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Posted February 21 (edited) PilotAlva Hello everyone, first of all apologies to everyone about the lack of presence in the forums , things have not been going according to what I had envisioned and for that Im terribly sorry This of course brings me to the next point: There will be a big update for the super cub coming in the following months: - Bug Fixes I have gathered all the user reports in the forums regarding usability issues with the plane, those will be addressed plus, - New set of avionics: 11.30 new autopilots will finally fix the current ap bugs, new AH mechanics and new digital avionics (transponder will 100% match the real unit down to every page in the manual, even the light sensor will be working) the radio stack as well will be fixed in terms of presentation (better reflectivity effects and better digital display sharpness as well as true behavior regarding start up and shut down of the unit) - librain: of course - Flexible tundras: there will be an option for the end user to either have standard (fixed) tundras and flexible ones, due to the simulator limitations it might not look proper in certain situations so you guys will have the option to choose which tires you like the most. Regarding tundras , I've have contacted Alaskan Bushwheels and they have provided with a lot of info regarding the profile shape of their tires, this will be incorporated in the 3d - 3d passengers : their 3d will be upgraded to match the current standard - REP: latest version will be integrated Regarding FMOD and Flight Model changes: Im not currently in a position to guarantee upgrades in these areas , any news regarding those things and this post will be updated regarding this subject If anyone has additional requests (withing reason) and new bugs to report , please use this thread and I will gather all the reported info to make additional changes before release -------------------------------- To all the users of the old Aerosimulations store a new email account has been created to help you guys received all the updates of the supercub Please send an email to firstname.lastname@example.org with a proof of purchase and your email linked to the org store account Edit: Starting from today can directly send a message to Nicolas (nicolas at x-plane dot org) with proof of purchase and you will have access to the plane in your store account, everyone that has already sent their emails to the temporary gmail account there is no need to resend anything to Nicolas as those mails have been already processed, the plane should appear in your accounts this week the temporary gmail account will no longer be monitored ------------------------------ Lastly I would like to be very clear regarding future simulator updates: If laminar decides once again to throw the house out the window and release an update that renders the plane unflyable it is probably unlikely that a new patch will be released to adress the issue (unless it only revolves planemaker changes and even then), once this 11.30 update releases I will be retiring from ASDG and the supercub project so anything that happens to it in the future it would be outside my knowledge A big thank you to everyone for supporting us all this time, Im sure everyone will enjoy the new update All the best! Edited February 26 by PilotAlva SOURCE INFO DEVELOPER POST LINK : https://forums.x-plane.org/index.php?/forums/topic/172419-super-cub-1130-update-info-and-support/ NEWS SITE ARTICLE LINK :
X-Plane 11.30 Is Final It’s out the door! (Steam should go “final” tomorrow morning, but you can get the final now – it’s still marked as a “beta”.) Here’s everything that happened. I expect we’ll do an 11.31 bug fix patch in the next week or two – 11.30 release candidate three was just critical fixes, e.g. fixing crashes on startup for Nvidia users with Windows 10 and the moon and stars aligned just right. Some less super-critical bugs are fixed and waiting for the bug fix patch. SOURCE INFO DEVELOPER POST LINK : https://developer.x-plane.com/blog/ NEWS SITE ARTICLE LINK :
There seems to be a bit of a typo in the release - it says it's "R3," not RC3. There is no cause for alarm.... Release Candidate 3 XPD-9749 Fix more sun flickering. XPD-9755, XPD-9800 Fixed Windows manifests. XPD-9782 Fixed runway centerline lights appearing inside C172 in VR. XPD-9790 Taxi/Landing lights do not illuminate night scenery in 3D cockpit view. XPD-9795 Fixed crash when OS language is set to Korean. XPD-9796 Remove rain inside the cockpit. XPD-9813 Fixed bad scenery path. SOURCE INFO DEVELOPER POST LINK : https://forums.x-plane.org/index.php?/forums/topic/167615-x-plane-beta-1130-rc3-released/ NEWS SITE ARTICLE LINK :
