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ssimmons1958

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  1. darrenvox liked a post in a topic by ssimmons1958 in Threshold shared "Felis Completes Modelling of 747-200 Cockpit   
    Threshold shared "Felis Completes Modelling of 747-200 Cockpit | Thr...
                        What’s happening       Threshold shared         Threshold   Felis Completes Modelling of 747-200 Cockpit | Threshold   Felis has announced the completion of the cockpit modelling in his 747-200. The announcement comes exactly one year a...   Read more at Twitter           Threshold shared           Threshold   JustSim Releases Luxembourg (ELLX) Version 2 | Threshold   JustSim has released version two of their Luxembourg (ELLX) scenery for X-Plane 11. Luxembourg is the fifth busiest a...   Read more at Twitter           Threshold shared           Threshold   Ultra Weather XP V2.5.1 Released; Pro Version Possibly Cancelled | Threshold   The latest version of Ultra Weather XP includes many enhancements and fixes. The "Pro" version however may have been ...   Read more at Twitter           TheSkyLounge.TV shared           TheSkyLoungeTV   Drzewiecki Design Releases Chicago Airports X   In a post on their Facebook page, Drzewiecki Design has announced that they’ve released their much-awaited Chicago Ai...   Read more at Twitter           TheSkyLounge.TV shared           TheSkyLoungeTV   Orbx True Earth US Washington - Landing Lake Wenatchee State (27W)   So much time can be had just exploring these remote and picturesque airstrips.. There are just so many of them! Anoth...   Read more at Twitter           TheSkyLounge.TV shared           TheSkyLoungeTV   WX ADVANTAGE RADAR - TECHNICAL UPDATE 7   WX ADVANTAGE RADAR - TECHNICAL UPDATE 7 By rstough, 8 hours ago in Updates 1.1.2019.0514 rstough Posted 8 hours ago W...   Read more at Twitter    
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  2. ssimmons1958 liked a post in a topic by ssimmons1958 in  SkyMaxx Pro v4.8 Update   
    SkyMaxx Pro v4.8 Update!
    A free update for you!

    Hello Stephen,
    X-Aviation, Maxx-XP, and Sundog Software are proud to announce the release of SkyMaxx Pro v4.8! 


    Click here and login! Simply re-download your original SkyMaxx Pro v4 download to update! 

    Here's what's changed in version 4.8:

    What's New / Changed:
    New choices for cirrus, overcast, and cumulus cloud textures New user interface for choosing cloud textures; each cloud type now has its own configuration screen Fix appearance of precipitation in VR Suppress towering storm clouds above 40 degrees latitude (unless told to explicitly by an external injector) Fix cloud/terrain blending when using Real Weather Connector while only ground fog is present Fix fog / in-cloud effects in X-Plane 10 Improve accuracy of cloud altitudes Added backup weather download capabilities when using "always" mode in Real Weather Connector Fade time when cloud layers change increased to 30 seconds Fixed fog inside stratus clouds Fixed cloud shadows and other special effects in VR Fixed hard edges on solid & broken overcast clouds when viewed from above
    As always, thanks for purchasing from X-Aviation! We appreciate your business and look forward to serving you more in the future!

    Blue Skies,
    X-Aviation.com
     
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    X-Aviation
    WWW.X-AVIATION.COM  
  3. ssimmons1958 liked a post in a topic by ssimmons1958 in FS2Crew: FS Labs Airbus under Development!   
    [27 April 2019] Priority NOTAM:
     
    Please visit: www.fs2crew.com
     
    FS2Crew: FS Labs Airbus under Development!
     
    The Crew simulation you've always wanted for your FS Labs Airbus is well under development!
     
    No ETA, but the beta is starting soon! 
    Note:  The beta is currently restricted to real-world Airbus pilots.
     

     
    FS2Crew: Leonardo Maddog X Reboot Version 1.8 now Available!
     
    Version 1.8 is a nice update featuring some user requests.  All FS2Crew Leonardo Maddog owners should install it.
    All updates are built into the main installer only.  To obtain the update, login to your FS2Crew account, click "Completed Orders", re-download and re-install.
    There is no need to uninstall the old version first.
    The Change Log is available in the FS2Crew Support Forum at Avsim.
     
     

     
     
     
    'Pilot Assist Pro' for iPad/iPhone 2 week free trial continues!
     
    Take a Pilot Assist Pro for a free 2 week Test Flight on your iPad or iPhone.
     
    Click here to download it via the App Store.
     

     
     
     
    FS2Crew Spring Sales Event - 30 Percent off all FSX/P3D products!
     
    Use coupon code: SPRING2019
     

     
     
     
    Ultimate Ground Crew X
     
    Beta 2 is nearing completion and will be released to the beta team when complete.  This beta is looking pretty solid!  Won't say anymore!  
    I know, it's been an insanely long wait, but there is light at the end of the tunnel...
     

     
     
     
    You may opt out of this newsletter at any time by clicking the link below:
    Unsubscribe here
           
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  4. ssimmons1958 liked a post in a topic by ssimmons1958 in An updated version of LatinVFR New Orleans Int'l Airport KMSY -1.3   
    An updated version of LatinVFR New Orleans Int'l Airport KMSY -1.3
                  Hi Stephen,

    The product LatinVFR New Orleans Int'l Airport KMSY has just been updated.

    The seller has added the following message for this update:

    LatinVFR New Orleans KMSY P3dv4 update to 1.3
    Before installing this new version please make sure you uninstall fully KMSY v1.2. To find the uninstaller go to p3d/latinvfr/New Orleans_KMSY folder.
    1- Fixed some flickering with ground puddles
    2- Fixed flickering with terminal interior.
    3- Reduced brightness on the concrete texture
    4- Added exclusions for airport objects so that other addon objects do not appear.
    5- Among other small fixes…



    Thanks,

    The SendOwl  
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  5. ssimmons1958 liked a post in a topic by ssimmons1958 in Update on New Releases and Beta Versions   
    Update on New Releases and Beta Versions
                  Update on New Releases and Beta Versions View this email in your browser Stick and Rudder Studios
    Delighting The FlightSim Community   Dear Flight Sim Enthusiast, You are receiving this email because you indicated you were interested in beta and new releases from Stick and Rudder Studios.
    X-ATC-Chatter

    X-ATC-Chatter 1.6.1 is now officially released. This is a free upgrade to all customers who have purchased X-ATC-Chatter. 1.6.1 contains over 2,000 additional audio clips across multiple regions. In addition the X-Plane 11 stand alone player has some bug fixes and enhancements. Added a float dataref that can be used with FlyWithLua to change the volume level of the chatter. Corrected a problem on Windows where the stand alone player could create ASSERT errors when used with a non-English character set. Added an integration for the X-Plane 11.3 improved ATC voice system Created a separate OpenAL context even when working with the X-Plane OpenAL device in an attempt to cut down on the interference from other plugins sharing the same X-Plane context. Corrected code signing for OSX binaries for X-Plane 11 so they will work with Yosemite Corrected some problems with window placement in X-Plane 11 when multiple monitors or scaling was being used. Added code to prevent resizing of popped out windows If you purchased X-ATC-Chatter via the X-Plane.org store you can get access to this free update by simply logging into to your X-Plane.org store account and go to your downloads page and download X-ATC-Chatter.zip again.

