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Cameron

X-Aviation
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Everything posted by Cameron

  1. Doing good, and hope the same for you! Enjoy the TBM!
  2. Sounds like glare from the sun. They are glass displays. Can you show a screenshot?
  3. LOGS! Very important! Words are useless without LOGS!
  4. Are you on Mac? If so you need to be sure to eject your previous DMG file!
  5. This is not helpful without your log.txt
  6. Re-download installer and try again please!
  7. This should now be solved with the just released update.
  8. Hello All, This will serve as a formal forum announcement that we have released the version 1.0.1 update for the TBM 900. All customers who have purchased the TBM 900 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 the TBM 900 from today forward, your purchased download will already be updated to version 1.0.1 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 TBM 900 download and re-download the file. It will download as the latest version! The following is a list of additions/fixes included: What's New / Changed: Soft crash due to bad CloseHandle use fixed Hard crash at startup due to failing CryptAcquireContext fixed Mac broken build fixed Minor texturing updates on labels As always, thanks for being a customer with X-Aviation. We appreciate your feedback and support! Enjoy these latest updates, and stay tuned to the forum as we continually announce the latest happenings.
  9. Certainly looks like a bug! @skiselkov will look at this soon after he wakes up in a couple of hours.
  10. @skiselkov will know better on this, but I don't think Laminar provides enough access in their API for this just yet. There actually are quite a few limitations in what VR allows for the moment.
  11. There will be, but not released yet.
  12. My *guess* here would be that you're exhausting resources between the TBM and xEnviro. I don't really know what xEnviro's depends on more (CPU or GPU), but it's possible the TBM and xEnviro on your machine are fighting for space and something has just gotta give. Unfortunately, comparing to other aircraft is really not a great way to diagnose anything here. We'd really need to see your resource usage with the CPU and GPU.
  13. Thanks! As soon as @skiselkov is back from a little bit of sleep he'll take a look at this for you.
  14. That's going to be your Bitdefender at work again.
  15. Just an update... @skiselkov is off to get some rest for a couple of hours and will be back on this one as soon as he wakes back up! It's going to take a little more brainpower than a lack of sleep provides.
  16. Thanks for the log. @skiselkov is off to get a few hours of sleep. We've all been working pretty tirelessly this week and he especially needs rest to think clearly. He'll be back in 2-4 hours to look further into this one.
  17. Thanks guys. We're workin' on it!
  18. We've pinned this one down and a fix is in progress. Actually has to do with some plugins not running on Mac.
  19. @skiselkov will be here soon to help you out and take a look! Can you also post your log file?
  20. Captains, In just less than 7 hours from the time I write this the TBM will be released (Midnight EST)! Today we are going to discuss rain effects, and as usual more can be seen in action on today's final livestream happening at 6:30pm EST (2230 Zulu). You can watch the livestream by clicking here! (Previously Recorded) Now, let's talk about precipitation! Although we often wish for it, not every flying day is sunny. Whether it's just a light shower, or a full blown thunderstorm, we have paid particular attention to make sure your simming experience will always be an immersive one. To that end, we have taken the "let's make it physically accurate" approach to rain simulation. So how does it work? The entire explanation is several thousand lines of C and OpenGL shader code long, but in short, it works roughly like this: 1) The rain simulation gets precipitation intensity from X-Plane 2) Based on the intensity it randomly generates where drops on the windshield have fallen (taking into account a host of factors such as window slant) 3) We computes forces on every portion of the windshield, such as acceleration, propeller thrust and wind velocity 4) We move the water around on the windshield, allow for things such as droplets to merge, evaporate and just roll around 5) Based on the depth of water at each point, we refract the light coming at you from the outside world, giving the illusion of looking through water droplets And the best part: it's all done on the GPU. GPUs are unbelievably scalable computational systems and can do this kind of simulation with relative ease. So we can get amazing behavior, such as the droplets being blown away by propeller blast with very little FPS cost (although the exact FPS impact will depend on the speed of your GPU): But be careful when flying in heavy precipitation. While on approach, the propeller blast and the aircraft's motion through the air breaks most of the droplets apart and helps clear the windshield: But slow down with little propeller thrust and the windshield can become absolutely innundated if the downpour is strong enough: And why we were simulating water flow, why not incorporate windshield temperature into the calculation as well and display ice as well? To deice the windshield in this case, in the TBM you have a choice of two systems (which can even be combined for maximum effect). There is the good old electrical heater. Powerful, but draws a lot of power, so the manufacturer has limited it to a small portion of the windshield: Or you can try to use hot bleed air used to heat the cabin. Simply redirect it to the windshield defrost vents and watch the ice melt away. But as you can imagine, both of these systems have their capacity limits. So don't expect to always have a clear windshield as if nothing was happening outside. We've set up the simulation to be as realistic as possible training a heathy respect for the weather and learning the limitations of the aircraft. We'll see you in the livestream linked at the top of this page, and more importantly, for the release that's only hours away!
