Comments on: Phases of 64-bit Adoption https:/2012/12/phases-of-64-bit-adoption/ Developer resources for the X-Plane flight simulator Wed, 12 Dec 2012 23:21:04 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2012/12/phases-of-64-bit-adoption/#comment-6646 Wed, 12 Dec 2012 23:21:04 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6646 In reply to Jeff.

I have a bug open to make the installer re-launch the app that launched it (if there is one) or the 64-bit version only on 64-bit OSes.

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By: Jeff https:/2012/12/phases-of-64-bit-adoption/#comment-6644 Wed, 12 Dec 2012 20:14:51 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6644 Have you thought of utilizing a 32-bit launcher that checks for 64-bit compatibility before launching the X-Plane executable? On a 32-bit windows system, if you try to just run the desktop shortcut created by the installer (pointing to the 64-bit executable), you just get a generic win32 error message. Not exactly user-friendly. If you had a launcher, it could check for 64-bit compatibility and run the appropriate version of X-Plane without the end-user having to know any different. The 32-bit launcher itself will run fine on a 64-bit system. I suspect this would be pretty trivial to implement, and save less-pc savvy users from having to find the win32 executable.

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By: juanox https:/2012/12/phases-of-64-bit-adoption/#comment-6631 Mon, 10 Dec 2012 15:56:08 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6631 In reply to luca.

agree…

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By: Nick Wood https:/2012/12/phases-of-64-bit-adoption/#comment-6628 Mon, 10 Dec 2012 09:00:57 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6628 In reply to luca.

I don’t agree. i feel that in order for the good stuff to come, i.e, atc, improved performance, framerate, graphics, auto gen, that a good solid, reliable base needs to be in place for the developers to do their stuff. As ben has said, hardware limitations have moved forward somewhat and you need to bring the core of your software, whatever software it is, in line with current requirements. Larger companies have different departments for such things. I believe LR to be quite a small company, I don’t know how many developers they have but they have to work within the resources they have! I believe 64 bit to be THE way to go. I have already experienced fewr crashes an the few 64 bit flights i’ve had. Whats the point of having superb atc direct you only to have a memory crash before you get to final!

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By: Ben Supnik https:/2012/12/phases-of-64-bit-adoption/#comment-6610 Sat, 08 Dec 2012 16:06:12 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6610 In reply to chris.

I do not have any new information on the timing of any future autogen. Please do not ask again.

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By: luca https:/2012/12/phases-of-64-bit-adoption/#comment-6608 Sat, 08 Dec 2012 12:22:29 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6608 64bit port is really exciting but you should complete more urgent and basic features first and then move to 64bit imho.
Atc is one area which is undeveloped to say the least, what is the plan regarding vfr atc?

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By: Wim Vriend https:/2012/12/phases-of-64-bit-adoption/#comment-6606 Sat, 08 Dec 2012 10:50:18 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6606 Hi Ben,

I think the plugin-system is a good development and I’ll look into it for sure. In the meantime, Sandy seems to have left the door a wee bit open, so my hope on his integration hasn’t completely vanished…

The path to 64-bit may be long and bumpy: let’s hope it’s worth the trouble 🙂

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By: chris https:/2012/12/phases-of-64-bit-adoption/#comment-6600 Sat, 08 Dec 2012 04:21:03 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6600 hey ben, great to see the livery change coming in b6 and more terrain changes, but sadly no Lits on autogen, can you see when that will come; kind of a big drawback from all the goods

thanks

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By: Ben Supnik https:/2012/12/phases-of-64-bit-adoption/#comment-6597 Fri, 07 Dec 2012 19:21:44 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6597 In reply to Wim Vriend.

Well, it’s his code, so he pretty much gets to do what he wants with. 🙂

The SDK interfaces are not that complicated, however, and there are a number of example plugins, as well as a number of camera control plugins. I think you will find writing a plugin to be ‘not that bad’, really!

Re: the native TrackIR interface, I have _no_ idea why it exists, as I did not code it. X-Plane does have native hardware support for a number of random devices, some quite common and some rather obscure. But this is a bit moot – if LR hasn’t offered to do native support of your hardware, your options are, in order of good-to-bad:

EDIT: let me amend this list.

1. Write a plugin
2. Have Laminar integrate your hardware for you.
3. Try to use the existing joystick interface and the existing UDP interface.

I think it’s better to write a plugin than have LR integrate your device. The reason: when you write a plugin, you can make your device work the way YOU want – when LR does it, if you don’t like the integration, good luck…we’re very busy and don’t have a lot of time to tweak these things. It is for this reason that I always push for plugin-based integration and not ‘native’ code inside X-Plane.

GoFlight used to be supported natively inside X-Plane and the results were very limited – we only supported a few devices, in only a few ways, etc. The GoFlight plugin is way better, with complete device support and complete configuration. By having the integration done by the hardware vendor, someone who is really motivated to make the integration good can put in all of the detailed work needed. This is the whole reason to _have_ a plugin system!

Cheers
Ben

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By: Wim Vriend https:/2012/12/phases-of-64-bit-adoption/#comment-6596 Fri, 07 Dec 2012 19:17:35 +0000 http://xplanedev.wpengine.com/?p=4642#comment-6596 Hi Ben,

Thanks again. I understand that the joystick interface may not be meant for it.

Actually, I have contacted Sandy Barbour about extending the functionality of his PilotView plugin. Unfortunately he is rather stubborn and neither wants to change his code, nor share it. Hope he changes his mind…

BTW.: The PilotView plugin implements a TrackIR interface and if I understand correctly, it was there even before the developers made TrackIR support. If the plugin SDK is the best way to control the camera, why did you bother to make a ‘native interface’ (when a plugin already existed)?

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