Category: News

X-Plane 11.01 Released

X-Plane 11.01 is now final, both via our installer and Steam. We’re going to do one more bug fix release (11.02); at this point it looks like Gateway airports will go into a separate 11.05 release to give authors a little bit more time to work with WED 1.6, but we’re still discussing this internally.

In terms of timelines and releases:

  • Small bug fixes, fixes for aircraft SDKs, and small, tactical performance improvements will make it into X-Plane 11.02.
  • Big things like an XPLM revision to pop out windows, fixing the weapon API, the G1000, and more invasive performance improvements as we move toward next-gen rendering APIs will have to wait for 11.10.

That’s a lot of stuff in that second bullet point – there is basically no chance that all of that will make it into 11.10; we have enough long term efforts going on at once that some will go into 11.10 and some into 11.20 or something later. I don’t even know which of those things will be in 11.10 – basically, what’s ready around when we get to 11.10 will be released, and we’ll do another release when more features build up.

 

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X-Plane 11.01 RCs

We posted an X-Plane 11.01 release candidate today.

  • The good news: it fixes the XPLM navigation buffer overruns that were crashing plugins. So that should be a big win for people using plugins with the beta.
  • The bad news: we found and fixed the flashing cloud shadows bug after the RC went out.

So we’ll do an RC2 with the cloud shadow fix over the weekend. We have a bunch of bugs we kicked to an 11.02, so that we could get the 11.01 fixes to everyone. We’re also looking to make WED 1.6b2 uploadable to the gateway so we can push out more gateway airports.

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Let’s Get Physical At Night

X-Plane 11.0 shipped with all new Physically Based Rendering – the lighting and material model is based on the real physics of light interacting with dielectrics and metals (kind of) to make rendering look more realistic with less art tuning.

But…X-Plane’s night lighting in X-Plane 11.00 is not physically correct – the night lights ignore the materials and do what X-Plane 10 did.

X-Plane 11.01 betas fix this. In the pictures below you can see side-by-side comparisons of the same scene with the 11.00 lighting and the new physical night lighting for 11.01.  The array of balls floating around the Cessna is a test project I use with a 2-d grid of materials (metal on the bottom, rough on the right).

One of the effects of this is increased accuracy of light location – that is, you can really tell where the lights are by the reflections they cast on specific materials.

Here are some material comparisons with the day seen included so you can see what the original materials were. Observe the rim of the engine cowlings on the 737 and 747, and of coarse the entire fuselage on the MD-82.

There’s no authoring change needed or work to do for third parties – if you were modeling your aircraft to look correct during the day, 11.01 makes the night lighting look better.

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X-Plane 11.01 Beta 1 and the SDKs

X-Plane 11.01 beta 1 is out now – to get it you have to check “get betas”. Since we now have a stable release version, my suggestion is: don’t check the box unless you are an add-on developer or are willing to deal with some beta-crazy. We try to make sure that every beta works, and things are less crazy here now that 11.00 is out, but you can read the release note history and see that dead betas still happen regularly.

Linux Users: if you use the Aerosoft DVD and have been using the special posted build of the sim to unlock the DVD, please use 11.01 beta 1 – the Linux fix is incorporated.

I’ll post some pics of some of the graphics changes in 11.01 in another post.

A note on the various SDKs: we made a real push to get the various authoring SDKs stabilized for 11.00, but there were things we missed. Most of the authoring SDK changes in 11.01 are:

  • Bug fixes.
  • Removal of old datarefs and features that didn’t work anyway and hadn’t been “cleaned out”.

One exception where an authoring rule is actually changed: during the betas and in 11.00r1, the prop disc is blended using incorrect gamma, matching X-Plane 10 behavior. Not changing this was an accident; all other alpha blending in 3-d is gamma-correct in X-Plane 11.

For 11.01 I chose to change the prop disc now to make everything completely consistent across all interfaces for the rest of the X-Plane 11 run. This isn’t ideal, but running the prop discs with incorrect blending would be a performance penalty for the entire rest of the version run (we’d have to change rendering passes in Metal/Vulkan to support this) so I figured best to rip the bandaid off quick.

As with all gamma-correct blending, the most likely problem with this that the mid-alpha parts of your texture appear too bright in 11.01b1. Incorrect blending loses energy, so the natural authoring work-around is to make things too bright to compensate; now that you are seeing too much light energ you may have to back things off. Looking at our Cessna, the white paint on the prop disc is a little bit too bright with the change.

In other SDK notes: I’m part way through writing draft FMOD notes – one that’s done, Jennifer can turn that into something human-readable. We will probably do an 11.02 to collect gateway airports; WED 1.6b2 is out now but it’s not approved for gateway use yet; we’re waiting to get some test time on it. If 11.01 goes final before gateway airports can be pushed, we’ll do a separate patch to get those airports released.

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11.01 and Immediate Work

With X-Plane 11.00 out the door, we have a few immediate things we are working on:

X-Plane 11.01: I’m hoping to have it beta early this coming week. We’ll roll the Linux DVD bug fixes into it, as well as rendering bug fixes that didn’t make 11.00, and a little bit of cleanup of the aircraft SDK.

