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tkyler

IXEG
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Everything posted by tkyler

  1. I have to say that agree or disagree with Matthew, his words are well chosen and articulate and just the kind of thing I like to see here. He has been misquoted and misunderstood at least four times in this thread that I can count and his statement, "you should read what I wrote more carefully" is right on the money!! Xplane has nothing on the market that can compare with PMDG...true! X-Plane is a small market with (thus far) little return compared to the MSFS market....true! Nothing wrong with asking how many sales...and nothing wrong with telling him it's none of his business. Matthew has never said that x-plane devs could not attain what PMDG has...he's only speculated doubt that they will..and probably not because of anyone's lack of ability, but rather other factors like market size, incentive, and a few other factor, etc. Statistically, it's a reasonable argument but not one my personality subscribes to. I won't fault Matthew for it, but neither will I be bound by it. Flight will probably gain a very sizable following because MS have legions of followers and a 25+ year history of development. The man-hours put into that franchise is staggering and probably 10x or more what x-plane has into it. The fact that x-plane is even in consideration in discussions of flight sim is something to be proud of as we've accomplished a lot more with a lot less. There is NO WAY to know how things will unfold. x-Plane has a smoothness to it's flight model that even though some argue, there's no doubt that x-plane market is growing and growing and if you ask people their "switch" stories, it usually has to do with the "smoothness" and "fluidity" of the flight model. If Flight doesn't address that aspect, then they'll still be operating with a void. If they close that hole up and still allow realistic simulation..systems and all, it will be a tough act to follow. I switched because of the "feel" of x-plane and if I had feel AND systems AND scenery...what else can you ask for? Now that we're "fans" of x-plane and want it to succeed, lets hope Flight doesn't have it all. For those that only want a great sim and don't care who provides it....you can't fault them....as for me? I'm emotionally attached.
  2. Yee Ha! Found some time to do some stuff. The video shows the overhead with some slightly new switch textures and a "click" functionality instead of a drag. There's individual landing light action, though only one light dataref (even though two lights respond to it). Version 10 brings really incredible lighting to x-plane. I also addressed something that really bugged me in the current MU2 and that is the lack of systems simulation...in this case, the anti-ice current meter. Part of the procedures now have you checking the anti-ice system for operation and you cycle on the anti-ice systems and use the current meter to verify they're working. There's a selector knob you use to select the current source to meter..and of course the relevant switch has to be on to show a current. This makes the overhead nearly 100% functional. Not working is the 'map light'...being a spotlight...BUT in version 10!
  3. Nothing more to be said here. Matthew thinks one way, others think differently. My buddy here in the office "THOUGHT" that LeBron James and the Miami Heat would win the NBA championship....but he was wrong. I'd bet that Matthew would love nothing better to be proved wrong...and see a super high quality airliner sim for x-plane. At least by psyching himself up that an xp product can't be better, then at least he can't be disappointed.....only elated. It's a safe mentality.
  4. Well perhaps now you know why Plane-maker's nickname is "Pain-maker"! It's a very deep topic dealing with all that goes into modeling an aicraft and probably too deep to answer your questions in depth with all the "caveats" and "exceptions" however, we can address a few. For the horsepower, there's some checkboxes in the upper right corner labeled "FADEC". There's one there that says roughly, "don't exceed max power". Now WHY that's in there is a much more complex discussion regarding engine modeling, but in the absence of a really fine tuned engine model in x-plane, Austin gives us a few ways for us to get around it. Regarding engine RPM, the real limitation on the aircraft engine is due to stress levels which could cause the engine to fail. X-Plane doesn't model stress so the concept of a running 5800 for only a minute doesn't really mean anything. The fact that the engine CAN rev to 5800 is the best you can simulate with default functionality. If you were to use a plugin, you could monitor engine RPM and if the user left it over 5800 for more than a minute, you could fail the engine, but only with plugin programming, not through plane-maker. As far as the flying qualities, there are lots of things that can affect that and unless you were willing to let someone else look at your aircraft, no one could really say what the issue is as the "final result" is a balance of a lot of things to be checked.
  5. That's a pretty lame statement....using the word "ever". There was nothing in that video that can't be done in x-plane technically, or even right now. I assure you XP will have comparable products in time, I've seen them. The ixeg guys easily match if not exceed the PMDG 3D judging from the screenshots, but will remain to be seen if they can get the systems and sounds done. I have no doubt that someone will. X-Plane market is still in its adolescence relative to FSX don't forget...and from what I've seen, we're dealing with one talented adolescent. PMDG benefits from a well known marketing trait...and that is brand identity from being "the first", the first to provide a serious system simulation. Other companies could provide superior products yet most will still see PMDG as the pinnacle because the were the pinnacle first. Don't get me wrong, PMDG accolades are well deserved and they will always produce top work.....I'm simply reiterating that others will too for x-plane. If you ask me...I think PMDG is already a little behind artistically. PMDG on the left, ixeg guys work on the right. Those killer first shots from PMDG on their NGX were renders, not in-sim shots...now that you see it "in sim", it's not quite so rich looking. At least the ixeg guys claim their screenshot is insim...and knowing Morten the way I do, he wouldn't lie when asked about such things.
  6. of course not, I didn't take it that way.
  7. Dozer, sounds like perhaps you did not get notifications of the recent responses to this thread like you have in the past? In which case, that's beyond me.
  8. I do also apologize Tom...but also in the business world, decisions are made based upon statistics and you are, unfortunately, one of the "fringe cases"...a "3rd standard deviation datapoint" us geek engineers like to say.....1 in 100. I know that Cameron has made good efforts and I am doing the best that I can also. I assure you that, outside of laminar, nobody puts more time into x-plane development than I. The percentage of time you've received as a customer far exceeds your percentage of the customer base. This is not to say we don't care or are not trying, but sometimes, situations are such you simply have to say, "oh well". Version 1.5 of the Moo, when it comes out, will hopefully help the issue AND it will be a free release for existing customers so you will still have something to look forward to when the time comes. X-plane isn't going anywhere and it takes time to build the sim into the full-featured, robust and stable sim we all want.
  9. not as background images, but you can: 1.) Export your vector image as a high resolution bitmap and use that as a background OR 2.) Blender can import very simple DXF files. The DXF format supports a lot of different TYPES of entities..so if you can get your vector drawing to simple line types and export that to DXF, then you have a chance. You won't know till you try as the DXF importer is pretty picky.
  10. I have a particularly demanding individual beta testing the update for me and finding all sorts of stuff for me to fix...not terribly bad, but just wanted to let you know we are in those final testing phases.
  11. I have NO idea what you mean by that
  12. Paul informed me he was only polling the total fuel and he also indicated he wanted to put in a slight tolerance, I dont know if he did As long as the total fuel isn't increasing between flight loops you should be fine. I had originally programmed the MU2 fuel transfer system to add fuel to one tank, then subtract it from another which would cause "increased total fuel mass" if Pauls plugin read the fuel total between my adding and subtracting...I just reversed this and subtracted first, then added and it solved the FSE issue...of course that change is in the 1.5 update and not the current version
  13. Snap out of it man! *slap *slap. You're in the right business even if it takes a while. Return on investments can take years. You'll thank yourself later for fighting through it and regret it if you don't. Let's just get this V10 business out the door so we can focus on our own projects.
  14. tkyler

