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Showing content with the highest reputation on 05/13/2023 in all areas

  1. Not for some time. The cockpit looks great in XP12, even after 13 years since its first incarnation. PBR effects are applied in several areas of the cockpit already. There is a limit to the resolution of the textures where more does not necessarily equal better and a specific balance was chosen at the onset. One thing that has not changed much over the years is monitor "dot pitch'...with a few exceptions (Apple's retina display). Having chosen a minimum distance from camera to surfaces that we consider reasonable for a good simulation experience....and also in consideration of anti-aliasing algorithms, we have found that going higher and higher resolution results in poorer detail at the nominal viewing distances and there is a 'sweet-spot' balance between resolution and anti-aliasing algorithms. Anti-aliasing gets less effective at 'too high' resolutions and you get more 'jaggies', not less. Sure, when you get the camera right up on the surfaces, they look good then, but if a real pilot had to get as equally close to a surface to see its detail, you would most certainly question his last eye exam. As such, we selected a nominal range of camera distances from surfaces for typical simming activites and developed our resolutions based on those use cases. Going any higher doesn't yield any worthwhile benefit in our experience as of yet. I'm not saying there's not room for improvements in a few areas...but relative to other ares of the 3D, its certainly one of the better textured areas and not at the top of the list for improvement.....and we're quite proud of how good it still looks in XP12 after 13 years. Nils Danielson did an unbelievable job of texturing the cockpit, best I've ever seen to this day IMO, and those who have experienced his work and the immersion it imbues (myself included) know what I'm talking about. We'll keep on eye on it, vs the state of the art technologically, and if there's something we feel we can do that will improve the immersion experience, we'll ceratainly put it on our wish / todo list and try and knock that out. -tkyler
    3 points
  2. Well that's some kinds of disappointment, I think I'd like to pay 15$ for an update in xp11, but anyway thanks for reply.
    2 points
  3. @Graeme_77 Got this fixed! Also I noticed the manual fuel pump wasn't working either. That's been corrected also. -tkyler
    2 points
  4. @Graeme_77I got this mostly fixed. In the one use case where you switch the knob between ADF / VOR, then the needle won't cross the 0º to get on the newly selected bearing....so depending on the delta between the tuned ADF/VOR relative bearings at the time of knob switching, the needle may swing "the long way around", i.e. more than 180º. This specific use case constitutes a special "transition mode" that I'm not in any hurry to fix as it only rears its head for about 0.5 seconds when swapping the ADF/VOR knob position, but preserves the continuity of the animation, which I feel is important for the immersion. -tkyler
    1 point
  5. Assuming I understand your SR22 "Load Manager" box correctly.... Fill:Max- currently indicates 45gal (of 46) each side. I'm assuming that means 45 usable fuel each side that results in a total of 90gal usable. It s/b- 40.5gal usable (of 42gal max each side) totaling 81gal (usable) or 84gal (total from both sides), 3 gal of which is unusable. 81gal is the number used for flight fuel planning purposes. Fill:Tabs- currently indicates 30gal each side- 60gal total. It s/b- 23.5 each side (usable)- 47gal total usable for flight planning purposes. ---- Also, I spoke with Nick at RSG and he fixed the problem found in the CommandMapping.ini. Audio panel lights now working (after I reminded him that the lights worked in the X-Plane 11 version of the RSG software. You should expect to see those changes from him . . . and I'm going to charge him a consulting fee. Just kidding. Thanks!
    1 point
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