    If you purchased X-ATC-Chatter directly from the Stick and Rudder Studios website then you will need to use the "View Product" link in the Gumroad receipt that was e-mailed to you when you purchased the product in order to download the new version. If you misplaced your receipt you can attempt to log in to your Gumroad library account to retrieve it. If you still can't find the receipt contact us at the link below stating the problem and we will email you a duplicate receipt. It may take up to a day for us to get you that duplicate.
      https://www.stickandrudderstudios.com/contact-us/
    In both cases the X-ATC-Chatter.zip file is quite large (~970 MB) so it will take some time to download it from either the X-Plane.org store or Gumroad.

    I want to thank all the volunteers who helped us add the over 2,000 extra clips to X-ATC-Chatter. If you are interested in becoming a volunteer please visit:
    https://www.stickandrudderstudios.com/x-atc-chatter-project/
    If you do not yet own X-ATC-Chatter you can view a demo video and purchase the product at either the X-Plane.org store or directly from the Stick and Rudder Studios website. The price is the same at both locations.
    https://store.x-plane.org/X-ATC-Chatter_p_890.html

    https://www.stickandrudderstudios.com/x-atc-chatter-overview/
    Active Beta Programs

    X-KeyPad 1.2

    X-KeyPad 1.2 is nearing the end of its beta test. 1.2 contains new features as well as support for OSX and Linux as well as the new XKE-40 device from P.I. Engineering. If you are interested in this beta you can join the discussions and get access to the beta drops on the forum:
    https://forums.x-plane.org/index.php?/forums/topic/161391-x-keypad-12-beta/
    X-Camera 2.4 and 2.3.3

    The beta for X-Camera 2.3.3 and 2.4 is underway. The primary purpose of 2.4 will be to take advantage of the new X-Plane 11 SDK that supports pop-out windows and scaled UI elements on 4K displays. Since 2.4 will require X-Plane 11 it will only run on that version of X-Plane. There are some enhancements that can be added that do not require the new X-Plane 11 SDK. For this reason we are going to put those enhancements into a 2.3.3 release first before starting 2.4

    Once 2.3.3 is released we will continue to support it on X-Plane 10 but it will not be getting any of the enhancements targeted for 2.4. X-Camera 2.3.3 and 2.4 will be a free upgrade for all X-Camera 2.x customers. We will also maintain the current set of functions that work in the unregistered version of X-Camera.

    Here is a list of the enhancements we will be attempting to get into X-Camera:

    https://www.stickandrudderstudios.com/answers/categories/2-4-feature-requests/?question_type=all&search=
    There has already been some progress on 2.3.3. You can gain access to the beta and follow its progress by visiting the forum:
    https://forums.x-plane.org/index.php?/forums/topic/161883-x-camera-24-beta/
    We would like to thank all of you for your continued support of Stick and Rudder Studios. For those of you who prefer to purchase your X-Plane add-ons from the X-Plane.org store you can see all of our product listings here:
    https://store.x-plane.org/StickRudderStudios_c_382.html   If you would like to be removed from the Stick and Rudder Studios mailing list or change your subscription preferences do so using the links at the bottom of this email.

    Sincerely,

    Mark
    Stick and Rudder Studios, LLC.  
     
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  6. ssimmons1958 liked a post in a topic by ssimmons1958 in DRZEWIECKI DESIGN - CHICAGO CITY X FSX P3D FSW   
    says it released today
     
    C O M P A T I B I L I T Y
    Chicago City X is compatible with Chicago Airports X by Drzewiecki Design, all ORBX products, all PILOT’S products and all Megascenery products. It is also expected to be compatible with most other airport add-ons from the area.
     
    SOURCE INFO
    simMarket: DRZEWIECKI DESIGN - CHICAGO CITY X FSX P3D FSW
    SECURE.SIMMARKET.COM DEVELOPER POST LINK :  
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    simMarket: DRZEWIECKI DESIGN - CHICAGO CITY X FSX P3D FSW
    SECURE.SIMMARKET.COM  
  7. ssimmons1958 liked a post in a topic by ssimmons1958 in Orbx-The 2019 May Madness sale is here ✈   
    The 2019 May Madness sale is here ✈
                  We're all mad here...
    View this email in your browser May Madness Sale now on at OrbxDirect
    It's a bird... It's a plane... no, it's May Madness! All throughout the month of May we are offering half off all of our regions including the popular TrueEarth line and all of our base products - and most of our airports are discounted as well. 

    Now is the time to grab whatever you've had your eye on as this will come to an end on 1st June 2019 at 01:00Z. Head on over to OrbxDirect and embrace the madness today! 
    -50% TrueEarth GB Central - XP11 -50%  Global Base - FSX/P3D -50% LOWI Innsbruck - FSX/P3D -50% NA Pacific Northwest - FSX/P3D -50%  EGHI Southampton Airport -  XP11 -50%  CityScene Orlando - FSX/P3D    
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  8. ssimmons1958 liked a post in a topic by ssimmons1958 in UPDATE: TOGA PROJECTS - ENVSHADE P3D-patch_1.0.8.exe   
    UPDATE: TOGA PROJECTS - ENVSHADE P3D
                  Dear simMarket Customer,

    at simMarket you can now find an update or new version of your product:

    TOGA PROJECTS - ENVSHADE P3D

    You will find the link to download this update in your user account -> orders listing -> order number:

    Envshade_patch_1.0.8.exe

    This new Envshade update allows a full compatibility with the latest Prepar3D v4.5 hotfix. Earlier versions of Prepar3D v4 are still supported.


    Reapplying the shaders to your simulator through Envdir is necessary after installing this patch.

    For questions and support please contact:

    SITE: http://togapjcts.wixsite.com/toga
    FORUM: http://togaprojects.proboards.com/
    E-MAIL: togapjcts@gmail.com

    Best Regards,
    The simMarket Team

    ------
    simFlight GmbH
    Werner-von-Siemens-Str. 28
    24568 Kaltenkirchen
    Germany  
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  9. ssimmons1958 liked a post in a topic by ssimmons1958 in [FSPS Store] File has been updated-FFTF_Dynamic_P3Dv4   
    [FSPS Store] File has been updated
                    Hello Stephen Simmons,     Product file has been updated and now available for download:
    FFTF_Dynamic_P3Dv4
    Version: 1.5.1 Compatibility with P3D v4.5 Hotfix 1
     
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  10. ssimmons1958 liked a post in a topic by ssimmons1958 in Bundled WX Advantage in P3D v4.5 Hotfix   
    Bundled WX Advantage in P3D v4.5 Hotfix
              Military Visualizations <noreply@sendowl.com>
    12:17 PM (2 hours ago)     Reply to me          
      Hi Stephen,

    You are on record as having bought the DHC-3 Otter Standard Edition from our store.