  21. It takes two to tango. Navigraph has not been easy to work with or super responsive. This is the reason for lack of integration from them yet.
  22. Captains, Continuing on with our release date announcement series, today we are going to discuss maintenance wear and tear here, and seen in action on today's livestream happening at 6:30pm EST (2230 Zulu). You can watch the livestream by clicking here! (Previously Recorded) And now, let's talk about maintenance! While designing the TBM900 systems simulation, one our core areas of focus was on making a simulation that feels like you're caring for a real machine. And one of the things real machines require is maintenance. Now plenty of simulation vendors have implemented maintenance features. And quite often, in order to show it off, the programmers like to overdo it. I'm sure we can all share some stories of excessive plug fouling simulation. And because the effect is so pronounced, developers then need to make it an on-off option, so as not to annoy too many of their users. While fun at first, we feel this sort of approach mostly misses the goal of simulation: teaching. When the maintenance feature is overdone, it becomes overbearing, and users disable it. And when it's not there at all, users ignore it. In short, it becomes a gimmick. Instead, we want to give you the appreciation for what makes real aircraft tick. To that end, the TBM900's wear simulation features are NOT optional. They are always on. If you overstress the aircraft too much, it will reflect in accelerated component wear. For example, here we have a pilot who just inattentively shoved the throttle full forward on takeoff without considering the torque limit: How will this reflect on the aircraft model? Well initially not very terribly. When the aircraft was designed, it was designed with occasional mistakes in mind. The engine is equipped with a torque limiter, which will prevent catastrophic over-torquing of the engine. But over time, this will gradually build. How does this work in more detail? I'm afraid, we won't be able to avoid a graph here, but I will try to keep it informative. Here you can see how the aircraft roughly estimates component wear. For each component, we have a "stress factor" (which can actually be a number of inputs, such as temperature, torque, voltage, etc.). The more stress the component experiences, the faster the wear accumulates. This graph is very simple, in actual fact the system uses a much more complicated algorithm, but this should give you an idea. Treat your aircraft well, and it will carry you for a long time. But even if you mistreat it a little, it won't immediately combust. All of this then factors into our goal of showing you how the aircraft is put together. So when you bring up the maintenance manager, you will immediately notice that the aircraft not only has big blocks like "ENGINE". We break up each individual system into sub-components. Below you can see how the engine is built up: And yes, there are prices assigned to each service item. So each of the parts, assuming they are worn enough, you can either try to repair, or replace outright. Repairing is cheaper, but it may not get the aircraft up to fully a functional state. Replacing a component is more costly, but it restores full maintenance. The aircraft keeps track of everything you do in a maintenance log: I know you are dying to know the answer. Yes you can: Join us tonight on the livestream at the top of this post, and again tomorrow for a brief overlook of the custom graphical effects we've implemented for flight in less than ideal conditions! See you again soon!
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