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  1. Worldwide Texture Replacement "Global Earth" Now Available By: Sam Clark April 18, 2019 A new product has appeared on simMarket courtesy of virgin developer Resentium. The addon claims to be "a new ear of reality in the simulator", and includes improvements in three different sections of the simulator. First, the addon includes variable 'non-tile' texture replacements, replacing the default ground textures. Secondly, Global Earth includes improved autogen buildings, and lastly, the product improves upon X-Plane's default forest representation. The feature list can be found below: Highly detailed custom terrain textures whole the world High resolution of all terrain textures whole the world Highly detailed mountains area Removed sharp transitions between different terrain textures Work well with any mesh for x-plane 11 Improved autogen textures Improved facades textures Newton lightning from autogenes Autogenic has realistic color shades Partial application of PBR technology to autogen Well visible from height the color of roofs Work well with Ortho4XP Realistic dense forest Gorgeous trees color It is important to note that Global Earth is not compatible with "season change programs", which likely means that Maxx-XP's TerraMAXX does not work with the new product. You can purchase Resentium's Global Earth for EUR 69.90 (exc. VAT in the EU) from simMarket. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Worldwide Texture Replacement "Global Earth" Now Available | Threshold WWW.THRESHOLDX.NET A new product has appeared on simMarket courtesy of developer Resentium. The addon, named "Global Earth" is a complete overhaul of X-Plane's default ground textures. | Threshold: Question the Answers.
  2. 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 / MarchDev 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 PeasyJetDev 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.
  3. New Previews of COLIMATA's Concorde By: Alex John April 18, 2019 New previews of the rendition of the infamous supersonic airliner, Concorde, have emerged from COLIMATA. According to the forum post they were posted on, the aircraft should be available within a month at x-plane.org. Presently, the developer is working on fmod sounds, functionality and the user interface. COLIMATA also released a preview video on the airliner's 50th anniversary of its maiden flight. See the development thread here. ‍ SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : New Previews of COLIMATA's Concorde | Threshold WWW.THRESHOLDX.NET Further previews of COLIMATA's Concorde have been released. They primarily look at the cockpit of the supersonic airliner, and another of the Rolls Royce engine cowling. | Threshold: Question the Answers.
  4. [Edit 1715z] Flight Factor A320 0.10.1 Beta Adds Weather Radar Just minutes ago, aircraft development team FlightFactor announced the release of a new beta update to their A320 aircraft. Beta version 0.10.0 only has a four line change-log, however it includes one of the most anticipated additions to the aircraft since its release last year: the weather radar. xEnviro developers have confirmed to Threshold that the weather radar in the A320 will be fully compatible upon the release of version 1.10. In addition to weather radar, v0.10.0 also includes a fleshing out of cabin functionality, with a new flight attendant panel being added alongside cabin illumination controls. A320 developer Asso debuted the changes in a post that reads: "Hi guys! We have new beta version available. Please update your aircraft. To get the beta you need to make sure you checked beta checkbox in the updater. Please remember this is BETA version. It may be unstable and may have bugs. Please report bugs and issues here. We'll do our best to fix it." ‍ The change-log is as follows: Weather radar added CIDS: Added Flight Attendant Panel (FAP) to EFB CIDS: Cabin and galley illumination control from FAP CIDS: Cabin ready function To update, run the X-Updater program and ensure the "beta" checkbox is ticked. To find out more about FlightFactor, check out a previous article where developers tease a potential update to the group's 757, included retro-fitted widescreen displays. ‍ Edit 1715z: Version 0.10.1 has been released with the following fixes: Removed flare and glow from internal lights Fixed transparend weather radar background SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : [Edit 1715z] Flight Factor A320 0.10.1 Beta Adds Weather Radar | Threshold WWW.THRESHOLDX.NET Aircraft development group FlightFactor have announced the release of a new beta update to their A320. v0.10.0 most noteably includes the addition of weather radar. | Threshold: Question the Answers.