    Lockheed-Martin have just released a hotfix for P3D v4.5 (4.5.12.30293). 

    This patch will fix the CTDs when running the Wx in Prepar3D v4.5 with the LM hotfix: 
    https://milviz.com/Online_products/wx/MV_WX_Radar_v1.190514.zip

    Download & install (AV off as usual)

    If you have more than one MV plane with bundled Wx, this program will find instances and update them all in one shot.

    If you have the stand-alone WX, this program will not update it. Please refer to REX.

    Due to the nature of the email update system you will receive a copy of this email for each of your Wx bundled products. I apologise for the inconvenience.

    As always, for information on this release, product & installation support, or to report any issues you may be having, we would please ask that you join our product forums. Please contact me (oisin@milviz.com) for registration information and details.  

    Your continued support and loyalty is greatly appreciated.

    All the best,

    Oisin Little

    Production Manager
    Military Visualizations
    77 Mont-Royal West, Suite 402
    Montreal, QC
    Canada
    H2T 2S5  
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  11. ssimmons1958 liked a post in a topic by ssimmons1958 in st Flight-VC10 Professional - v1.22 Update   
    VC10 Professional - v1.22 Update
                  VC10 Professional - v1.22 Update

    Dear Sir/Madam,
    We're writing to let you know that new v1.22 software for our VC10 Professional add-on is now available, providing a number of fixes and updates.
    Please see the VC10 Professional Support page for more details.
    If you log in to your Just Flight account and click on 'Your Orders', you will be able to re-download the installer to get the latest v1.22 version of the aircraft.
    Best wishes,
    The Just Flight Crew
    You are receiving this email notification because our records show you have a valid order for this product. Click on the Unsubscribe link below to stop receiving Just Flight emails. Please do not reply to this email as it is sent from an unmonitored address.
    You can contact us via the Just Flight website.
    Unsubscribe
    JustFlight London Limited, St Georges House, George Street, Huntingdon, PE29 3GH, United Kingdom
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  12. ssimmons1958 liked a post in a topic by ssimmons1958 in Just Flight-Canberra PR9 - v3.4 (FDE) Update   
    Canberra PR9 - v3.4 (FDE) Update
                  Canberra PR9 - v3.4 (FDE) Update

    Dear Sir/Madam,
    We're writing to let you know that the flight dynamics of the Just Flight Canberra PR9 have now been enhanced.
    The new FDE provides:
    Much better (read 'dangerous: will kill you if you mess it up') low speed single-engine handling Smoother all-round flight Better harmonisation of controls Improved engine performance and behaviour and easier to exceed service ceiling If you log in to your Just Flight account and click on 'Your Orders', you will be able to re-download the installer to get the latest v3.4 version of the Canberra with the updated FDE.
    Have a good weekend!
    Best wishes,
    The Just Flight Crew
    You are receiving this email notification because our records show you have a valid order for this product. Click on the Unsubscribe link below to stop receiving Just Flight emails. Please do not reply to this email as it is sent from an unmonitored address.
    You can contact us via the Just Flight website.
    Unsubscribe
    JustFlight London Limited, St Georges House, George Street, Huntingdon, PE29 3GH, United Kingdom
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  13. ssimmons1958 liked a post in a topic by ssimmons1958 in The VSKYLABS C-47 Skytrain Flying Lab Project AU build 2.8.01 New Update   
    The VSKYLABS C-47 Skytrain Flying Lab Project AU build 2.8.01 New Update
                  The VSKYLABS Store Contact         The VSKYLABS C-47 Skytrain Flying Lab Project AU build 2.8.01 New Update
      The VSKYLABS C-47 Skytrain Flying Lab Project version v2.8.01 was officially RELEASED!


    *Down below, at the end of this message, there are important notices - don't forget to have a look!

    New version v2.8.01 has set the foundations for the future update plan to version v3.0.

    The VSKYLABS C-47 Skytrain FLB is now representing a comprehensive C-47/DC-3 simulation, beefed up with exciting new features and systems.

    Here are v2.8.01 features highlights:
     

    The project is 'VR Ready': VR functionality is a part of the project aspects which are constantly under evaluation and development for reaching higher level of immersion as the VR features and possibilities are growing.
    Highly accurate performance and handling simulation of the DC-3/C-47, along with a full set of traditional/old school radio, navigation and autopilot systems.
    Workhorse for practicing DC-3/C-47 pilot skills: Experience authentic flight performance and handling practices (takeoff, landing, single engine operations, flight planning, long range flights and old school navigation). It is a perfect platform to recreate and fly historic routes using authentic performance.
    Unique look and feel: There is nothing to hide - the VSKYLABS DC-3/C-47 is a mixture of a simplified yet very engaging design.
    Systems - All the relevant systems are being simulated, including a fully featured cockpit, equipped with the C-47 authentic cockpit layout and VFR/IFR instruments.
    Highly defined engines/propellers systems with an authentic feathering system. Superb two and single engine performance.
    Here are some of the more unique systems which were added in v2.8.01: 
    Two speed Supercharger blowers - based on the PW-1830-90C engines model, equipped with lo/hi blowers. The high blower configuration is allowing high altitude cruise.
    Oxygen system - including crew dilution/regulator, pressure indicator and functional flow-indicator ("Blinker"). Do not forget to enable hypoxia in X-Plane's general settings menu.
    Fire Extinguisher system - including fire indication system. The fire extinguisher control panel is located behind the hinged cover on the cockpit floor, between the pilot/co-pilot's seats.
    Damage simulation - engines are sensitive to rapid spool-up. Engine abusement will result in severe damage to the engine/engine fire. Stressing the airframe will result also in severe damage, following a visual representation of the damages, including prop-strike visualization and loss of control surfaces both visually and within the flight dynamics model.
    Interconnected fire, cockpit smoke and ventilation setup (in case of fire, open the windows to ventilate smoke out of the cockpit).

     
    Sperry Autopilot - Old school autopilot is configured.
    Anti-Icing/De-Ice systems, including icing and rain visualization (non-librain).
    Skis - Animated, incorporated in the flight dynamics model.
    Aircraft Performance: Aircraft performance and handling qualities were designed and tested in a "Research level" approach and went through a validation process of more than 300 hours (up until now) of flight testing and evaluation by real-world C-47/DC-3 pilot...stretching X-Plane to its limits.
    Easy to operate by beginners: All relevant systems are simulated but with the focus on getting the “Flying Lab” airborne without the need to go through a long “ground school” (although it is highly recommended to get familiar with the C-47/DC-3 in order to stretch out all of its potential).
    Still under development with a long-term development plan for the package, which will include continuous work and refinements on the Flight Dynamics Model, systems, and modeling.
    STMA Autoupdater included.

     
    Important notice #1:

    The VSKYLABS C-47 Skytrain FLP Project is featring the STMA Autoupdater plugin, which means that it is mostly probable that most of the users got the latest update automatically, already. However, the store package was updated with the new project build (v2.8.01). It is highly recommended to download and use the new build, as it is better to keep the gap between the store build and the autoupdater incremental build as low as possible.