Almost everything for the aircraft SDK is harmless cleanup, but there is one change in 11.01 that really should have made 11.00: the gamma curve on prop discs is still not correct in X-Plane 11.00. I am going to fix that ASAP for 11.01 so that third party developers can have stability.

Like most gamma corrections, your old prop disc might be too bright (because the old alpha blending tended to lose energy). With energy conserved, you might want to tone it down a little bit. I think this is the only gamma change that “got away” but I’m still investigating various cracks and crevices.

(The 2-d panel and panel texture will continue to have its traditional gamma-incorrect blending, matching X-Plane 10, 9, 8, etc.)

Documentation: we have a lot to update; I’ll try to get on FMOD docs as soon as possible. The X-Plane plugin SDK website needs a serious overhaul and may be in “temporary” mode for a week or two.

Developer Support: Philipp and I have been flooded with emails and requests from third parties involving their add-ons. I can’t speak for Philipp, but I’m probably back logged an entire month. If you’ve emailed us with some kind of issue, please be patient – there are a lot of you and not a lot of us.

I’ll post more details on 11.01 when we get closer to a beta.

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Linux and Aerosoft DVDs (and Fixed Apps)

Yesterday we received multiple reports that the Aerosoft X-Plane 11 DVD set does not work with Linux. It turns out that there’s something strange about how the DVDs are authored that makes the file names on Linux go all lower-case, which causes both the simulator and the installer to not be able to use the DVDs.

We have fixes for these problems that will be rolled into a new installer and the next update of X-Plane; in the meantime you can get them here for Linux now:

To install from the DVD, download this installer, run it, and insert your DVD, this installer from the net will install the contents of the DVDs normally.

Once you have installed X-Plane, replace your normal X-Plane-x86_64 app with the one attached here (placing the new app in your “X-Plane” folder) to run using the DVD to get out of demo mode.

You can use these two apps until we issue replacements; 11.01 should go beta early next week and contain “official” versions of these fixes, at which point you can just use the official version.

(Thanks to Daniel for his patience and helpfulness in trouble-shooting this remotely!)

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Sneak Preview: Pirate Mode!

Normally we try not to pre-announce new features before they are complete, but it’s been kind of an open secret around the company that we are working on native VR capabilities for X-Plane. Austin mentioned it on a Facebook Live stream, and Chris posted pictures of un-boxing his OcRift and Vive.

So today I’m going to show you a sneak preview of something that I’m just too excited not to post: X-Plane 11’s new Pirate-VR™ mode*.

There are two major challenges to integrating VR with a general purpose flight simulator:

  • Performance. X-Plane typically runs at 30-40 fps on a high-end system on a single monitor. How do we render a stereo image to two eyes without cutting frame-rate in half?
  • Usability. How do users interact with the complex cockpit buttons and switches using 3-d “wand”-type controllers that ship with today’s VR head-mounted displays?

Pirate-VR™ mode solves both of these problems.

When rendering to the head-mounted display, we simulate an eye-patch over the left eye.

By blacking out the left eye, we are able to recover quite a bit of framerate and run a stereo render at over 40 fps; minor optimization should get us to something fluid for the HMD.

In Pirate-VR™ mode, both of your hands are replaced by large metal hooks. Since it is pretty much impossibly to safely operate the over-head panel of an MD-82 with hooks for hands, we can skip 3-d interaction testing on most of the cockpit, simplifying VR interaction quite a bit.

I can’t announce when Pirate-VR™ will ship, but for scallywags who will be joining us at FlightsimCon in Hartford** this year, I think we’ll have something you’ll really want to get your hooks into.

 

* Yes, it is, of coarse, pronounced “Vee-ARRRRRRRRRR!”

** Update: my wife points out that the correct pronunciation is HARRRRRRRRtford.

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SHIP IT!!!!!!!!!!!!!!!!!!!!!

X-Plane 11.00 is out! Release candidate 1 is it. It’s out the door!

If you’ve been waiting for Steam – you can now get X-Plane 11 on Steam.

If you already own X-Plane 11 from our website and you had installed the release candidate 1 patch a day or two ago, there’s nothing new to download – you have the latest version of X-Plane, and it won’t auto-prompt you until we have a patch.

If you’re waiting on DVDs, the materials have been sent off to the duplicator, so my totally-uninformed-guess is maybe a week or two.

 

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I Wear My Sun Glasses at Night

And so should you if you use beta 16. X-Plane 11 public beta 16 is out now and fixes a whole pile of bugs. It also introduces one new big one: in HDR mode the overhead panel of the cockpit is totally lit up. Alex reported this to me about an hour after the beta went live; it’s caused by changing where in the drawing process the moon is drawn.

This will be fixed for a beta 17 in the next 24 hours; you can work around it by turning your effects down to medium. Please do not report this bug, as it’s already being fixed. (Do report anything else you find though!)

There are some things fixed in beta 16 though!

  • Clouds should be faster. If you are having performance problems with the clouds, please re-report a bug against beta 16.
  • We fixed a lot of bugs for authors. Third party developers: please read the release notes carefully – we’ve tried to document every change we’ve made. The new FMS should be a lot more compatible, as should various parts of the flight model.
  • A number of rendering artifacts are fixed: sky banding, etc.

Beta 17 (to fix the lit up cockpit) will likely be the last beta of the X-Plane 11.0 series.

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