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Showing content with the highest reputation on 05/20/2020 in all areas
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So with the update relatively imminent, I thought I'd go over some things that are on my mind, because I expect many folks will have some expectations of things in this update that are not there and may naturally wonder just what we do and don't care about. Way back when, we had to be quite conscious of our poly count and texture size, and while that is still true to some degree,, machines can handle a lot more now than they could in our early planning stages. As we've gone through this update, some of the things we defintely want to improve, and which you can expect us to continue working towards are (in random, brain dump order): wingflex, FMS performance (holds, VNAV, progress, etc), higher density and more regular 3D mesh and more accurate 'penetrations' modeling, i.e. NACA ducts, ports, etc, higher resolution textures, new paint kit (sorry, liveries will have to be done again for a V2.0), full cabin lighting and control, high rez cabin model, FMOD sounds, failure management. So just because we haven't put something in yet obviously doesn't mean we don't "see it" and know it needs improvement. We are very happy with how fast and efficient we have been able to move since porting our work to Blender 2.8 and expect to be able to make timlely 3D improvements and updates as we move forward with development. Improvements will be more regular and systematic rather than some "huge V2.0" type of thing with sweeping visual changes...nowadays release/patch cycles are much shorter and incremental. I can envision a V2.0 update essentially being the revised FMS using the XP1100 dataset and a higher resolution 3D model/textures with a new paint kit and not much else, maybe the FMOD sounds. Those are somewhat 'big ticket' redos and will take some time. Priority after this release will be the FMS work and the FMOD sound conversion. -tkyler12 points
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We believe we have isolated the problem. The fix will be available in the next update. No, I cannot tell you when the release will be2 points
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A year or two back I expressed an issue regarding the relative smoothness which was dissatisfactory and did reduce the immersion factor. Jan's video on the upcoming update 1.3 I guess, highlights the new features which will be implemented and needless to say its just outstanding and extensively complements the efforts, love and dedication which the developers have towards making this aircraft. On Jan's advice I did try the new gizmo V20, in one word to sum it up, just brilliant. Stutters, Gsync flickering and all the issues which I had is gone. Ben has probably incorporated some sort of magic, it totally is in accordance with Laminar's vision of a stutter free simulation experience. A huge thanks to the entire team of IXEG, Tkyler, Jan, Ben, Cameron and everyone else involved with this. When something commendable is done I believe it should be appreciated and that's the purpose of this post. BEST 737 EVER. If there is V2 in future please count me in, I will try to be the first person to purchase that. Its my belief that there is nothing wrong to charge for a mega update and we would wholeheartedly welcome something like that in future to keep this masterpiece alive for the future versions of Xplane. That said I hope the team and everybody stays healthy in these uncertain times and thanks again. Take Care2 points
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Creating addons for a flight simulator can be a thankless job. You guys are probably exposed mostly to complaints and requests and not enough thanks. So spurred by Shobhan, let me also add my voice to the big thank you that the team deserves. Thanks! And be sure that any complaints or requests stem purely from fanboism and passion for flight-simming and the aircraft, as we always seek the "just right" that can be elusive. Sometimes we may forget to recognize what has already been achieved. P.S. I do agree that a reasonable paid upgrade would make sense and not be a foul in my view for V2, as it seems to be a major rework. IXEG has given very fair and upfront treatment to all of us, the users, so I'm sure you know what to do. Cheers!2 points
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1.3 is independent of Vulkan - you can still make your choice in 11.5X (OpenGL or Vulkan) and the IXEG will work fine. It will also work fine in 11.41. Cheers, Jan2 points
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Hi everyone, starting today I will aim to make a video every week for your viewing pleasure...talking about IXEG development, flying our aircraft, showing you procedures, techniques and various other stuff. Stay tuned to this channel!1 point
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We are excited to share what we have been working on behind the scenes for the last month and a half! We last shared about how we are integrating the many unique aerodynamic features of the SR22 into the model, this has been further refined along with our custom engine model (which was discussed here). While refining our custom systems has been a top priority for the development team, our 3D artist Steaven has also been hard at work, making one of the best 3D models for an X-Plane aircraft to-date! RealSimGear Integration Our rendition of the SR22 aircraft has designed from the onset with the hardware customer in-mind. Our aircraft will integrate perfectly with the RealSimGear Perspective Hardware, providing the ideal home flight simulator. The RealSimGear Cirrus Perspective hardware package will work out of the box with the new aircraft providing a fully integrated and easy to configure home training solution for people wanting to learn and practice flying real Cirrus aircraft. The PFD and MFD screens will automatically display the screen contents when the aircraft is loaded, all buttons and knobs will be pre-configured. This makes it possible to practice the exact same workflows and procedures you would normally encounter during a real world flight, including full checklist operation, flight plan loading and instrument approaches. This coupled with the extremely realistic engine and system modeling means that flying with the simulated aircraft combined with realistic hardware provides an incredibly effective home training platform. 