    Improntant notice #2:
    It is highly recommended to register to the VSKYLABS Store, as you will be able to log into your account, check your purchases and download them for updating or backup purposes whenever you need.

    Registering to the VSKYLABS Store is straight forward. All you have to do is to register to Sellfy using their main webpage: https://sellfy.com/
    (Don't be confused by the 'Open my store' option. It is a free feature for all Sellfy users, and of course you don't have or need to use it).

    Keep in mind that you have to register with the same email addressed that you've been using to purchase your products in the VSKYLABS Store. Once you are registered to Sellfy, you may log into your account at the VSKYLABS Store.

    Thank you for flying VSKYLABS!

    JMH - VSKYLABS  
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  14. ssimmons1958 liked a post in a topic by ssimmons1958 in TrueEarth US Washington Details Announced   
    TrueEarth US Washington Details Announced
    TrueEarth US Washington (TEUSWA) covers a huge 91,875 square miles (237,956 km²) which is most of the state of Washington, USA and also parts of British Columbia, Canada and Oregon, USA. Please refer to the coverage map below for the specific boundary. The place markers shown are where we have added cityscape 3D models for Seattle/Bellevue, Everett, Victoria, Spokane, Tacoma, Olympia and Yakima. There are many hundreds of POI models also throughout the entire state.
    We have continued to develop PBR autogen technology especially for X-Plane which allows for region-specific houses to be placed accurately to ensure maximum immersion.
    What really makes TrueEarth Washington unique are the Points of Interest. We have over 1,000 iconic landmarks - from Victoria and its beautiful harbour to the Seattle city skyline, its stadiums and vibrant waterfront – all based on 2018 and 2019 data. You won’t find a more comprehensive and up-to-date Washington flying experience anywhere!
    Features:
    91,875 square miles (237,956 km²) of hand-corrected, crisp, color-matched aerial imagery New PBR autogen technology developed especially for X-Plane 11, allowing thousands of realistic looking PNW-themed houses and buildings to be placed at a realistic height with minimal impact on performance 1,174 custom-modeled PBR 3D POIs! Over 500 million trees placed correctly based on detailed land use and high-resolution height data 42.6 million buildings at their correct height and location where data is available Major Cityscapes for Seattle, Bellevue, Victoria, Tacoma and significant buildings in Everett, Olympia, Spokane, Kennewick & Yakima VFR landmarks such as masts, wind farms, churches, power-lines, and lighthouses are all accurately placed. Hand-placed and custom modelled 3D landmarks placed throughout the scenery such as bridges, skyscrapers, stadiums, cranes, tanks, piers farms, and monuments – this is especially noticeable in city areas Sharp and detailed 10-meter mesh brings out stunning detail in natural features such as mountains, coastlines and valleys Superb watermasking along the entire coastline and most rivers and lakes Accurate road and rail network blended into the aerial imagery with moving traffic Summer season only with full night-lighting supported TrueEarth US Washington will be exclusively available via the new Orbx Central 4 to take advantage of all of the new features and Windows/macOS/Linux support out of the box. Central 4 includes many highly requested features including faster downloads and custom install locations. Look for a separate announcement for Orbx Central 4 soon!
    In addition to these features, users will get free service packs for life as well as more POI models in future updates.

    TrueEarth US Washington will be available mid-June from OrbxDirect for AUD $69.95 (approx. USD $49.70/ €44.25 / £38.20). Please note this does not include the optional HD pack which will need to be purchased separately.
    The HD pack provides a higher fidelity experience for those with more powerful machines Optional HD Pack
    TrueEarth USA Washington uses efficient and optimised autogen, tree, 3D model and building facade textures for great performance on almost all mid-spec PCs, however for more powerful PCs with GPUs with at least 11GB of VRAM, we recommend purchasing the optional HD pack for better fidelity and clarity.
    This pack includes:
    1024 and 2048 texture options for all 3D models and autogen 2048 textures for the Terraflora trees BONUS WA56 Israel's Farm Private Strip included Enhanced replacement and additional 3D buildings for the Seattle urban airports, designed to enhance the XP11 Gateway airports A control panel so you can toggle between SD, HD and UHD textures We recommend a PC with an i5/i7/i9 class CPU clocked to at least 4.6GHz or higher and a Nvidia 1080 class GPU with at least 11GB OF VRAM to use the HD Pack. We will be previewing more detailed screenshots from the HD Pack as development continues.
    The TrueEarth US Washington optional HD pack will be an additional $14.95 AUD (approx. USD $10.60/ €9.45 / £8.15)
      Copyright © 2018 Orbx Simulation Systems Pty Ltd, All rights reserved.

    Orbx Simulation Systems, PO Box 312
    Toowong, Queensland 4066 Australia

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  15. ssimmons1958 liked a post in a topic by eaim1973 in REX Simulations To Port Products to X-Plane   
    REX Simulations To Port Products to X-Plane
    By: Sam Clark April 27, 2019         Uber-popular Prepar3D/FSX developers REX Simulations have announced in a live-stream that they're working with X-Plane in a bid to port Environment Force, a product that is currently in beta for Prepar3D, to Laminar's sim.
    The developer is also known for Sky Force 3D, which is a full solution for weather, with both textures and an engine included.
    The clip, broadcast on Twitch just an hour or so ago, sees the developers discuss whether they should even be talking about the subject (X-Plane) in this live-stream, before giving in and saying the following:
    "We're working.. we can disclose that.. we are working with some tests with X-Plane. Obviously we need to get this product out first but the idea is to even to port this to X-Plane. The answer is yes. I'd say we are in the development phase - an early one."
    You can find out more over on the REX Simulations Twitch channel, which you can find here.
    NOTE: All screenshots used in this article are from the Prepar3D/FSX versions of REX's products.
    We apologise for the clip being cut off somewhat - the full VOD can be found here.
     
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    REX Simulations To Port Products to X-Plane | Threshold
    WWW.THRESHOLDX.NET Uber-popular Prepar3D/FSX developers REX Simulations have announced in a livestream that they're working with X-Plane in a bid to port Environment Force to Laminar's sim. | Threshold: Question the Answers.  
  16. ssimmons1958 liked a post in a topic by ssimmons1958 in CARENADO 390 PREMIER IA X-PLANE 11 RELEASED   
    CARENADO 390 PREMIER IA X-PLANE 11 RELEASED
                  CARENADO 390 PREMIER IA X-PLANE 11
    RELEASED CARENADO 390 PREMIER IA X-PLANE 11

    Features:
    -High-end 4k PBR (Physically-based Rendering) graphics throughout, with ultra-realistic materials rendition (Dynamic reflections, realistic metal and dielectric materials, etc.)
    -Fully customized in-depth annunciator logic/aural warning logic/throttle logic  with functioning latches, optimized for VR.
    -Custom Proline21 avionics system, all featuring detachable pop-up windows
    -Integrated FMS with detachable pop-up window (Laminar default)
    -Custom Autopilot with detachable pop-up window
    -Rain effect support
    -In-depth FMOD sound design implementation, including distance effects, realistic prop reversal effects, etc.
    -Extensive VR support
    -Extensive HDR lighting with gimballed 3D lights and dynamically illuminated ice lights for amazing night lighting effects
    -Goodway compatible
    -Engine design optimized for XP11.30’s jet engine model
                     
    SOURCE INFO
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  17. ssimmons1958 liked a post in a topic by ssimmons1958 in ATR 72/42 Payware for FSX/P3D/FS2004 NOW Freeware from SimShack   
    ATR 72/42 Payware for FSX/P3D/FS2004 NOW Freeware from SimShack
                  The previously payware ATR 72 and ATR 42 from Virtualcol has now gone
    freeware and you can now purchase/download this free of charge from
    SimShack.