  5. 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 Add us to your address book unsubscribe from this list update subscription preferences SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  6. PMDG head Robert Randazzo has issued another status update via their new forumaddressing a range of points, including the likelihood of another X-Plane product in the works. The main body of the post is based around updates on their 747 and NG3 (unreleased) products for Prepar3D. Towards the bottom of the post, Randazzo mentions the DC-6, for both Prepar3D and X-Plane. He says this of the XP11 version of the aircraft: "...and also about updating the DC-6 to X-Plane 11 a bit later this year." More in the source article SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : PMDG Consider Porting "One of the Airliners" to X-Plane in Late 2019 | Threshold WWW.THRESHOLDX.NET PMDG head Robert Randazzo has issued another status update via their forum addressing a range of points, including the likelihood of another X-Plane product in the works. | Threshold: Question the Answers.
  7. Laminar Research is hosting a landing competition at FlightSimExpo in June 2019! In this video, Captain Jan Vogel demonstrates the tricky PAJN 08 localizer approach.SOURCE
  8. X-Plane: Cessna 310L 1.1.0 Update Released from X-Aviation Inbox x Cessna 310L v1.1.0 update released! View this email in your browser Cessna 310L v1.1.0 Released! Download it now... Hello Stephen, X-Aviation and Digital Replica are pleased to announce the release of the Cessna 310L v1.1.0 update! Read below to see the changes! Click here and login! Simply re-download your original download to update! Here's what's changed in version 1.1.0: What's New / Changed: Librain effect implemented. De-Ice system implemented. Ice formation visual implementation. Oxygen system implemented. Added an oil pressure switch (not visible) which is connected in series with the auxiliary fuel pump switch. This prevents the fuel pumps from operating (except by the primer switch) if the respective engine is not running. Added an option on the load chart to couple the autopilot with the GPS (users request). Autopilot pitch wheel tuned. Cowl flaps tuned. Now engines won't overheat when fully closed. Landing lights now have smooth animation and a delay from switch up to lights on. Mixture auto-engaging when the starter is engaged fixed. Various 3d and texture fixes. 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 Add us to your address book unsubscribe from this list update subscription preferences ReplyForward SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  9. Experimental aircraft developer VSkyLabs has announced that another helicopter will be joining their fleet towards the end of this year. The Cicaré 8 is produced by Argentinian firm Circaré S. A. in Buenos Aires, and is the latest in VSkyLabs' recent turn towards helicopter development. The announcement came via the VSkyLabs Facebook page a few hours ago: In terms of development timelines, the developer predicts completion will aimed at a late 2019/early 2020 release, but is obviously subject to change. A product page for the aircraft will be set up on the VSkyLabs website in the next few weeks. You can see more from VSkyLabs in a previous article, which covers their most recent release, the ICON-A5 amphibian. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : VSkyLabs Announces Cicaré 8 Helicopter | Threshold WWW.THRESHOLDX.NET Experimental aircraft developer VSkyLabs has announced that another helicopter, the Cicaré 8, will be joining their fleet between the end of 2019 and early 2020. | Threshold: Question the Answers.
  10. Swift, the in-development multiplayer pilot client, has been officially approved by VATSIM, thus is allowed to be used on their network. We first reported on Swift back in March and since then their Discord server has been a hive of activity. Just earlier today version 0.9.0 was released, indicating the beginning of the open beta stage of development. The Virtual Air Traffic Simulation Network had previous ruled against the usage of Swiftbeing on their servers, due to some administrative tasks that were yet to be completed regarding Swift's approval. More in the article! Looking good! SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Swift 0.9.0 Released: VATSIM Approved, Open Beta Ready | Threshold WWW.THRESHOLDX.NET Swift, the in-development VATSIM pilot client, has been officially approved by the Virtual Air Traffic Simulation Network, thus is allowed to be used on their servers. | Threshold: Question the Answers.