Release notes Release Candidate 2 – Coming Soon Fixed extvis machines getting out-of-sync after resuming from a long (1h+) pause. XPD-9094 747-4 reverse thrust not adjustable. XPD-9220 sim/engines/thrust_reverse_toggle not working on 747. XPD-9708 Ground vehicles run OFF TRACK on one-way segments. XPD-9732 Fixed AI aircraft not flying at right flight level. XPD-9734 Took Cessna with wider nose wheel steering. XPD-9735 Auto-toe-brakes didn’t work for free castoring ACF. XPD-9737, XPD-9746 Fixed broken interior/exterior lights in 737, Baron. XPD-9741 Missing interior lights in BD-5 1.6 in HDR on Mac. XPD-9744 Fix for missing default keyboard preference style options. XPD-9747 Fixed VR head position of 747. XPD-9749 Sun flickers in VR. XPD-9750 Shadows missing from some AI planes in external views on Windows. XPD-9752 Baron sound placements are wrong. XPD-9754 Don’t allow rotated cockpit objs. XPD-9756 Helicopter heat blur too visible and showing in tail rotor. XPD-9757 Particles occluded by exterior aircraft model in interior view. XPD-9763 Bug in S-Tec 55 autopilot code in NAV GPSS mode. XPD-9767 Fixed jitter on nose wheel of airplanes with custom gear params. XPD-9769 Heat blur present in C172 cabin in VR. XPD-9770 Fixes to auto-toe-brake compatibility code. XPD-9771 Heat blur NOT present from wing seats in 737 in VR. XPD-9773 Fixed broken AI back taxi. XPD-9774 Set tow plane back to L5. XSG-6635 LIRN ILS Rwy 06 has wrong offset. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://forums.x-plane.org/index.php?/forums/topic/166172-v1130-rc2-has-been-released/
X-Plane 11.30 Default Airport Update Teased Laminar Research has recently previewed some of the upcoming updates to default scenery coming with X-Plane 11.30, courtesy of artists over at the X-Plane Gateway. The new airports make heavy use of X-Plane’s new scenery resources which are constantly being produced and updated. This update includes over one thousand three hundred airports with new or overall improved 3D scenery and textures. EHAM EBOS CYNJ 760H KMTH RJBB Featured Airports 76OH CYNJ EBOS EDDK EDDP EFHF EHAM ENGM ENZV KDCA More… Be sure to check out the full list of updated and added airports here. SOURCE INFO https://www.x-plane.com/kb/x-plane-11-30-release-notes/#New_and_updated_global_airports https://fselite.net/previews/x-plane-11-30-default-airports-update-teased/
VSKYLABS, X-plane 11.30 and the Experimental Flight Model mode... Hello VSKYLABS user! This is an imporant notification for the upcoming X-Plane 11.30 VSKYLABS, X-Plane 11.30 AND THE EXPERIMENTAL FLIGHT MODEL MODE: X-Plane 11.30 will introduce the Experimental Fight Dynamics mode, which will allow to fly planes with the evolving 'next generation' X-Plane's flight dynamics model. The Experimental Flight Model mode will be optional, and users will have to select using it by enabling it through the General Settings menu in X-Plane. The Experimental Flight Model is, as its name is indicating, an experimental flight dynamics environment which will allow Laminar Research to develop X-Plane's next-generation flight dynamics model in the real-time environment of X-Plane. It will be developed and evaluated throughout several versions of X-Plane 11, right until it will get into a 'stable' state. It is prone to changes, therefore is not considered as *stable*. Meanwhile, while having it as an option for users to test in X-Plane 11.30+, it is allowing aircraft developers to evaluate and test their models extensively, mapping the needed changes and have them ready for the time in which the experimental flight model will become *stable*. The experimental flight model mode is available also in the current X-Plane 11.30 beta version. VSKYLABS has started to test and evaluate its projects with the experimental flight model mode, as preparation for things to come. The experimental flight model mode is prone to changes and updates and it is not considered as *stable*. IT IS HIGHLY RECOMMENDED NOT TO USE THE EXPERIMENTAL FLIGHT MODEL MODE ON A REGULAR BASIS, BUT ONLY FOR EVALUATION PURPOSE. In the meantime, bug-reports for this environment will not be addressed on the practical level. However, VSKYLABS aircraft users can report issues found in the experimental mode, using the VSKYLABS Bug/Issues report system (to be found in the VSKYLABS main webpage at https://www.vskylabs.com ). Having the VSKYLABS Projects to be designed and developed as native (default) X-Plane 11 add-ons, will assure a relatively simple adaptation process to the new flight dynamics model, when time is right. Actual transition of the flight dynamics models of the VSKYLABS projects to X-Plane's next-generation flight model environment will occur down the road, when Laminar Research will define the Experimental Flight Model as *stable*. VSKYLABS Aerospace Simulations website: https://www.vskylabs.com/ Thank you for flying VSKYLABS! JMH - VSKYLABS SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK :
