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Showing content with the highest reputation on 10/25/2023 in all areas

  1. We refuse to post specifics in public, because many times what we plan to do, never makes it to the final product. Then we have to deal with, "But they said they were going to do it! What happened?". And the reason can be 1 of many. If you really want to know what we're currently up to, I can give you that. Due to the changes made in XP12's engine model, Saso continues to work on "libturbine". He's also adding a few "extras". And me, I'm juggling 650, TBM and DC3 update work. The TBM is getting some polish on the 3D, textures and animations.
    2 points
  2. @Pils When the aircraft is 'populated', the weight and baggage is randomized "per passenger"...in addition, the per passenger contribution to the cargo vs. overhead is also considered and randomized. I do this for all aircraft seats. So the "possible" weight contributions "per seat" are determined first. THEN, I randomize the seating arrangement, and that is what shows up relatively evently on the graphic...but the actual values "per seat" I don't know. THEN...I add up all the occupied seats "per zone/station" and set the masses for those stations. We're still working through GUIs in VR Bulva....there as some headaches dealing with it, but we're looking at the integration for sure. -tk
    1 point
  3. https://www.x-aviation.com/catalog/contact_us.php
    1 point
  4. Several light problems and the issue with the engine start are already listet in the known bugs section and being worked on: https://forums.x-pilot.com/forums/forum/206-ixeg-confirmed/ https://forums.x-pilot.com/forums/topic/27266-take-command-ixeg-737-classic-plus-v151-update-released/ However I can confirm the taxi light bleeding through the galley floor: https://www.youtube.com/watch?v=un6iYNx1cYw&ab_channel=Stephan
    1 point
  5. It's been stated that the XP 11 version would be made available upon request, however you should contact X-Aviation Support via e-mail before making a purchase to get confirmation.
    1 point
  6. There is a bell curve randomness to the mass values themselves, to both pax and payload, but not to the seating locations, i.e. thats not a weighted algorithm, so it distributes rather evenly. As Jan mentioned, we discussed this but he said, 'were building a flight simulation, not a payload simulation', and in the end, the result is an overall weight and a CG location, which is settable more easily now. The main goal was to keep users "in the cockpit" for fuel/loading instead of having to go to the XP menus, which pauses the sim/sound and kills the immersion. I may revisit this at some point as a personal challenge, but the FMS/FMOD work are waiting for their turn and that will take quite a bit of time so I'm anxious to get started on that. -TK
    1 point
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