  11. X-Plane 11.33b1 Out Now X-Plane 11.33b1 is an incremental update that includes updated Gateway airports and translations, crash fixes and diagnostics, minor UI improvements, and bug fixes such as: XPD-9441 Weight, balance and fuel- Total weight (lbs) does not include weapons. XPD-9683 Fix dupe banks in FMOD crashing the sim. XPD-9882 Fixed KOAK nav data. XPD-9919 Lightning appears in cockpit in VR. XPD-9991 Crashes on older Intel GPUs. XPD-9992 Default FMC, Holding Pattern will only be flown once. XPD-10003 Landing lights has no effect on battery amperage draw. XPD-10007 Fixed slip ball limit. For a full list of bug fixes, see the release notes here. Just a reminder that the sim will not prompt you to install this beta–you will need to launch the installer manually and opt into betas to get this version. We are putting more effort into cleaning up frequent crashes. We recently upgraded our back end crash reporting to a fancy paid service that we hope will allow us to gain a lot more insight into what is going wrong. This beta includes additional crash logging for that purpose. Keeping in the crash-fixing vein, we believe we also fixed two notable crashes in this beta: issues with Intel GPUs and with duplicate FMOD sound banks. We heard from a lot of Intel users about these crashes, so Sidney took a look and was able to find a fix for it. The FMOD crash has been a round for a while and was caused by duplicating an aircraft folder that included FMOD. When an FMOD bank had the same contents on disk at a different file path, FMOD wouldn’t load it. We now handle this case gracefully. Posted in Development, News by Jennifer Roberts | Leave a comment SOURCE INFO DEVELOPER POST LINK : Blog | X-Plane Developer DEVELOPER.X-PLANE.COM X-Plane 11.33b1 is an incremental update that includes updated Gateway airports and translations, crash fixes and diagnostics, minor UI improvements, and bug fixes such as: XPD-9441 Weight, balance and fuel- Total weight (lbs) does not include weapons. XPD-9683 Fix dupe banks in FMOD crashing the sim. XPD-9882 Fixed KOAK nav data. XPD-9919 Lightning appears in […] NEWS SITE ARTICLE LINK :
  12. Buenos Aires which OMGEDSON loved during Facebook livestream is about to be released. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  13. Developer GayaSimulation have today debuted a new airport to compliment their currently in-development Courchevel Airport (LFLJ) scenery. The new airport, Méribel (LFKX), is located only about 10 kilometres from it's much more renowned neighbour. In a post on Facebook touching on both their current projects, Gaya developers say of Courchevel: In the second half of the post, they go on to say that not long after the release of LFLJ, they plan to release Méribel too. There are no screenshots of the new scenery currently available. You can find out more about GayaSimulation Courchevel via a previous article. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : GayaSimulation Announces Méribel Airport Alongside Courchevel | Threshold WWW.THRESHOLDX.NET Developer GayaSimulation have today debuted a new airport to compliment their currently in-development Courchevel Airport (LFLJ) scenery - Méribel Airfield (LFKX). | Threshold: Question the Answers.
  14. Military developer FlyingIron Simulations have formally announced their F-117 project for Laminar's sim, after posting a teaser of it last month. The developer has previous experience in the X-Plane field too, following the release of the Supermarine Spitfire Mk.IX last year. Threshold were lucky enough to review the Spitfire, so if you'd like to see if it's worth buying, find more information here. In a post on their Facebook page, FlyingIron developers provide some background on the aircraft. "For our simulation of the Nighthawk, we have invested heavily in purchasing all of the available documentation that has been declassified for the Nighthawk. This includes Operating Manuals, Utility Manuals, Performance Data & Testing Reports, Engine Data, Pilot Checklists and more. The declassification of the F-117 & its documentation have allowed us to truly dive into the systems and procedures and create a realistic simulation of the aircraft from the ground up." ‍ To learn more about FlyingIron's previous X-Plane works, check out our review of their Supermarine Spitfire Mk.IX. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : FlyingIron Simulations Formally Announce F-117 Nighthawk | Threshold WWW.THRESHOLDX.NET Military development team FlyingIron Simulations have formally announced their F-117 Nighthawk project for Laminar's sim, after posting a teaser of it last month. | Threshold: Question the Answers.
