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Showing content with the highest reputation on 06/05/2020 in all areas

  1. all fixed and covered elsewhere in the forums. They'll be included in the next update, which we're finalizing presently. -tkyler
    6 points
  2. It is more difficult than it appears yes. variation in winds alone change all predictions. If you have a 200kt headwind and are flying with thrust for 200kt, you'll go nowhere an burn all your fuel. . If you climb vertically while doing it, your fuel burn rates will change, complicating gthings more..and if the wind speed changes as you climb, it gets even tougher. The real FMS uses a "step integration method" for prediction.....and the only way that could ever be accurate in X-Plane is if we had access to the real performance database of the aircraft...which we don't as its proprietary. So we have to use a few heuristics and our own test data, that I'm sure we can improve upon, but its not as straightforward as it looks. We'll revisit that aspect of the FMS also -tkyler
    4 points
  3. We are going to talk about "eye-candy"! Yes, this term has been used to point out those aircrafts with serious lack of functionality, which is not entirely fair. When you are trying to simulate an aircraft, how the aircraft looks is neither irrelevant, nor secondary. It is in an equal role with the systems’ simulations and flight dynamics, if you are looking to create the best experience, as close as possible to flying the real aircraft. And this is what we are looking for! Returning to DC-3, we have created every little detail of the aircraft, with high definition textures, and the application, everywhere, of PBR materials. As this is an old bird, there is extensive use of weathering effects, ranging from bare metal and rust, to rough metal surfaces. For example, on the cockpit walls, you can see the thousands of small bumps, covered in thick paint, and the way the light is interacting with all these, thanks to PBR materials, you can almost “sense” how this surface feels on the touch. In my personal opinion, the visual quality is “top-notch”, and I must admit that there are times that I feel… mesmerized the way everything looks! @Goran_M’s 3D skills, as well in texturing and application of PBR materials, are present here, in every (small) corner of the aircraft, and I feel very lucky and honored to work with such a talented guy. Of course some might worry about the cost in performance of such detailed aircraft. When there is a deep knowledge of 3D modeling, and how to use materials and various effects, you can achieve great results without suffering in performance. In addition, the new tools that Laminar introduced with X-Plane 11.50 (Vulkan/Metal), allow us to have metrics of the performance, and help us to optimize the aircraft, without any loss in quality. This is not magic, just hard work and experience built through the years, developing aircrafts for X-Plane. In conclusion, we are packing as much as detail as possible, without performance penalties. It will be a nice place to be and fly, projecting the character of the aircraft, and doing justice to the one that change the airline industry as no one else! Now it is time to enjoy more visual details of the aircraft!
    3 points
  4. Thanks for asking this, very understandable. The HMB SR22 is a great freeware aircraft, congrats to folks at HMB on that. Our aircraft is being designed with a different set of goals, as is understandable for the differences between payware vs freeware. Our SR22 is poised to be used for training at many different flight schools, as such we aren't making a typical aircraft. The stability and accuracy of what we do is paramount. The TorqueSim SR22 will shine when compared; we have a team of experienced developers working on the many different aspects aircraft. Some of the various points to highlight briefly: - Level of fidelity: we have a fully custom engine model, custom TKS model, custom oxygen, custom electrical, to just scratch the surface. - Our 3D model and textures are some of highest quality ever made for an X-Plane aircraft. - A fully custom-recorded and professionally developed FMOD sound pack. We have spent hundreds of hours recording and mastering the sounds to be perfect in-sim. - Our flight model has been professionally developed and is tuned to perform exactly like the real aircraft. - Maintenance and wear simulation: hundreds of different components are simulated to wear over time, proper care in flying is completely necessary. - Properly tuned for performance. We have many years of combined X-Plane experience, as such we know quite a bit on performance tuning. We are making sure to multithread as much as possible for optimal performance. - Synthetic vision on the G1000 along with numerous other improvements upon the base G1000 - Flight testing and validation, we are working with a team of real pilots and testers to get all the details ironed out and everything to be precise and working. - This and a bunch, bunch more features that we are still working on If these features aren't what you are looking for in X-Plane, the HMB is a fine alternative. We are confident our aircraft will stand its own.