3D Modeling and Texture Update We have also nearly completed the 3D model and texturing process for the aircraft! The model has full 4K PBR texturing, with accurately replicated materials throughout (Even down to the style of fabrics and leathers used)! Engine Model Update The SR22 IO-550-N engine will be the most accurately replicated piston engine for X-Plane. The engine is simulated down to each individual component! Over the past few weeks, the engine model has been further refined and extensively enhanced in order to represent the proper behaviors of the IO-550-N as authentically as possible during normal, hot, cold, flooded and false starts. This is now supplemented by an extensive oil system and other features never seen before on piston engines in X-Plane, such as engine knock (detonation) based on real data as well as some unique characteristics pointed out by real Cirrus pilots on our testing team. The entire component-based simulation of engine, fuel, TKS and oxygen systems has also been integrated into a novel maintenance concept which organizes maintenance intuitively in the form of inspections. Our custom FMOD sound pack also benefits from the advanced physics-based system simulation. For example, when flooding the engine you will hear fuel dripping from the cylinder drain port. On the SR22TN you will hear the sounds of the turbochargers depending on their speeds. Electrical System Update We originally discussed the Electrical System back in February, detailing the level of depth of the system. We have further refined, tested, and validated the system in all of its various modes! We have developed an internal physics model simulating the lead-acid battery and its various behaviors. The behaviors of the Alternators and the Master Control Unit are also all simulated. The electrical system is a low-level physics simulation, when a switch is flipped on the plane, instead of simply checking for power on the bus, the SR22 simulation actually connects the “switch” tying the individual electrical item onto the power bus. This new logic allows for the many different states of the SR22 to be dynamically simulated at runtime. New Website! TorqueSim has a new website! Visit torquesim.com to check it out, our goal was to make everything easier to find and for the website to load quickly across the globe. We have split off the development blog from the main website, you can now find our development blog at blog.torquesim.com with our update blog posts and more.1 point
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It's possible to replace the sound file for the hydraulic pump with silence or something less annoying. The pump can also be managed by switching it off during flight and on before landing. We have no real damage so this is actually a little bit of a damage control simulation on which you can discover some of the other switches you never use1 point
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Definitely on our list - we have changed a bunch of stuff in the cockpit, so a new vrconfig.txt would be good. I have to investigate and learn how to make one. Not sure if SimVRlabs would like to help us with that...1 point
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we reworked the animations during replay so you actually have decent replays to watch/record your landings. We have too much custom stuff to replay the "cockpit" of course, but all the control surfaces replay as expected. The video shows the changes. The landing was pretty bad, but I had a cheap joystick in one hand and was monitoring a bunch of stuff at the same time. Oh ya....new winglet shapes too.1 point
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We squeezed in native AviTab support. What a great product! We definintely encourage you to get it and support the software author with a donation. If you have AviTab installed, you should see a new preference checkbox to enable AviTab. If you do not have AviTab installed, you won't see this preference option available. The video below shows the implementation, along with a bit of coroute usage. -tkyler1 point
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So we have reached the "minimum" of what we need to put out an update. I want to make sure all understand the nature of this update. It is NOT a major fix of FMS stuff. This update has significance to us as developers, which will lead to significance for customers. From our perspective, its validation of our current toolchain, i.e. we can output code and flight model / 3D changes quickly with modern tools...being that the entire product has been generated from this new toolchain. From the customer perspective, it is mostly compatibility changes to the flight model given the changes in X-Plane 11.5....with a few visual enhancements added-in as able and tweaks to the coroute loaders, scrollwheel support, etc. Those visual enhancements, as of this post are simply some "sharpenings" of the engine 3D/animation and a tweak here or there to some textures. Between now and the update though (occuring soon after 11.50 goes final)....we will try and squeeze in fixes and enhancements as able. I am currently working on the front galley and main door animation...I'd really like to get that squeezed in to the next update if possible. If not, then it will be soon thereafter. We are also perusing some forum posts to see what else we can address in the estimated time-frame before release. I have also begun refactoring my VNAV code...in anticipation of addressing that (and holds) asap after the release. So to recap, the priorities after this update will be FMOD sounds, VNAV and holds. I am optimistic that being back full time on this, we can address the FMS deficiencies in a timely manner and get out some much needed improvements. Again, I am supremely grateful for our patient supporters and we will continue to work on making the IXEG the most immersive airliner simulation available.. -tkyler1 point
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Hello @Attitude Finally works for me I redownloaded the installer and now works perfectly, I have rtx 2060 super so I downloaded the "more than 8gb of vram" dont know if its different that the other option, great scenery letsee if could work for @Sékou DIANE1 point
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Hi all. This COVID thing has affected my employment and sent me in a different direction.....full time back on X-Plane! (note...I work on more than just the 737 though) We are working on the update every day as of late; however, we are still going to wait for some 11.50 stability before we release. In the meantime, we're cleaning up things we feel we can without putting the plane in the hangar with the major renovations like the FMS/holds/VNAV. We are back in the FMS code somewhat though and have made the coroutes loading more robust. We will be including that folder in our update so as to not cause confusion, but we also now support about 6 flight plan formats, X-Plane 10/11 (*.fms), PMDG and Quality Wings (*.rte), X-FMC (*.fpl), FSX (*.pln) and AirbusX (*.flp). Like the real FMS, if a waypoint can't be located because of database incompatibilities with the flight plan, then the FMS loads what it can until encountering such a point and then provides the message, "PARTIAL ROUTE LOADED". I was testing this code with random format downloads from Flight plan database...and nearly all of those flight plans contain out of date data, so getting the FMS to load a full route was a challenge. I had to go in and hand edit the flight plan files to 'up-to-date' data. Once done though, they can be saved through the FMS as before. These coroute. loaders do not load SIDs/STARS, only the enroute portions, which is typical. As time goes on, I'll continue to work on improving the route editing, which will have applicability for the holds and eventual "in air" vnav entries. More to follow as we get closer to our release point. -tkyler1 point
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Disregard, the saitek panel was interfering. The cowl switch will toggle the fuel switch.1 point