    MU-2

    Definitely not. I'll ask Cameron to look into your license status.
  15. tkyler

    MU-2

    Cameron will have to verify proper activation...he does sleep and travel occasionally so you might have to wait some hours if that's the case; however, to help diagnose the issue further..a few questions to start. What do you mean by "stuck in 2D view mode"? The MU2 doesn't have a "2D mode" as most people know it.....it only has a 3D mode. Have you tried the 'q' and 'e' keys to change the view? Do the views change? Try using CTRL-o and see if that puts you in a 3D view that you can control with the mouse or a joystick hat switch. And finally, are you able to grab and move the throttle levers with the mouse? and if so, does the torque on the engines rise?
  16. I have a "go ahead" to present on xp development, both aircraft and scenery...so barring any surprises, I hope to be able to do that. The presentation would be a general overview, mostly for the MSFS devs and not "tips and tricks".
  17. Certainly there's been talk about it and I think I myself will be attending...not completely confirmed but certainly desired. I know XA wants to attend also...so we'll see! I agree I'd like to see more x-plane get togethers...I have met some of the most fantastic people through x-plane....and every get-together has been loads of fun. It'd be nice to see that here in the US!
  18. excellent catch...that one slipped by me..........DOH!
  19. This is just good video-making pure and simple...well thought out and entertaining! Thought I'd share it
  20. Given my experiences over the years....this smells of driver issues, which can be quite troublesome. Have you tried "downgrading" back to the previous version Ola?
  21. It would depend on the owner since Falcos are highly "individualized". Some do have a rudder trim "plate", but I don't know anyone who has a roll trim adjustment on their Falco. It is not "stock" that is for sure (I have the plans). Now xplane WILL trim it though. If you use the roll trim keys, you can trim it in roll. This is because x-plane "hacks" the trim system by adjusting the ailerons and elevator instead of using "real" trim surfaces. So just use roll trim via keyboard commands...or set your joystick to use roll trim and you should be fine. I use it myself!
  22. I don't think you can draw SASL based stuff in 3D. I could be wrong though. It sure is cool though and long overdue! Anyone aware of whether or not SASL draws to the 3D texture for 3D usage?
  23. You know..it was an itch I scratched...and not terribly thorough, but perhaps someone wants to have at it and refine it. I don't think I'll mess with it again....feel free to grab and do whatever with it you like. Blender and PSD file included. http://dl.dropbox.com/u/955680/Osprey_GP5.zip
  24. So wanting to thoroughly get my mind off of x-plane development for the day, I decided to...well, make an aircraft "old school" One obj, 2D panel texture. Being a fan of wooden aircraft, I did a GP-5...a 'one off', wooden framed aircraft built specifically for air racing. To date, it's done close to 400 mph (640 kph) using a Chevy V8 Corvette engine tuned to around 700hp I think....they keep messing with it, no telling what the power is. To build such a specialized aircraft nowadays is rare..and to design/build it in wood, even rarer! Check the video and listen to that engine at 0:40s into the video! I want one of these!
  25. There are no custom sounds on the Falco no. They use x-plane default. Custom sounds are starting to make progress into add-ons though and I expect to see them more and more, including on my own stuff.
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