X-Plane 940 beta 7 is out. Now is the time to test your airplanes, scenery, and plugins. We’ve reached a point where we think we have the new systems code working. Please try the new beta, test your add-ons, and if something works in 930 but is broken in 940, file a bug immediately!
Two warnings about normal maps:
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Make sure that the RGB color underneath transparent sections does not turn black or white! Some image editing programs (in particular Photoshop) will lose the color beneath a transparent area.
With a normal map, this is very bad – black and white are not legitimate normal map colors, and the result will be bogus normal vectors under the non-shiny part. Normal maps affect more than just specular shiny hilights – the normal map affects all lighting, so having black or white under your transparent (non-shiny) parts is bad news.
To check whether this has happened, I recommend Graphics Converter, which will show you your alpha and RGB channels separately, exactly as they are in the file.
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Make sure your RGB value are normalized. The “length” of the normal (as encoded in RGB) must come out to a distance of 1. This is virtually impossible to do using PhotoShop or an image-oriented program…I suggest you use a real plugin to PhotoShop or Blender to create normal maps that are correctly “normalized”.
It is also very possible that X-Plane’s gamma correction is distorting normal maps, but that’s one for me to fix.
I just found out from a user that Chase View Delux doesn’t work with X-Plane 940 beta 4. Here’s what’s going on:
- Plugins often end up running X-Plane code – when you make a call to the X-Plane SDK, the SDK sometimes passes the call right to X-Plane.
- X-Plane 940 beta 4 has heavy error checking on all of the X-Plane code.
Put these together and…X-Plane 940 beta 4 is putting heavy checking on plugins that wasn’t there before.
Typically the kinds of problems caught by the error-checking code inside a plugin are not critical, but aren’t bad things for authors to fix. Since we will turn off heavy error checking as soon as we get the systems code fixed, plugins will start working again..there’s no need for plugin authors to recut anything.
I’m driving at 55 mph on the highway. I drive over a nail, lose a tire, skid off the road, crash through the guard rail, plunge off a cliff, and die. That’s not much fun. But when you get to the accident site, you’ll probably be able to piece together what happened. The skid marks, the nail, the hole in the guard rail, the car wreckage below – you can connect the dots.
Now…let’s say I’m driving 500 mph. Same nail, same out of control crash. But this time it’s going to be a lot harder to tell what happened. Lord knows where the nail ends up, the distance from the nail strike to exiting the highway is going to be a lot bigger, and the car is going to be in smaller pieces scattered over a wider distance. It’s going to take a lot longer to piece together what went wrong.
That, in a nutshell, describes the motivation for an X-Plane beta with all of the debug and safety checks on. X-Plane’s normal operation is like the car doing 500 mph – when it crashes and dies, there’s very little left that can be used to figure out what went wrong. When there is a bug in the code that destabilizes the sim, finding it via crashes in release builds takes a lot of developer time and slows the whole beta down.
With the safety checks on, X-Plane still crashes when something goes wrong – but the bodies and wreckage are all a lot closer to the scene of the crime, and the evidence left around is in much better shape.
One of the side effects of the safety builds is that they catch “harmless” coding mistakes – (harmless in quotes – the bug might seem harmless but who knows if that will always be true). XSquawkBox now quits the sim with an ugly alert box because it reads off the end of a piece of the airplane data structure via the plugin system. This hasn’t hurt things in the past, but it’s not really correct. Beta 5 should fix the underlying problem, letting you run XSquawkBox again. (The fix will be in X-Plane, not XSquawkBox.)
X-Plane 940 has a new electrical systems model and it has a few important differences from 930:
- You must specify exactly how many buses your plane has. 930 provided two buses but then did a bunch of cross-tying behind the scenes in case you didn’t have enough power sources.
- X-Plane 940 requires that each battery and generator be on exactly one bus.
- X-Plane 940 will not allow systems to be powered by non-existent buses.
Now this can have some strange side effects. Consider the default king-air with two generators and one battery:
- In 930 it has two buses, battery feeds both buses, and each generator feeds one. You could have systems split by bus and they would work unless you lost one generator and the battery.
- 940 defaults this plane to one bus, because on battery power only one bus will be fed.
- This means that in 940 all of your systems will be reset to bus 1.
But wait…if you import into Plane-Maker, the import will trash your system bus selections before you can increase the number of buses to 2. What can you do?
Here’s a work-around: before you update your plane, make sure you have two battery and two generator switches on your panel. Then open in 940. The import will set 2 buses and your systems will be preserved.
Of course, by the next few betas this may all be moot because we may get something less crazy in there.
I’m seeing a number of bug reports where weird artifacts are showing up in 940…missing pieces of runway, flickering triangles…all sorts of good stuff!
I believe that this is due to some kind of bug relating to threading, X-Plane and the video drivers. I won’t say whose fault it is because I really don’t know. I do know that the bug appears to not happen on OS X. (But this could simply be because the threads time out differently on OS X.)
The changes to the rendering engine for 940 from 930 are substantial and aggressive – it’ll take us a little bit to fix these things.
When you wonder how come programs don’t use all 8 of your cores yet, well…this is why…multi-core programming is complex, tricky, tedious to debug, and often involves substantial changes from the original code.
The global scenery gets cut on “the renderfarm”, which is our name for the cluster of computers, each loaded with all of the input data for the global scenery. These computers chug for a few days to churn out the whole planet.
With the next global render I am trying an experiment: using one 8-core Mac Pro as the RenderFarm. We’ve never had more than 8 processors in the farm at a time; in the past to get 5 processors might have taken 3 machines. The appeal of a single machine is ease of setup; no data to sync between machines, no sorting out which machine did which tile and merging it all back.