    This software used to be payware however, Virtualcol has released this
    package as freeware to the community.

    It's a great package that features solid ATR models for FSX, FSX:
    Steam Edition, Prepar3D (including v4) and FS2004.

    The packages include over 37 repaints for various real-world airlines.
    The packages include a fully custom virtual cockpit (VC) along with
    the many features such as a user manual, fully functional gauges -
    everything you can expect from a payware product.

    SimShack is able to provide this package to you thanks to our
    arrangement with Virtualcol.

    This packages have all of the features you can expect from a payware
    add-ons such as a detailed manual, full 3D virtual cockpit (VC), over
    37 paints but it is now free!

    You can download the ATR 42 here:

    https://www.simshack.net/products/free-atr-42-series-fsx-p3d-fs2004-1669

    You can download the ATR 72 here:

    https://www.simshack.net/products/free-atr-72-series-fsx-p3d-fs2004-1670

    If you like the software, please post a review once you have used it.

    Enjoy the free software,

    Your team at Fly Away Simulation

       
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  18. ssimmons1958 liked a post in a topic by ssimmons1958 in X-Plane: Free TBM 900 v1.1.9 Update From X-Aviation   
    X-Plane: Free TBM 900 v1.1.9 Update From X-Aviation
                  TBM 900 v1.1.9 Free Update! View this email in your browser HotStart TBM 900 v1.1.9 Update!
    Ready for download now...

    Hello Stephen, X-Aviation and HotStart are proud to announce the release of the TBM 900 v1.1.9 update.

    Click here and login! Simply re-download your original purchase.

    Here's what's changed in version 1.1.9:

    Improvements / New Features:
    New ground steering model to put an end to the unstable takeoffs & landings. Implemented GPU rental costs. Added hand-towing option to the sidebar drawer. XP11.30 engine changes during startup to produce a lower startup ITT spike. Added inertial separator transition sounds. Pressing TIMER on the yoke automatically brings up the TMR/REF page. AviTab support integrated into yoke-mounted tablet. Tablet now stows in the door pocket. You can still use the USB ports to summon it, but this will be removed in a future update. Reworked pressurization schedule. The system will now gradually change the cabin pressure target as we are nearing the destination, instead of going to it immediately on takeoff. Pressurization won't fling open the OFV fully on landing, but modulate until equalization has been achieved. Corrected high-altitude performance to be within +-2 knots of POH tablets. Implemented configuration-dependent KIAS errors to match POH values. Implemented sidebar drawer smooth animation. AOA sensor failure separated out from AHRS and now individually settable in "Edit Failures" window. Visual configurations window now includes option to use older custom heatblur effect. Expired databases show in amber on MFD splash screen. Replaced G1000 manual link with one for the TBM850 & TBM900.
    Bug Fixes: Battery recharge button in maintenance manager was incorrectly disabled. Restructured battery voltage drop with load to give more realistic red battery voltage indications during start. Fixed CAS message pixel alignment issues. GPH indication on EICAS should properly respond when moving into or out of CUTOFF. Electronic checklist was asking for "FUEL SEL" to OFF in a few places, when it should have called for MAN instead. Gear wear was using incorrect sideslip computation. Rudder propwash force correction could end up taking reverse thrust into account, when it shouldn't. Fixed missing pitot & static covers Low-fuel instability wasn't powerful enough. Fixed prop overspeed on reverse with slow forward motion. Workaround for ReShade bug causing hang in its OpenGL hooks DLL. ODB was missing minimum download speed clamp to abort if the download is slow. Don't try removing the odb directory if it didn't exist to avoid a spurious error log message. glutils drawing wasn't properly disabling vertex arrays, leading to potential crash.
    As always, thanks for purchasing from X-Aviation! We appreciate your business and look forward to serving you more in the future!

    Blue Skies,
    X-Aviation.com Copyright © 2019 X-Aviation, All rights reserved.
    You are receiving this e-mail as a customer to this product

    Our mailing address is: X-Aviation P.O. Box 290213 Port Orange, FL 32129
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  19. ssimmons1958 liked a post in a topic by ssimmons1958 in Orbx-LIEO Olbia Costa Smeralda Airport-Update v1.05   
    Orbx-LIEO Olbia Costa Smeralda Airport-Update v1.05
    Go to FTX Central To Get It
     
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  20. ssimmons1958 liked a post in a topic by ssimmons1958 in New RealTimeFlight Manager Program released   
    New RealTimeFlight Manager Program released
                  Dear Stephen Simmons,

    New 'RealTimeFlight Manager' program released.
    This program helps flight simulator users to start their flights in real world’s current local time in any airports around the world.
    It is not matter where you live or what your system time is, this program sets correct local time in airport you start your flight.

    For more information and download visit our website (simelite.com), on top menu, open Products, then click on 'RealTimeFlight Manager'

    Best Regards,
    SimElite Solutions Admin  
    SOURCE INFO
    DEVELOPER POST LINK :  
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  21. ssimmons1958 liked a post in a topic by ssimmons1958 in First TrueEarth USA Sneak Peek!   
    First TrueEarth USA Sneak Peek! ✈
        Our cutting edge TrueEarth technology is coming to the land of the free! TrueEarth USA Washington 

    This sneak peek really shows off the diversity of this amazing new region. Make sure to join our forums and keep an eye on our Facebook and Twitter pages for the fully detailed announcement coming up next week!    100% PBR Airport Coming Soon! 

    Last week, JV teased the above images which have come from an upcoming airport project for X-Plane 11 and Prepar3D v4. We are working in tandem with the Turbulent team in order to bring you this new tech, and new workflows mean that we can release the P3D and XP versions very close together if not at the same time! 

    This airport is our first to be built using 100% compliance to the correct PBR standards for all materials. If you look at the shots, you can see that the detail isn't just on the ground services equipment but also on the apron on which they sit. The incredible level of detail on the baggage lifter does not mean it is an FPS hog. The original model was made up of over 24 million polygons and that model was used to create the PBR map for a lower poly target. This means you get an amazingly detailed airport without the high-poly penalty.
     