Beta 6 Updated SDK binaries. XPD-8105 Zoomed cockpit weather display. XPD-8149 Added a “boats” layer with the carrier, frigate, and oil rigs to map. XPD-9131 Removed controller reflections in VR. XPD-9150 Fixed key repeat on Linux. XPD-9350 Things break when SDK2 and SDK3 windows are present at the same time. XPD-9359 EFIS range changes after switching aircraft. XPD-9523 Particles not visible in cockpit view. XPD-9526 Condensation turns black after viewing replay & returning to flight. XPD-9536 Fixed FMOD clicks on camera changes. XPD-9567 Added support for changing resizing limits *after* a window has been popped out. XPD-9618 Made OS file save dialog truly modal. XPD-9639 Fixed nose gear stuck on S-76 at ENSL. XPD-9647 F-4 wrek objects have no textures. XPD-9644 747 catches on fire in replay. XPD-9650 Cockpit OBJs saved with Plane Maker pre 11.30 are no longer eligible for z-prefill. XPD-9653 Fixed night lighting. XPD-9660 Fixed sea plane sinking below the water surface. XPD-9662 “Automatic differential braking kludge” on 3rd party acf. XPD-9663 Yaw Trim in Helicopters. XPD-9668 Animation show/hide was not affecting hard surfaces. XPD-9669 Fix for range of trims. SOURCE INFO DEVELOPER POST LINK : https://developer.x-plane.com/2016/07/x-plane-10-50-beta-6-moar-bug-fixes/ NEWS SITE ARTICLE LINK :
X-Plane 11.30 Beta 4 and Steam X-Plane 11.30 Beta 4 is out, both for Laminar Customers and for Steam! The fix list for beta 4 is pretty short because we intentionally cut back on what we added to it. Beta 4 had one job, and that job was to not be as broken as beta 1, beta 2, or beta 3. X-Plane 11.30 Beta 4 does not have the performance improvements we have been working on for the last week and a half; Sidney and I found a bunch of things that are slowing 11.30 down, but we didn’t want to risk yet another broken beta. This stuff should be ready for beta 5 in a few days. The public beta for 11.30 has been unusual in that it took us quite a few betas to get a stable non-crashing, usable beta, and during the waiting period we heard a lot of complaints from Steam users about being left out, and a lot of questions about when the beta would make it to Steam. Here’s the problem: we don’t know the date when a beta will make it to Steam. Here’s the rough algorithm: 10 BETA = BETA + 1 20 RELEASE BETA 30 WAIT ABOUT 24 HOURS 40 IF BETA CRASHES GOTO 10 50 RELEASE STEAM BETA So in the case of X-Plane 11.30, we had to go back and recut betas due to a crash in the joystick code (beta 1), a crash when the radios were on (beta 2) and airplanes falling through airports into the abyss (beta 3). One thing to note: if there’s a beta and it’s a few days old and it’s not on Steam, it’s because the beta has a known bug that makes it so unusable that you wouldn’t want to set your Steam install to use it. I see no reason to have a beta that crashes when you start it. (Since we collect automatic crash reports from users, we have frequency information about how often crashes are happening, and we can identify crashes that are significantly more frequent than what we’d expect in a stable beta.) SOURCE INFO DEVELOPER POST LINK : https://developer.x-plane.com/blog/ NEWS SITE ARTICLE LINK :
Two Major X-Plane 11.30 Features If you've decided you no longer want these emails, you can unsubscribe at any time. Hello there! Beta testers are currently helping us track down bugs and issues in X-Plane 11.30. We have a couple major changes that are in 11.30 to highlight this month, so that everyone's ready for them once we can release a clean, stable version. 11.30 Features Autopilot Updates X-Plane 11.30 includes quite a few autopilot changes. A new S-Tec 55, which is a high-end general aviation dual-axis rate-based digital autopilot, in now installed in the default Cessna 172, and we have a video tutorial on how to use it. ATC Updates A new and more powerful ATC voice system is included in the update as well! Check out this tutorial video on how to interact with X-Plane's ATC system, including the new changes in 11.30. Upcoming Events X-Plane will be in attendance at FSWeekend in Lelystadt on 3 & 4 November. We'll be showcasing X-Plane in VR at a booth, and we'll also have presentations on Friday and Saturday. Featured Add Ons This month brought more great new addon releases, including two new scenery packs and two aircraft. Gateway News Scenery artist Anthony Dyer is on a mission to provide 3D scenery for all of the UK's airports. What motivates you to develop X-Plane scenery? It kind of grew, as hobbies do, from satisfying my desire to fill in a few empty airports to the objective of making sure every airport under National Air Traffic Service (NATS) control in the