Today I upgraded the Mac Pro’s memory (again) to 12 GB. I thought the logic of why I did this might be of interest to X-Plane users who are trying to figure out “should I have more memory”?
Basically there are three memory limits we care about:
- The virtual memory limit per process – generally 3 GB per process for a 32-bit application. If an application wants more memory tan this, regardless of what you have, it is dead.
- The virtual memory limit for the whole machine. Since the machine virtual memory limit is a function of hard disk space, normal users will never care about this – we can have a huge amount of virtual memory.
- The physical memory actually used by the sum of all programs actually running. Once all programs need more physical memory than you have, they start using hard drive, and they get really, really, really slow.
In the case of the render farm, our processing program runs on one DSF tile at a time. But with 18,000+ tiles we can take advantage of more cores by processing 8 tiles (using 8 copies of the program running at once) on 8 cores.
This is where memory comes in. Before the upgrade my machine had 4 GB of memory, allowing each of the 8 tiles to use a little bit less than 512 MB of RAM before we ran out of physical memory and started paging. (The OS takes a little bit for itself.)
Normally this is all good — a typical run might only use 300 MB of RAM. But every now and then we hit New York City or Boston and the RAM use spikes out to 1500 MB or more.
This is okay if just one process hits New York, but what if a bunch of processes hit a big city at once? We blow past the physical RAM of the machine and every tile becomes slow at once. And because they are all slow at once, they take a very long time (hours) to clear this state.
(This state of thrash due to many processes is like 8 people trying to go through a doorway at once. If they would just take turns, they’d be through in a second. But by forcing 8 at once they get stuck. The operating system won’t pause a few of the high-memory programs to let the others complete.)
Since the RenderFarm has to run overnight unattended, I upgraded RAM to 12 GB, for 1500 MB per rpocess before thrash. My hope is that for this investment, we’ll be able to run the processing through without a human to unjam it.
What About X-Plane
So would a RAM upgrade for X-Plane help? Well we can apply what we know from above to figure it out. Generally, you need enough RAM that X-Plane + all other programs won’t run out of physical memory. Since X-Plane is 32-bit (and can only use 3 GB of RAM) you are likely to be fine with 4 GB when running X-Plane + the OS. Any more and X-Plane can’t take advantage.
The exception might be if you need to run X-Plane and another big program like PhotoShop at the same time. At that point you might want enough RAM for both to run at the same time.
When Sergio first proposed generic instruments, his model was “lego bricks”. The idea was to provide a number of very basic parts for panel makers and let panel makers mix and match. The result would be huge flexibility for airplane authors without code bloat.
The problem with non-generic instruments is that there is such a huge variety of behavior among airplanes…if Plane-Maker were to have options for every possible plane, the “special equipment” screen would require 3000 tabs and be completely unusable. Hence the need for a smaller unit of modeling: the lego brick.
The prop disc is the first feature I have done that is meant to be used only by a plugin, e.g. “lego brick” code. The X-Plane systems code sometimes suffers from the same “code bloat” problem as the instruments: a ton of very specific, very tweaky behaviors that interact in strange ways and become very difficult to manage. It’s not that the systems code is bad code – it’s that the scope of the problem is simply too large. That is, you can’t expect X-Plane to cleanly simulate the systems of every airplane ever in a ton of detail through an a la carte menu of check-boxes.
The idea of the prop disc is: someone (LR or otherwise) can write a plugin that encodes a certain style of prop disc. That plugin can then be picked up and moved around like a generic instrument between planes (perhaps with a corresponding text file to control it).
If someone else comes up with a different/better prop-disc algorithm, compatibility isn’t an issue…that person writes a new prop disc plugin and the airplane author selects the one desired. Think of it as sort of a portable flight model that stays with your plane.
So we win in three ways:
- Anyone can write the prop disc algorithm, not just LR.
- The code lives with the plane, to avoid compatibility problems.
- More than one plugin can exist, giving authors an a la carte menu.
That’s the theory at least.
X-Plane 940 allows plugins to customize the prop disc. Details here on the wiki.
I put these datarefs in so that modelers wouldn’t have to try to model prop discs with OBJs. The problems with prop discs are many:
- They need to be billboarded, and X-Plane does not provide datarefs for manual billboarding inside an airplane (particularly not to the engine’s coordinate system, which can be transformed by all sorts of fun stuff).
- They often need variable translucency, which OBJ does not have.
- They cause all sorts of depth buffer errors, which OBJs cannot manage.
In short, prop discs are weirdly special-cased enough that I thought it would be better to provide a general set of parameter datarefs for prop discs and let X-Plane do the drawing.
These options are not available in Plane-Maker. Why not? That’ll be my next post.
I have ranted in the past about the importance of not treating beta builds of X-Plane as having finalized file formats. Generally a beta should be used to explore, experiment, and test old content, but not to create new finished work or ship product. File formats sometimes change during beta to work around bugs we find.
Another reason not to depend on the file formats of new betas is that sometimes we screw up. In the case of 940 beta 1, the code that converts 930 airplanes forward to the new 940 electrical system is pretty buggy (hence the reports of electrical systems doing wonky things, panel instruments disappearing, and general weirdness).
This one is our bug to fix and will be fixed in beta 2 (at least we think). But to “get the fix” authors will need to open their 930 saved airplane in 940. If you already re-saved the airplane in 940 then the 930->940 conversion code won’t be re-run.
I’ll try to post some info on the new electrical system on the Wiki, but for now: if in beta 2 you have a bug with a plane that used to work in 930, send us the 930 version of the plane so that we can convert it and watch the conversion screw up. If the plane is already in 940 format we don’t know what our conversion code broke and what you edited in Plane-Maker.