    Likewise, with the entire airport being PBR, the apron reflects light based on each material used such as asphalt, paint, metal grates and puddles etc. The lighting changes depending on the time of day, level of cloud cover, rain etc.

    Just don't ask us which airport it is, because we're not confirming anything yet!
    READ THE FULL FORUM POST HERE   Copyright © 2018 Orbx Simulation Systems Pty Ltd, All rights reserved.

    Orbx Simulation Systems, PO Box 312
    Toowong, Queensland 4066 Australia

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  22. ssimmons1958 liked a post in a topic by ssimmons1958 in New FSTrackers V2.5 released   
    New FSTrackers V2.5 released
                  Dear Stephen Simmons,

    New FSTrackers (Flight Simulator Tracking System) version V2.4 released. After releasing V2.0 to V2.4 of FSTrackers, we received feedbacks from some of our users so we made important changes to solve existing problems.
    If you tried V2.0 to V2.4 and you had problem tracking your flight or problem loading flight plan into FSTrackers program, please try this new V2.5

    There are very important hints you should know them before using FSTrackers system. please read them first Here.

    If you haven't used FSTrackers before, we encourage you to use it now! You can visit FSTrackers website (fstrackers.com) to download necessary application (download link is at the bottom left section of screen) and start enjoy tracking your flights.

    If you faced any problem or Error, let us know by sending an email to support@simelite.com.

    Best Regards,
    SimElite Solutions Admin  
    SOURCE INFO
    DEVELOPER POST LINK :  
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  23. ssimmons1958 liked a post in a topic by ssimmons1958 in VC10 Professional - v1.21 Update   
    VC10 Professional - v1.21 Update

    Dear Sir/Madam,
    We're writing to let you know that new v1.21 software for our VC10 Professional add-on is now available, providing a number of fixes and the addition of some new call-outs and custom sounds.
    Please see the VC10 Professional Support page for more details.
    If you log in to your Just Flight account and click on 'Your Orders', you will be able to re-download the installer to get the latest v1.21 version of the software.
    Best wishes,
    The Just Flight Crew
    You are receiving this email notification because our records show you have a valid order for this product. Click on the Unsubscribe link below to stop receiving Just Flight emails. Please do not reply to this email as it is sent from an unmonitored address.
    You can contact us via the Just Flight website.
     
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  24. ssimmons1958 liked a post in a topic by ssimmons1958 in X-Aviation and Digital Replica-Cessna 310L v1.1.0a Released!   
    Cessna 310L v1.1.0a Released!
    Download it now...

    Hello Stephen, X-Aviation and Digital Replica are pleased to announce the release of the Cessna 310L v1.1.0a update! Read below to see the changes!
     
    login! Simply re-download your original download to update!


    Here's what's changed in version 1.1.0a:

    What's New / Changed:
    Fixed librain graphic error. Fixed fuel gagues broken on 1.1.0 implementation. Reworked cockpit view limits. Particles effect adjusted. Adjusted autopilot pitch.   As always, thanks for purchasing from X-Aviation! We appreciate your business and look forward to serving you more in the future!

    Blue Skies,
    X-Aviation.com Copyright © 2019 X-Aviation, All rights reserved.
    You are receiving this e-mail as a customer to this product

    Our mailing address is: X-Aviation P.O. Box 290213 Port Orange, FL 32129
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  25. ssimmons1958 liked a post in a topic by ssimmons1958 in Developer's diary - Traffic Global for X-Plane 11   
    Developer's diary - Traffic Global for X-Plane 11
    by Jim Keir (Developer)

    Hello! Welcome to the dev diary for Traffic Global for X-Plane – TGXP to friends. I’m going to be talking about how this came about, what it does, what it doesn’t do, why, and quite a lot of what goes into making it work. There’s going to be a certain amount of techy background detail – hey, it’s a dev diary – but I want this to be open to anyone with a little interest in what goes into making your sim a nicer place to be.

    January / February / March


    Dev Diary for Traffic Global XP – March

    Welcome back! After dealing with providing aircraft models and the actual traffic database – at least partly – last month, it’s time to take a step back and look at some of the design choices that were made, and why.

    The big question of course is “what are we trying to achieve?”. Well… traffic. In the sim. Speaking as a real-life (if very occasional) pilot who flies near London I’d love nothing more than to remove a great deal of traffic! However, there’s no question that in-sim there are far fewer other aircraft around and if you’re going for “as real as it gets”, that’s a problem.

    So, once again, what are we aiming for? You might say “as real as it gets but c’mon guys it’s a simulator”. I was reading a forum thread the other night about a completely different traffic product which had a long sequence of posts along the lines of “… yeah, but my local airport, Hicksville Muni, added three parking spots on the grass last week and does this product that was released 18 months ago use them? Does it heck. What a waste of money.”


    Sim Heathrow - not quite the same as the real Heathrow

    One of the earliest design choices to be made was how dynamic the traffic would be. In other words, it would be technically possible to use a live traffic feed, or some kind of subscription service with continual, drip-fed updates, to keep things absolutely bang up to date – but that’s a lot of extra work, infrastructure, maintenance, testing, data licensing fees and so on. Forever. There are other downsides too; you need a permanently-on good quality internet connection, not too tricky nowadays but still a consideration. Differences between real-world and simulated airport facilities, which are always going to exist, will be even more obvious.

    On the other hand, a static database of flights, like Prepar3D uses and TGXP will use, is simple to update periodically (by the developers) and can be changed at will (by the end users) if they really want to. On the plus side, it’s a single unchanging file, so it’s simple. (This is absolutely not true – see below!). On the downside, it’s static. If an airline changes a schedule in the real world then the file doesn’t magically update to match. Another drawback is that the file format that’s being used – at least right now – is identical to the one used by Prepar3D, to let us re-use the existing files and management tools, and this format doesn’t allow for start and end dates. That means that if a particular flight runs only from March to September, there’s no way of dealing with that.

    That’s a shame, and I’d love to get this feature in. It might – that’s might, as in maybe, maybe not – make it in yet. I’m in control of the traffic database format so it would be very easy to add. It also means more complex preparation of the original data, writing a new and more complex traffic database compiler, and no longer being able to share either the compiled database or the front-end software with the Prepar3D version therefore having to completely re-write that. That’s all time that could be spent making planes do things like fly round corners, or remember to lower their landing gear on approach.

    So will you be able to stand in the observation gallery of a real-world airport with X-Plane running on your laptop and watch both a physical aircraft and it’s simulated partner taking off at the same time? Actually, yes, in some cases, but – and here’s the thing – that’s not the point. Will the traffic in-sim be as busy on a typical Tuesday as it would for the real airport? Should be, more or less. Depends. Will it feel different on Sundays? Again, should be. We’re aiming to make a given airport feel as busy as it ought to, on a given day of the week and time of day, where possible using real-world flight data from the recent past. If you’re planning on being able to launch X-Plane to check if your wife’s flight landed on time and should you start getting some food ready for when she gets in, there’s probably more appropriate tools out there!

    It looks like this diary is turning into “The Ugly Truth About Traffic”, so let’s keep going and then never have to touch it again!