  15. Good day gents As we would love for all of you to visit our area It gives me great pleasure to both be from this area and to be part of the development team. I give you King Fahad international on Xplane as freeware Lookout for more projects from Clear To Land group soon SOURCE INFO DEVELOPER POST LINK : https://forums.x-plane.org/index.php?/files/file/51398-oedf-king-fahad-international-airport-dammam/ NEWS SITE ARTICLE LINK :
  16. The almighty UH-1 by Nimbus Simulations comes with some extra features that raises the bar on the helicopter flight simulation scene. Nimbus has announced their addon will come with a maintenance module which will keep tabs on your several factors and, eventually, cause failures. While this sounds great, I immediately thought about the issues the DCS Huey has with the failures implemented by Belsimtek in which the helicopter has a catastrophic failure if you let the temperature rise. I asked Nimbus about it and actually told me they don’t use the DCS Huey as not to be biased but that their model will not simply fail. It will be something progressive if you abuse and don’t pay the required attention to it. They described the module as being “[…] almost complete, exceeding the limits will cause incremental damage. Engine, transmission, rotor, battery and hydraulic fluid must be maintained to guarantee a safe operation.” Great! The team also released a few screenshots showing some texture improvements and mentioned a mode which will allow you to move to the machine guns on the sides as your “co-pilot” will maintain heading, altitude or bank at a constant rate. Time for some pew pew pew, I guess? Nimbus is planning in releasing they Huey “soon”. Until then, enjoy the screenshots! SOURCE INFO DEVELOPER POST LINK : Nimbus Simulation Studios - Home | Facebook M.FACEBOOK.COM Nimbus Simulation Studios. 1,422 likes. Add-ons for the beautiful X-Plane by Laminar Research. NEWS SITE ARTICLE LINK : Nimbus Simulations’ Huey for X-Plane will have a maintenance module • HeliSimmer.com WWW.HELISIMMER.COM The almighty UH-1 by Nimbus Simulations comes with some extra features that raises the bar on the helicopter flight simulation scene.
  17. VSKYLABS Tecnam P2006T Project v6.0 New Update Hello VSKYLABS Tecnam P2006T Pilot! The VSKYLABS Tecnam P2006T Project was just updated to version v6.0! The VSKYLABS Tecnam P2006T Project has gone through a complete overhaul, bringing it to 2019 with better systems architecture, updated flight dynamics and revamped project architecture. It is also including the STMA AutoUpdater plugin. Designed for X-Plane's 11.30+ Experimental Flight Model: During the deep overhaul process for the P2006T, it was found that X-Plane 11.30+ *Experimental Flight Model* demonstrated a wider flight envelope "blanket", which covered the low-speed regime (stall, Vmca, single engine overall performance) more accurately, mainly because of higher drag values. For this reason, the VSKYLABS Tecnam P2006T Project v6.0 was designed to work with X-Plane's Experimental Flight Model environment (like the VSL ICON-A5 and Mini-500 'VSKYLABS: Test-Pilot' projects). X-Plane's Experimental Flight Model should be enabled in X-Plane's General Settings menu. The resulted lessons and experience that are being gained during the ongoing VSKYLABS projects development process are gradually implemented in the existing VSKYLABS projects. This is including systems and flight dynamics enhancements, interactive (real-time) damage simulation and visualization and so forth. To read the complete update features please visit the project's Update Log page: https://www.vskylabs.com/vsl-tecnam-p2006t/vsl-p2006t-log Project main page at the VSKYLABS website: https://www.vskylabs.com/vsl-tecnam-p2006t For your information: Make sure that you are registered to the VSKYLABS Store. As a registered user, you can log-in to your store account and download your purchases for updates and backups. Thank you for flying VSKYLABS! SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
  18. The mountain kings are working on a new scenery for x-plane Frank Dainese and Fabio Bellini's new scenery for X-Plane will include the location made famous after it's appearance on a James Bond Movie. On Her Majesty's Secret Service put the spotlight on the location which became one of the most recognizable sets. Frank Dainese and Fabio Bellini listened to the fans and added it to their next release, Eiger Park 3D. Get your rotors ready, ladies and gentlemen. This will require a clean helicopter and a steady hand for those VIP taxi services. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Screenshots: Piz Gloria will be a part of the Eiger 3D scenery for X-Plane • HeliSimmer.com WWW.HELISIMMER.COM Frank Dainese and Fabio Bellini's new scenery for X-Plane will include the location made famous after it's appearance on a James Bond Movie. /