    3 points
  5. We say "Cargo kotzt nicht, Cargo motzt nicht" (Cargo doesn´t puke, Cargo doesn´t complain) Or "Paletten statt Purseretten" (Pallets instead of Purserettes). We sometimes used to fly cargo at night with our 737 Quick-Change versions...and we also had one D-ABWS that was actually a cargo aircraft. We take pride in our ability to fly idle-power smooth descents (well, the Boeing pilots do) - the ideal way is when you don´t have to add power (or use the speedbrake) until 1000´ AAL. It takes a lot of experience, planning and some luck to work out - everyone has their own secret formulas and special way of doing the math. It usually involves aircraft and airport altitude, weight, speed, wind profile, expected remaining distance, ATC constraints, other traffic - and also strength of nerve, tide of the seas, phase of the moon, and the current position of the Dow Jones index . Cheers, Jan
    2 points
  6. Hi everyone, Patch 1.31 is bringing improved VR compatibility to the IXEG 737-300. We have spent a lot of time on this and think it works pretty well - but things can always be improved, so we would like to hear your feedback, discussion and suggestions related to VR and our aircraft. I have made a short movie, explaining and showcasing some of the features we added and how they are ment to be used. Let us know what you think!
    1 point
  7. For the Cabin flood lights: yes, the switch is located on the left sidewall panel next to the oxygen pressure gauge. No, the instruments display temperature in Fahrenheit, as matching the aircraft and the manual. There is not an Acclaim manual yet, with the V4 update, we will be making a new set of manuals to reflect the Acclaim and the other changes. The Ovation 3 only has the G1000, as that is the differentiating factor between the Ovation 2 and Ovation 3. Yes, the FMOD sound preview is just that, a lot more is to come there. Thanks!
    1 point
  8. I had seen the 1.3 video but somehow managed to overlook the 1.31 video as it does answer my question clearly ... I feel a little silly now that I overlooked something so obvious lol but i really do appreciate all the hard work in development that yall have done with this magnificent bird and I'm looking forward to more of your great work in the future
    1 point
  9. Hi and thanks for the nice words. I am sure you have seen this video, where I answer the question you are asking in detail (it has been up for a few days...)
    1 point
  10. Haha!!! Ich verstehe genau!!! That's just hilarious! Have a great weekend, Jan. Thanks for the laugh. -E
    1 point
  11. Jan, I know a lot of VR simmers actually use hard wired controls. In my case I have a full 737 quadrant from Jetmax, tiller rudder pedals and a yoke.. When I fly vr I only use the right manipulator for switches. All my trimming etc is on my yoke. Thanks for all the hard work
    1 point
  12. We have wrapped up nearly every bug now on the list. We are finalizing the FMOD tweaks now. It should be releasing shortly (ideally by the weekend).
    1 point
  13. This is an X-Plane bug which Laminar has addressed but not yet released to the public in the beta run.
    1 point
  14. Just wanted all VR flyers to know that I have spent pretty much the last 3 days with Mmerelles (Manuel from Patagonia, of all places!) to get the plane VR ready. We (well, mostly him) made a vrconfig.txt file and Tom is right now converting a lot of manipulators that gave us trouble to modern and VR friendly manipulators. I know that I said in the video that we won´t support VR control of the thrust levers in 1.31, but it turns out that we will - there will be a "clickspot" on both levers (towards that center gap) where you can grab and push them simultaneously. The only obstacles remaining to flying in VR that I see now are: poor resolution (depending on your headset it can be hard to read exact values off the instruments) inability to access the IXEG pop-out menus (need to do your flight setup in 2D) Need for rudder pedals (you can steer by grabbing the tiller, but for real crosswind operation you would need hardware rudders) Inability to "trim" easily in VR (although you can grab and rotate the trim wheel very naturally in VR, no pop-out handles yet, though) Necessity to return yoke to neutral to engage autopilot (it won´t snap back to neutral when you let go as it would in a real aircraft). We will have a dedicated thread for VR when 1.31 ships to collect feedback and ideas for improvement. Thanks again for helping, Manuel and also a big thanks to Matheson from VrLabs who also gave us valuable insight and helpful hints in making this happen natively. Cheers, Jan
    1 point
  15. @tkyler Hi and thank you guys for the v1.3 release. I'm here with a small (I hope) request: I made a librain integration for the previous version and I'm adapting it to v1.3. Everything is working except for the avitab z-depth obj, as you can see from the attached images. Would it be possible to have a solid surface for the tablet where the avitab window is rendered, in order to mask correctly the librain surfaces? Thank you in any case.
    1 point
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