close (if you fancy a drive around or low-and-slow in a heli), the buildings will be detailed. Further away, all the detail is not rendered to make it perform better. Because of the way the scenery works, it's possible to swap out individual blocks/buildings to regional varieties. e.g. Once some buildings for Norway are available, these can replace some of the generic European buildings. Additionally, in order to give cities some uniqueness, buildings over a certain size (or height) will still be rendered the old way. There are some other tricks it does, e.g. - It looks for names or areas/roads in cities/towns such as "Old Town/Altstadt/Stary Rynek" and will switch the building styles accordingly. Historic city centre areas will look historic. - It will use population tags if available to determine how big a city/town is and will adjust the size of the centre accordingly.
    1 point
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