Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 01/24/2017 in all areas

  1. I believe I may have found a conflict between the IXEG 737 and xEnviro. Unfortunately, the log files for all plugins and programs are inconclusive as to what is exactly causing CTDs. No mentions of xEnviro, Gizmo, or anything else for that matter. Although, the crashes only occurred with the IXEG and xEnviro together. This is going to take me a day or two, but I will be running a series of tests with the IXEG 737, xEnviro, and other aircraft to determine the problems (hopefully). After several tests tonight, I can confirm 'Draw Vortices' did not effect whether or not there was a CTD with the IXEG despite the fact that Draw Vortices does change the visual detail. Here is a collection of data I made after performing 3 exclusive tests in X-Plane 10 with xEnviro The following tests were conducted by loading to a new airport aprox every 1 minute Test 1 IXEG 737 + xEnviro + DRAW VORTICES ON - CTD?: YES Time elapsed (from start to CTD): 6m59s _______________________________________ Test 2 IXEG 737 + xEnviro + DRAW VORTICES OFF - CTD?: YES Time elapsed (from start to CTD): 2m09s _______________________________________ Test 3 Default C172 + xEnviro - CTD? NO Time Elapsed (From start to END) 15m00s - At 15m00s the aircraft type was changed to IXEG 737 (Draw Vortices OFF) - CTD? YES Time Elapsed (From 15m00s to CTD) 2m47s _______________________________________ Test 4 Rotate MD-80 + xEnviro - CTD? No Time Elapsed: 15m02s _______________________________________ Please note!! Neither IXEG, X-Aviation, or even xEnviro are directly responsible for these crashes. These are coincidental and simply mean the two addons are POSSIBLY butting heads.
    2 points
  2. All checking/tuning of performance parameters (thrust, drag, etc.) will commence once XP11 is "final". Cheers, Jan
    1 point
  3. Thank you for the report. The IXEG product does a -lot- of it's own custom OpenGL work for all the avionics systems as well as effects. Mixing this with another plugin that also does it's own custom OpenGL can sometimes push the driver stack beyonds its limits. I have some ideas for Gizmo debug tools that might help us track this stuff down.. as well as the usual progress and bug fixes. So far this issue seems rare-to-moderate... there are definitely glitches for some users when they're mixed together. Your patience and neutrality is very much appreciated.
    1 point
  4. Thank you,will try it but I thought about this one ,I have turn off the window defender ,I still encountered the same situation but not on the airbus just the IXEG 737 300,will will exclude the Xplane folder.
    1 point
  5. At least the dev team could release an update with some bug fix.... I don't speak of new feature. [emoji6] Inviato dal mio SM-T719 utilizzando Tapatalk
    1 point
  6. It's been 213 days since the last update...
    1 point
  7. Hopefully the update comes soon. Been waiting quite a long time like everyone else and looking very forward to it
    1 point
  8. Hiya, Well i'm enjoying the betas hehe When i hear the phrase 'we're optimizing' my brain thinks 'here we go with less visual draw distance' lol or 'i'm enclosed in a render circle' i do hope this doesn't become the 'opimization' To me 11 is a different beast compared to 10, at the announcement Austin did say if you can max out 10 (i couldn't) you sure won't max out 11, i like that in a way, means they're staying somewhat ahead of hardware, the other way around annoys me, as-in having the hardware but it's not used to its max potential Lovin It so far i must say You best get a vid up showing off those sweet new peds !! hehe Anyways, back to the fun !!! Take Care Have Fun Tony
    1 point
  9. Sorry maybe you misread this " A multitude of fixes to FMS stability and LNAV performance" Multitude: dictionary definition in this context - a great many.
    1 point
  10. Ok, you guys are getting to me . This is what I wrote to our testers when we started internal testing of 1.1 in October: Hello testers, we have some new things in 1.1 and a lot of bugfixing. Here is a list of what is new in 1.1: TCAS. Just like in the real airplane, it will show various types of traffic (PROX, TA, RA) and the relative altitude, plus voice callouts and visual aid to avoiding RA traffic. The panel should work as the real one, including TA only, ABV/BLW, STBY, etc. EGPWS. This is enhanced over 1.0.7 - the modes (1-5) should work a lot more closely to how the real modes work, including submodes (i.e. 4A, 4B). There is also a terrain-look-ahead feature that will alert when approaching terrain higher than the aircraft. New panel, new switches, new TERRAIN ON light. Opening cargo doors and 3D holds modeled. Eyebrow windows including selectable sunshade panels (select in preferences menu) Opening cockpit door To be implemented before release: Opening passenger and service doors Now showing current active waypoint distance and ETA on EHSI upper corners in MAP and CTR MAP mode added increase/decrease map range datarefs 1.1 also includes a bunch of fixes: A multitude of fixes to FMS stability and LNAV performance Several texture fixes INOP label for the Logo Lights if winglets fitted Autopilot fixes (autothrust gain, logic of MA buttons, GS arm logic, cleanup of FMA modes in some circumstances, FL CHG pitch behaviour in MACH regime with turbulence, dual AP go-around behaviour above 400 feet, second AP engage possible while LOC only armed) Several rare gizmo crashes fixed for switches and levers Fixes to headings and bearings shown on FIX INFO and LEGS page (now show correct magnetic tracks) Ground power not showing anymore when booting in turnaround state fixes to default transition altitude not always showing correctly (still just a crude east/west division) Added realistic way to operate approach speeds on APPROACH page Added failure flag to altimeter when no elec power improved EFIS symbology when IRS units not aligned Fuel guages now show "lbs" when imperial units are selected LNAV tracking accuracy improved (no more offset flying) Fixes for textures turning "the wrong way" on some knobs In the meantime we have also added some more stuff to make our plane work better with XP11 (note that we are still not claiming compatibility, yet): Fix for some cases of hypoxia blackout in XP11 Fix for "airplane rolling away on sloped ramp in cold and dark" in XP11 There are some things that won´t make 1.1, but are not forgotten! Holds (user entered) RTE DATA on EHSI Solid fuel and time prediction for LEGS and PROG page OFFSET feature VNAV reliability I will add some screenshots later to show some of this stuff... Jan
    1 point
  11. Other variants of the aircraft are on the list. The problem is that a -400 and -500 has different aerodynamics than the -300, so we need to have separate (planemaker) aircraft for those. This is why we want to "finish" the -300 as much as possible before we make other variants or it will be an update and support nightmare for both you and us. As for a cargo version, that is more likely short term since it is basically only a 3D update. No decisions on the timetable for that has been set. But, the most likely (subject to change) progress is v.1.1 for XP10 v 1.1 for XP11 Cargo version 500/400 V 1.1 for XP10 is currently in closed beta. XP11 - as we predicted - is still a moving target. Like Austin implementing new flight model stuff still in the middle of the beta (jet engine, ground model etc), plenty of XP bugs and we expect it to be like this for a few more months.
    1 point
  12. VNAV works ok for basic flights - it starts having issues when the vertical parameters are getting complicated, like many speed and/or altitude restrictions... We plan to overhaul and improve on that in the future. 1.1 will not have any fixes regarding VNAV, beyond curing whatever gizmo-soft-crashes were caused by it. Jan
    1 point
  13. Honestly, it doesn't feel like it's been that long. I guess that it's current stat is good enough for most people to enjoy, with no real deal breakers. That says a lot about the add-on. With that said though, I'm kind of surprised it's taken 7 months to get to v1.1. Tim
    0 points
×
×
  • Create New...