UK was included in 3D. With every airport, attention to detail was important. I wanted to make airports that were enjoyable to fly to repeatedly. So If I could see a detail on the satellite image, no matter how insignificant, it had to go into the flight simulator. I think hobbies in the United Kingdom are things that we treat very seriously, whether it's gardening, photography or in my case the prior two as well as airport building. For me when I'm traveling on assignment, it's been a very accessible hobby and one I can do almost anywhere in the world whenever I have some spare time. I've also found that when I've showed off my work to friends and colleagues who aren't into flight simulators, a lot of them appreciate it. I think a lot of it has to do with the fact that everyone goes flying on commercial airliners these days, so they can all relate to a particular airport. If they see it in a virtual rendering, it makes them smile and that matters a lot. (This interview has been edited and condensed for space. Read the full interview here!) Read the interview Happy flying! -- The X-Plane Team SOURCE INFO DEVELOPER POST LINK : https://www.x-plane.com/2018/11/meet-gateway-artist-anthony_d/ NEWS SITE ARTICLE LINK : https://www.x-plane.com/2018/11/meet-gateway-artist-anthony_d/
Yes folk's XPlane 11.30 beta is released, I've installed it, but at this moment in time bugs are being reported (which are to be expected) but it's meant to have some beautiful effects, update it via your installer. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://forums.x-plane.org/index.php?/forums/topic/160863-x-plane-1130-beta-is-live/
Posted October 25, 2018 Almost! we’ve been running a small scale private beta for the last few weeks while we finish new features and fix major bugs. I don’t want to curse the beta, but it looks like we may be able to get the public beta posted this weekend. In the last two days we’ve had two major show-stopping bugs, but both are fixed, so we’re going to keep trying to nail this thing down and get it posted. The public beta features not only the new particle system, available to third parties, but it is now in use for most (but not all) of the built-in effects in the sim. New Plane-Maker options let authors specify which effect categories (e.g. engine effects, wheel effects, etc.) they want to replace. At this point it looks like we won’t have anything public for Vulkan this year, although I do think we will hit some internal milestones. X-Plane 11.30 Public Beta: Are We There Yet? SOURCE INFO DEVELOPER POST LINK : https://developer.x-plane.com/2018/10/x-plane-11-30-public-beta-are-we-there-yet/ NEWS SITE ARTICLE LINK :
Laminar Research Shares More 11.30 Update Features Recently posted in the developer blog for X-Plane, Ben Supnik shared two small details about what we can expect in the future from X-Plane 11’s upcoming 11.30 update 4K Panels: In the new update, developers can utilise the higher 4k resolution of panels for their aircraft, to allow for more details and better graphics from their custom, plugin-based textures. It is important to note though, that smooth performance cannot be promised from loading such a high resolution into the aircraft’s systems. Cockpit Objects: 11.30 will allow developers to utilise a single .obj (object) file for loading the cockpits of their aircraft, so no duplicated are required for products that are released with varying fuselages or engine types for the same cockpit. Plane-Maker will also automatically reconfigure old aircraft to follow the new setup of having the cockpit object listed as a ‘misc’ object within the menus, so developers need not worry about manually updating this. That’s all for now; more news to come regarding 11.30 as we get it. SOURCE INFO https://developer.x-plane.com/2018/09/4k-panels-and-cockpit-objects-in-11-30/ https://fselite.net/news/laminar-research-shares-more-11-30-update-features/
Laminar Research has dropped some interesting photographs of something that isn’t seen in current flight simulators – neighbourhoods. The X-Plane developer showed off two photos on their Facebook page showcasing what they titled ‘neighbourhood auto-gen”. The photographs showed high-resolution photos of a typical neighbourhood setting, complete with houses, a park, and mailboxes at the end of the driveway – all from a street-level perspective. While there is no firm release date for the 11.30 update, the developer has teased some other features that will be included, such as particle effects, updated physics (using research mode), upgraded prop-wash and down-wash effects, crew and passenger oxygen systems, anti-ice systems, and new autopilots. SOURCE INFO DEVELOPER POST LINK : NEWS SITE ARTICLE LINK : https://fselite.net/news/neighbourhoods-coming-to-x-plane-11-30/