    One of the other comments in that forum thread went along the lines of: “Surely you just download some commercial data, reformat it the way the simulator wants, and ship it? A few hours’ work at most. How hard can it be?” Well, that’s genuinely a very good question, so let’s find out. (Spoiler warning: you might want to get a stiff drink at this point!)

    First up, the real world usually differs from the simulated one. More specifically, airports can come and go, or change their four-letter ICAO identification codes, meaning that the downloaded flight data might not match the world that the simulator knows about. Even more specifically than that, parking availability is often different. Very different. If a real-world airport can handle 50 planes at once while it’s simulated version can only handle 40, that’s potentially 10 flights at any given moment that can’t happen, and that could be hundreds over the course of a single day. Those flights would all at some point fly to and from other airports, so even if those airports can handle the number of arriving planes, they still won’t be arriving.

    It’s not just how much parking that’s the issue here, it’s also the type of parking. Different types of aircraft need different grades of parking slot, so if the simulated airport has the full 50 slots but they’re graded too small, that’s another difference that needs to be worked out. Usually simulated airports are short of parking compared to their real-world equivalents. Many airlines also pay for reserved parking at given airports, excluding all other airlines, so this also needs to be checked. Some parking slots are so close to others that only one of them can be used at a time; sometimes they’re called something like “257L” and “257R”, but sometimes not so it’s not a reliable way of checking.

    What else needs to match? Well, the next most obvious thing is the aircraft. Each commercial flight record will have an aircraft type, so we need to make sure that that type is available in the simulator, with the correct livery for the right airline. That means it needs to be cross-referenced with a list of every airline in the world and every commercially-used aircraft in the world, and each combination of these cross-referenced with the types that are provided with the traffic package, to see which routes we can use. We might also want to look for alternatives; if there’s no specific livery for a Garuda B737-8, what’s the nearest equivalent that we do have? Oh, and remember to check that the replacement aircraft type can fit into the same parking slot size! And what if we don’t have anything for Garuda? What’s the most appropriate airline to use instead? Or should we just use unpainted aircraft? Or maybe drop the flights?

    Getting a little trickier now, right? Take a deep breath and read on!

    Next up are schedule changes. The commercial flight database will cover a period of time, and during that period, flights might change. So, you could end up with flight AB1234 leaving an airport at 10:05 on a Tuesday and 10:15 on the same Tuesday if you’re not paying close attention to dates. It might also change routes, or aircraft types, or day of the week, or any combination of these, so we need to look out for these changes and decide which version of the flight to use. “All of them, just in case” isn’t really a useful option because that takes up extra parking slots, which we already know are in high demand.

    Finally, we have the small problem that the commercial flight database is a list of flights, while what we need are routes. Prepar3D and TGXP both work on the principle that planes shouldn’t ever just pop into existence at a gate and then pop out of existence again after landing. It makes sense if you think about it; how many airlines buy a new plane, load it with passengers and fly it to the destination, then scrap it? If you have a plane that flies from A to B, at some point you want it back at A again ready to run the same flight the next day. This means that the simulator expects to be given a list of routes, where a plane leaves airport A, goes some other places, and ends up back at A again. It also wants to be told how often the route starts, ranging from two hours up to eight weeks. And don’t forget that the plane needs a parking slot for all the time it’s not in the air after the route finishes, while it’s waiting for it to start again.


    This one plane is the end result of a lot of fiddling

    So, where are we now? We have a list of around 200,000 flights. Some are almost-but-not-quite duplicates, so these need to be found and we need to decide which version to use. Some fly to airports that might have different IDs, or just not exist at all, in the simulator. The flight times, which are all in local time, need to be converted to UTC time which means getting accurate timezone and daylight savings data for every airport that’s used. Some flights will use aircraft, airlines or combinations of them that don’t exist in the simulator and need to be mapped onto something else. We need to work out which of these flights represent a single aircraft landing at multiple airports before it reaches it’s final destination, and split these multi-hop flights down into individual stages. Most importantly, we need to work out where each plane goes after it has landed, guessing at which flight out of the destination airport represents that plane getting back to it’s starting point. It might be going via somewhere else - or several somewhere elses - first, and there might have been more than one version of any stage of the flight. We might need to take several stabs at this if another plane ends up “stranded” with no outgoing flight. Since the sim’s airports and parking are usually different to real ones, some flights won’t fit into the airports when they land, so we need to work out what parking is available in the sim, and of what size, at each one of the sim’s 40-odd thousand airports, and track what planes of what sizes want to park there at all times regardless of whether they’re flying on a two-hourly cycle or a two-monthly one, remembering to check to see if using one parking slot blocks others nearby. Then we need to selectively drop flights that won’t fit, and just to be nice, see if any that used to not fit now do fit, because one of the dropped flights is now not landing at the airport that originally blocked the other blocked flight.

    I genuinely don’t know if code-share flights are in there too. I haven’t dared look. And then there’s the question of each end-user having add-on airports with different parking availability.

    So, to return to the original question: Can preparing the traffic database possibly be any more complicated than hitting “Save As…” in Excel? Well, yes. Yes, it can.

    Next month, you’ll be relieved to hear, I’ll probably be covering something far, far simpler – how to get all these flights into the sim without slowing it down.




    Dev Diary for Traffic Global XP – February

    Welcome back! Last month if you recall, we found out that X-Plane makes it rather harder to add AI traffic than Prepar3D and briefly talked about the two different areas that will need to be covered – providing the routes and models, and getting the sim to use them.

    For one of those two areas I’m lucky. There’s already another package well under way which provides both a traffic database and hundreds of aircraft models, Traffic Global for Prepar3D. There’s a catch though, in that this is for Prepar3D (and FSX and FSW). Those three simulators are very closely related and can to a large extent share data. X-Plane is a completely different beast though, so is any of this any use after all?

    Happily, yes, it is! Let’s take the traffic data first. A flight is a flight is a flight. It leaves somewhere then flies to somewhere else at a given time on a given day. Well, unless you’re flying with… no, let’s not go there! Precisely how that information is recorded really doesn’t matter and since X-Plane doesn’t have a flight database format of its own, why not just have it read the Prepar3D data directly?

    Yup, you read that right, X-Plane will be reading a Prepar3D BGL file.


    The P3D Traffic Global routes

    Anyone at the back of the room spluttering about cross-contamination, think about it for a second. Why invent a totally new file to do something that’s already done perfectly well elsewhere? Let’s say I did invent a new file format. I’d still need to write a converter or compiler to go from the base flight schedule data to this new format, so it makes sense to just keep using the existing tools and file formats. In fact there are a couple of catches, namely macOS and Linux, but I’ll get back to those later. It helps that I already know the formats from years of writing other tools to read them, and more recently working with traffic and AI on Flight Sim World, but even without that it would still save a lot of time. Okay, okay, and I admit I just like the idea of making X-Plane read BGLs!