  19. At the beginning of March, FlyTampa announced Athens (LGAV) for X-Plane 11, converted by Descent2View. Additional renders of the Greek airport have today been shared on FlyTampa's Facebook page: FlyTampa's only current X-Plane scenery is Corfu. According to this post on the x-plane.org forum, the developer is also bringing their Copenhagen, Amsterdam and Vegas to X-Plane 11 within the next several months. It should be noted none of these airports have been officially announced or confirmed by FlyTampa as of time of writing. Follow FlyTampa on Facebook here. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Additional Previews of FlyTampa Athens (LGAV) | Threshold WWW.THRESHOLDX.NET More previews of FlyTampa's Athens (and converted by Descent2View) at dusk have emerged on their Facebook page. The airport was originally announced on the 1st of March. | Threshold: Question the Answers.
  20. Spotted by one of our writers yesterday, there was a very conspicuous post on the X-Plane.org forums, which seemed to be from a FlyTampa developer. The post in question was asking why there wasn’t a good Las Vegas (KLAS) scenery for X-Plane 11. A few comments in and a familiar name popped up in the comments suggesting that they were “pushing” to have Las Vegas, along with other airports, to come to the platform. Being the careful media outlet we are, we reached out to FlyTampa and have now had it confirmedthat g.emilios is, in fact, the esteemed FlyTampa developer of the same name. In our email, he said, “the post is true”. To quote the forum post: “I personally loved X-Plane during Corfu development, so we are trying to push Copenhagen/Amsterdam/Vegas into XPlane within the next months” It was made clear that the airports wouldn’t necessarily be developed in that particular order, but that the FlyTampa team are keen to bring those airports across to the platform. This news follows on from their previous statement they wanted other airports, but at the time did not clarify which airports were under consideration. In related news, further previews of Athens was shared today for X-Plane 11 and it was re-confirmed that Athens V2 for Prepar3D is still very much in development. [Featured image is FlyTampa Corfu on X-Plane 11] SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Confirmed: FlyTampa Pushing for X-Plane Conversions of Amsterdam, Copenhagen and Las Vegas | FSElite FSELITE.NET Spotted by one of our writers yesterday, there was a very conspicuous post on the X-Plane.org forums, which seemed to be from a FlyTampa developer. The post in question was asking why there wasn’t a good Las Vegas (KLAS) scenery for X-Plane 11. A few comments in and a familiar name popped up in the […]
  21. Spotted by one of our writers yesterday, there was a very conspicuous post on the X-Plane.org forums, which seemed to be from a FlyTampa developer. The post in question was asking why there wasn’t a good Las Vegas (KLAS) scenery for X-Plane 11. A few comments in and a familiar name popped up in the comments suggesting that they were “pushing” to have Las Vegas, along with other airports, to come to the platform. Being the careful media outlet we are, we reached out to FlyTampa and have now had it confirmed that g.emilios is, in fact, the esteemed FlyTampa developer of the same name. In our email, he said, “the post is true”. To quote the forum post: “I personally loved X-Plane during Corfu development, so we are trying to push Copenhagen/Amsterdam/Vegas into XPlane within the next months” It was made clear that the airports wouldn’t necessarily be developed in that particular order, but that the FlyTampa team are keen to bring those airports across to the platform. This news follows on from their previous statement they wanted other airports, but at the time did not clarify which airports were under consideration. In related news, further previews of Athens was shared today for X-Plane 11 and it was re-confirmed that Athens V2 for Prepar3D is still very much in development. [Featured image is FlyTampa Corfu on X-Plane 11] SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Confirmed: FlyTampa Pushing for X-Plane Conversions of Amsterdam, Copenhagen and Las Vegas | FSElite FSELITE.NET Spotted by one of our writers yesterday, there was a very conspicuous post on the X-Plane.org forums, which seemed to be from a FlyTampa developer. The post in question was asking why there wasn’t a good Las Vegas (KLAS) scenery for X-Plane 11. A few comments in and a familiar name popped up in the […]
