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Showing content with the highest reputation on 06/26/2020 in all areas

  1. Ok..another week gone by. 60 more hours of rewrite on the FMS route editing and guess what, we're still easily 95% of the way done Seriously, we are into the more hardcore route editing features now, the really fringe type of data entry patterns...changing your mind "mid transition" selection for example, or selecting a STAR, then approach, going to other pages, then coming back to select another STAR, then TRANS, then swap to a runway with an extension, then shortcut points, etc. Testing earlier in the week had us redesign some other algorithms and we figured we should just power through the work now so it gets done right and we can move on to VNAV without worrying about fragile route editing. With the algorithm structure in place, what remains is simply comprehensive testing/debugging of those algorithms via diverse route entry patterns until the route builds as expected in all cases, for both Navigraph and Aersoft datasets. As soon as that happens, we'll get the patch out. We're working on it daily. -tkyler
    4 points
  2. Hello all. What started out as a 'quick bug fix" for our annoying gizmo '470' error has, over the last 80 hours in one week..... turned into a very significant rewrite of our route procedures editing code. I was hoping to have it done by this weekend, but we are not quite ready. We are easily 95% of the way though and will continue to push to get this rather significant FMS update out asap. Depending on the routes you enter, some may not notice much difference, but for others, the difference will be quite noticable with the "routes editing as expected". Of course there is no way we can try all the routes that all the user can. In one 14 hour day, I may enter 100 test routes, all at the same airport, so feedback after release will be much welcome. We have refactored our editing code to be much more maintainable and 'debuggable'. That being said, we are pushing the CDU entries pretty hard at lots of locations and will continue to do so right up until release. I MUST re-iterate...this is LNAV editing code, not the VNAV. VNAV calculations are built upon the LNAV route and so this is a major foundational step towards improving the VNAV. I suspect many routes will improve though with this update. After this route editing effort is stabilized, I will go over the waypoint restrictions and then the VNAV. Holds will come after. -tkyler
    2 points
  3. just having a laugh on my end at the back two passengers over here looking like the Jason Bourne Brothers
    1 point
  4. Hello All, This will serve as a formal forum announcement that we have released the version 4.9.5 update for SkyMaxx Pro. All customers who have purchased SkyMaxx Pro v4 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 SkyMaxx Pro v4 from today forward, your purchased download will already be updated to version 4.9.5 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-aviation.com/catalog/account_history.php 2. Find your original SkyMaxx Pro v4 download and re-download the file. It will download as the latest version! This release has experimental support for Vulkan if you are a Windows user. For Mac users, please be aware Metal is not supported. You may still enjoy this v4.9.5 update when running X-Plane in OpenGL mode. You may read why here. The following is a list of additions/fixes included: What's New / Changed: Fixes a bug that caused clouds to disappear entirely from certain views Minor performance tweak As always, thanks for purchasing from X-Aviation!
    1 point
  5. Thanks for the prompt feedback soon, will try and get some time on it tonight and give you some more feedback.
    1 point
  6. Due to many, MANY complaints, this effect was removed. Seems no matter how much we informed people it was realistic, they battled it worse each and every time. You're not doing anything wrong.
    1 point
  7. Hi, So I'm now convinced the missing shadows is due to (in my case at least) the previous installation and maybe incomplete or incorrect uninstallation of a competitor's weather product. Reason for thinking is that uninstalling SMP unexpectedly left XP11 in a very broken state (please refer to this thread for identical error message and circumstances https://forums.x-pilot.com/forums/topic/17008-sun_glow_sockedpng-critical-error/). After this error I clicked Steam's Verify Files Integrity which identified 39 files needing replacement. After this, I reinstalled SMP and noticed some shadows, but they weren't right... when viewed from an external camera, they would be positioned kind of in front of the camera and move weirdly in a different plane to the ground, rather than be positioned and orientated as they should against the terrain. At this point I decided there was unknown mess so trying to troubleshoot would take much longer than reinstall everything, so that's what I did. I copied my plugins folder to another HDD location so I could later quickly pull needed plugins back in easily, uninstalled SMP, RWC, ASXP and a couple of other bits such as OrbX scenery, then made sure to delete the X-Plane folder completely. Reinstalled X-Plane 11.50b11 from Steam, reinstalled SMP, ASXP and RWC and tested. Shadows all looked good now in several scenarios, so I spent the evening reinstalling everything which of course does take a long time. It's a big job. Result is that as of this moment, everything's working fine, including with the OrbX TrueEarth England scenery, and hopefully it will keep working. :) I know reinstalling everything isn't the first path people might choose to head down because it really can be a big job (and my setup is relatively straight-forward) but sometimes when things are broken like this was, it can work out to be quicker than the alternative. Hope this post helps others.
    1 point
  8. Thanks fpr the painter friendly texture mapping, it's really a joy to paint on your BN-2. :-)
    1 point
  9. For me some items are not restored too. These are: Fuel tank switches (both are opened at every flight start) Headphone plug (but volume is restored) Mixture Throttle Prop pitch Red electrics bar Edit: I found one more item: Fuel quantity
    1 point
  10. "Draw shadows on scenery" shouldn't matter; SMP draws its own cloud shadows outside of X-Plane's internal system. To see cloud shadows the best, try a broken cumulus cloud layer under good visibility conditions, and crank up the cloud shadow slider in SMP all the way.
    1 point
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