    What about the models though? It’s not going to look great having hundreds of stock B737s lined up at the gates. X-Plane does, naturally, already have a well-defined file format for models and, equally naturally, it’s totally different to Prepar3D’s format. Option one is to rebuild them from scratch. Not really the most efficient approach, even if it’s just going back to the 3D modelling software and re-exporting. In reality it’s more involved than that anyway.

    Another option would be to buy the rights to pre-existing models and then do thousands of repaints, but this would still take a huge amount of time as well as being expensive. Again, certainly possible, but not ideal. Using pre-existing flyable airliners is also not ideal because they tend to be much, much more complex models than you want for computer-controlled planes that might exist in their hundreds.

    So how about converting the existing, specially-created low detail Prepar3D ones? A lengthy sniff around the web doesn’t come up with a converter tool. There’s one for taking an X-Plane model and converting it for Prepar3D, but not the other way round. Annoying – but if it’s possible one way then it’s usually possible the other way too. So, that’s what’s been done! X-Plane will be loading a Prepar3D traffic database and converted Prepar3D models.


    X-Plane 11 screenshots, but Prepar3D models - every single one

    After defeating some slightly bizarre application of maths in certain animations, it’s working nicely. All of the Prepar3D models have been converted and animate correctly in X-Plane. There’s a few rough edges yet but they’ll get smoothed off between now and release. More importantly, as improvements are made to Traffic Global for Prepar3D, those exact same improvements will be picked up for X-Plane with minimal effort; no re-working, no duplication of effort, just a batch conversion.

    When I say “just” a batch conversion, I’m glossing over the whole subject of actually writing the converter! This was several weeks’ work in itself and, even so, still needs a few details to be completed. Reading the Prepar3D models is fine, I’d already got code to do that as part of some of my older tools. Writing out a basic, non-animated model that X-Plane’s “Object Previewer” could read was fairly simple too, Laminar Research are generally very good with documenting things. The tricky bit was getting the animations, effects and lighting right.

    Remember, these are external models only, we’re not trying to map a load of cockpit switches automatically, but there are still a lot of moving parts that expect to receive Prepar3D data. Take something simple like rudder deflection. Prepar3D models might be set up to receive this based on a value between -1 and 1 for full left to full right, or -100 and 100, or an actual angle which might be in either radians, grads or degrees, while X-Plane might only provide rudder deflection as a percentage. Prepar3D even supports basic arithmetic and logic in animations, which X-Plane doesn’t, and all of these options need to be handled for dozens of moving parts across hundreds of models.

    The goal, of course, is to have all this complexity made invisible in the finished package. If you’ve just bought a traffic add-on and you need to spend the first three hours downloading models from here, paintjobs from there, customising look-up tables, manually copying files and editing configs and running conversions and so on, it’s going to be a bit of a let-down, right? That’s why, as a developer, it’s nice to write about the bits that are usually hidden. The idea is to get everything working smoothly, to make it appear effortless, but the fun and satisfaction of actually doing the programming in the first place is in getting all the conflicting, complex parts to mesh. It’s like the old image of the swan, serenely gliding along on the surface and totally hiding the furious paddling going on underneath.

    If you were to look in X-Plane right now, you might think there’s not much progress to see. You’d be right in a way; there has been progress, but very little of it is visible. It’s often the way in larger projects though; there are a lot of separate things that need to be put in place, each of which depends on something that isn’t quite done yet before it can start doing its thing. You might not be able to see much – the swan’s not moving and the feet are just beginning to twitch - but the foundations are being laid.


    EasyJet PeasyJet


    Dev Diary for Traffic Global XP – January

    So where did this all come from? Seems like a good place to start. For the last couple of years I’d been doing contract work for Dovetail Games on Flight Sim World, mainly on the missions side – they licensed my FSX Mission Editor and commissioned a load of updates both to that and the sim’s mission system – but eventually also in lots of other parts of the sim. Sadly Dovetail stopped work on that in early 2018 as I’m sure you know, and I was looking out for something else to fill the gap. Enter the nice people at Just Flight who said they had something in mind. Yep, Traffic Global for X-Plane.


    Where is everybody?

    As it happens, one of the areas I’d worked on for Dovetail FSW was traffic, adding a lot more GA flights to smaller airfields, so I had a good idea how that side of things worked. Short version: a list of flights comes from a file, matching planes come from other files, these in turn are matched against airports and parking availability and as if by magic, you get planes flying planned routes in the sim.

    Of course, anyone who’s seen The Wizard of Oz knows that “magic” depends on somebody in the background doing a damn fine impression of a drug-crazed tapdancing octopus trying to get all the levers to be pulled at the right time.

    For a traffic add-on there are in fact two tapdancing octopi: one preparing all the data, and another using it. Just preparing the data – making sure that all the flights work properly, pairing with a simulated world that doesn’t match the real one, providing all the necessary models – is an enormous task. The other octopus, at least for Prepar3D/FSX/FSW (I’m going to use these interchangeably), is provided by the simulator. Feed it the right data, it’ll fly the planes around.

    Not so for X-Plane.

    It used to be the case that X-Plane would move planes around for you to some extent if you controlled their autopilot settings. That’s fine for going from A to B, but what about landing? Taxying to parking? Circuit patterns? As it happens, none of that was relevant because this whole facility was removed some time ago.

    Righto.

    Can I just feed it some kind of traffic database, like P3D uses? Nope. Oh, and X-Plane only supports a maximum of 20 non-player planes too, even if the autopilot trick still worked, which it doesn’t. If this sounds like I’m beating up X-Plane, bear with me, I’m not! Those 20 planes that can be controlled from outside the sim are really meant for multiplayer rather than AI traffic, so in fact both the small number and the removal of the autopilot kind of makes sense. It does leave you with only one option though: you can have any number of planes added to the sim using a different approach if you control them yourself. Entirely yourself. 60 times a second, you need to tell X-Plane where your planes are, how they’re oriented and animated. For potentially hundreds of planes in the player’s local area from tens of thousands around the world.


    Ah - that's better!

    Okay then. This is going to take some planning.  
    SOURCE INFO 
    Just Flight - Developer's diary - Traffic Global for X-Plane 11
    WWW.JUSTFLIGHT.COM Explore over 400 add-ons for Flight Simulator on the new Just Flight website. We are proud of our position as the world’s largest publisher of flight simulation software for home PC users, developing and publishing the highest quality software since 1995. DEVELOPER POST LINK :  
    Just Flight - Developer's diary - Traffic Global for X-Plane 11
    WWW.JUSTFLIGHT.COM Explore over 400 add-ons for Flight Simulator on the new Just Flight website. We are proud of our position as the world’s largest publisher of flight simulation software for home PC users, developing and publishing the highest quality software since 1995. NEWS SITE ARTICLE LINK :  
    Just Flight - Developer's diary - Traffic Global for X-Plane 11
    WWW.JUSTFLIGHT.COM Explore over 400 add-ons for Flight Simulator on the new Just Flight website. We are proud of our position as the world’s largest publisher of flight simulation software for home PC users, developing and publishing the highest quality software since 1995.  
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