  22. Imaginesim announced that they would be bringing Austin (KAUS) to X-Plane 11 a while back and development has continued exponentially. On Facebook, Imaginesim released a fair number of new previews of the product in its current state. From terminal buildings, night lighting and more – there’s been a lot of work on the project. There’s not yet a release date on the tables for Imaginesim’s Austin, however, work seems to be progressing nicely. You can also view a range of other previews for Austin here. We’ll inform you once an update on release date is available. Don’t forget, Austin is also available on Prepar3D V4. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Imaginesim Share Additional Austin (X-Plane) Screenshots | FSElite FSELITE.NET Imaginesim announced that they would be bringing Austin (KAUS) to X-Plane 11 a while back and development has continued exponentially. On Facebook, Imaginesim released a fair number of new previews of the product in its current state. From terminal buildings, night lighting and more – there’s been a lot of work on the project. There’s […]
  23. Courtesy of FSElite .. a nice scenery coming for the Bahamas very soon... is there any scope for seaplanes too?? == Scenery developer RWY26 Simulations has today announced that they are working on Exuma International Airport for X-Plane. The airport in the Bahamas sees traffic primarily from local islands as well as chartered services to and from the United States. The airport will feature custom 3D buildings and ground vehicles, PBR material work on the textures as well as detailed night lighting. Full Feature List Custom 3d Scenery Static Aircraft and Ground Vehicles 3d Grass and Trees PBR materials Night Lighting SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : RWY26 Simulations Announce Exuma International Airport for X-Plane | FSElite FSELITE.NET Scenery developer RWY26 Simulations has today announced that they are working on Exuma International Airport for X-Plane. The airport in the Bahamas sees traffic primarily from local islands as well as chartered services to and from the United States. The airport will feature customer 3D buildings and ground vehicles, PBR material work on the textures […]
  24. Here's some previews of the SAM implementation, SOURCE INFO DEVELOPER POST LINK : Airport Köln/Bonn XP preview - Previews of Unreleased Products - AEROSOFT COMMUNITY SERVICES FORUM.AEROSOFT.COM Our popular Köln/Bonn Airport is coming to XPlane 11. Just got some screenshots from the developer for you guys to check out. NEWS SITE ARTICLE LINK : Aerosoft Releases Additional Previews of Köln/Bonn for X-Plane | FSElite FSELITE.NET Over on the Aerosoft forum, developer Jo Erlend for Aerosoft has released more previews of the Köln/Bonn development for X-Plane.
  25. Although not yet released just yet, the V2.5 update for Ultra Weather XP is hotly anticipated. Whilst people await the actual release, the development team did publish a brand new preview trailer along with the user guide. The video itself showcases some of the new features that will come with version 2.5, including reloading the textures without having to restart the simulator. In terms of a release, no specific date was given. However, the developer, Abdullah Almuntassir did say that it is getting “closer and closer”. You can download the user guide on Facebook – but you do have to be a member of a closed group. If you’d like to purchase the product in its current form, you can do so by heading to the X-Plane.org store. The cost of Ultra Weather XP is $35.00. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : Ultra Weather XP V2.5 Preview Trailer and User Guide Available | FSElite FSELITE.NET Although not yet released just yet, the V2.5 update for Ultra Weather XP is hotly anticipated. Whilst people await the actual release, the development team did publish a brand new preview trailer along with the user guide. The video itself showcases some of the new features that will come with version 2.5, including reloading the […]
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