Category: News

X-Plane 10.50 Beta 1 Is Here (And Only Slightly On Fire)

X-Plane 10.50 beta 1 is live! You can download it by running the X-Plane installer and clicking “get betas”, but you will not be auto-updated for it. As is normal with our betas, there is not a Steam beta of it, nor will there be until we are at release candidates.  (But Steam users can install a second copy of the free demo and update that to beta.)

Before continuing, I would like you to assume the lotus position and repeat the following mantra over and over until inner peace floods your body:

The comments section of the developer blog is not a bug reporter.

The comments section of the developer blog is not a bug reporter.

The comments section of the developer blog is not a bug reporter.

The comments section of the developer blog is not a bug reporter.

Ah…don’t you feel more calm already? I certainly do! Seriously though, the bug reporter is here; please use it! I cannot emphasize how much easier it is for us to triage bugs when they all show up in the same place. Random threads in forums about bugs get lost and don’t get fixed.

Release notes are here, but they are not necessarily complete yet. X-Plane 10.50 contained a huge amount of code change, so the notes probably need a few editing passes; something that Austin wouldn’t let meI didn’t want to hold up the beta for.

With any early beta of a major patch, I suggest that early adopters install it on a copy of their X-PLane folder and not the one they use to fly. This goes double for 10.50 because Jennifer, our Q/A head, is out of the office on a road trip. She was able to do a little bit of checking and we’ve tried to spot check it, but this release is more like the beta process from two years ago and not like 10.40 or 10.45. I suspect we’ll have the early stuff knocked out in a week.

There are already a few dumb bugs that have popped up: for some reason taxi lines are totally missing. I’m not sure when that happened because they were around for most of the beta. I’m also looking at a crash that JAR Designs sent me that looks like it could be pretty destabilizing (e.g. I broke the rendering engine). So…consider yourself warned.

Finally, our plan is to do one more airport collection from the gateway toward the end of the beta before we call 10.50 final. In the past we’ve done one airport collection per release, but for a long patch (e.g. 10.30, 10.40, 10.50) by the time we go final, hundreds of gateway submission are ready to go. We’re planning to take another batch in a few weeks, which will let people get fixes in to airports where the problems were revealed in 10.50 (e.g. even with the fixed 10.50 ATC the airport doesn’t work right).

 

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X-Plane 10.50 Beta “Real Soon”

First, it was great to see everyone who came to FSConn 2016! Here’s a video of the conference: if there is another video that has better stabilization I’ll try to post it.

https://www.youtube.com/watch?v=oMJIkoNA4_0

Now about X-Plane 10.50: I did just fix my last beta-stopping bug. So in theory the first beta will be live tomorrow.

But that’s only theory!  If the beta isn’t live, please refrain from being the 700th person to post “any ETA on the beta” to the comments section. The actual release date of builds is unpredictable because the existence of release-stopping bugs is unpredictable.  (If we could be 100% sure there were no bugs, we wouldn’t need betas at all.)

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Pushing More Virtual Tin

We’ve been working for the last few weeks to get X-Plane 10.50 ready for public beta. My goal was to get 10.50 posted before I go to FlightSimCon 2016, but it looks like it’s going to be Monday or Tuesday of next week by the time it’s live.

A bunch of us (including Austin, who is presenting) will be at the Conference, and most certainly at the bar after – if you’re there, come say hi. We’ll be talking about the latest stuff in X-Plane 10.50, and possibly some stuff from the lab as well.

Getting the Planes Moving

As part of the ATC tune-up for X-Plane 10.50, Austin and I have worked on a number of features and bug fixes that should hopefully improve the rate of arrivals and departures at our airports. The current code can get pretty backed up, and we’ve had complaints from users about very long taxi times. (Ironically, this totally happens in real life, but I understand that you don’t want a simulation of KDFW when a thunderstorm passes through or KLGA on a Friday afternoon of a long weekend.)

Here are a few of the changes that help move traffic:

  • The AI drive better. And the better they drive, the less likely they are to bring traffic to a standstill.
  • ATC has a more realistic estimate of the speed of the AI aircraft. In 10.45, X-Plane launches AI aircraft as if they were real pilots at O’Hare. The actual AI drives more slowly and tries to err on the side of safety; by giving aircraft bigger margins of safety, ATC avoids go-arounds.
  • Simultaneous parallel-runway operations are now supported for VFR weather. One reason for go-arounds is that 10.45 has the hard-ball IFR rules (think socked-in) for runway separation, which means that very close parallel runways can’t operate at the same time. This is no longer a constraint on a nice day.
  • ATC uses same-runway-separation rules. These rules let ATC launch aircraft faster when they turn off the runway heading or when the aircraft are small. This means that if a C172 departs on a 10,000 foot runway, you don’t have to wait (five hours) for it to get to the far end of the runway.

There’s one more thing that really helps expedite traffic that you can do: make custom ATC taxi routes in WED for your airport. Having clean, correct taxi layouts with well-planned runway flows makes a huge difference in terms of ATC efficiency and AI operations.

To help you do this, we’re adding more tools to WED to easily edit and understand ATC data and diagnose problems.  WED 1.5 should be in beta in the next few weeks and has these enhancements. We will also put together articles showing some common problems with ATC layouts and the best way to author them in WED.

 

 

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Austin Goes Viral

He even got on slash-dot! Anyway, if you want to see a short six minute explanation of why we are being sued, here you go.

And to state the obvious, we are not discontinuing any of our products, we are not dropping Android as a platform, and we are in no way backing down because of the lawsuit. As you can tell from the video and Austin’s posts, Austin has some strong feelings about standing up to patent trolls.

X-Plane 10.50 update coming tomorrow.

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A Partial List of 10.50 Features

I’ve been way behind on blog posts over the last few weeks. Basically, the more we are doing, the less I manage to blog about what we are doing. (Instead I put off writing a blog post until it’s really late and then decide at 11 pm that I’m too tired and I’ll do it tomorrow.)

So here’s a partial list of X-Plane 10.50 features. This is not even remotely complete, it’s just some “headline” features that I can think of now; the release notes will be comprehensive.

New Autogen: We have new US tall building art assets that will make cities look better.

apt.dat 1050 with Static Aircraft and New Models: A new revision of the apt.dat file provides information on parking spots so that we can place static aircraft models inside X-Plane, based on the library and rendering settings. X-Plane 10.50 will ship with a bunch of additional static aircraft models, and third parties can add more via the lbirary. WED 1.5 will have new features to edit this information.

For airports created before WED 1.5 (which is nearly all of the approved airports), we are working on tech to auto-upgrade the gateway airports to use the new static aircraft; third party scenery will simply not participate in the new feature until updated by the authors.

Global Winds Aloft: X-Plane 10.50 will use global NOAA data for winds aloft, rather than a US-only data source.

ATC Fixes: X-Plane 10.50 has a number of ATC bug fixes to make ATC a lot more usable. No more “you are off course!”

New Manipulators: We have added a few new manipulator types as part of an effort to make 3-d cockpits more usable. Yes, the scroll-wheel is accessible. (We have not rebuilt every 3-d cockpit in our fleet. The feature here is the capability in the engine, for us and third parties to use.)

Update King-Air and Baron: we have, however, redone the Kingair and Baron, fixing a number of issues and getting them to a whole new level for IFR flight. These planes use the new manipulators for their 3-d cockpits.

More Airports from the Gateway: as with all releases, we’ll include the latest airports from the X-Plane airport gateway.

Those are just the “big” things – there’s some huge number of other changes, some of which may be really important to some of our users. I still have about half a dozen items on my todo list to get to a 10.50 beta, so I haven’t worked up complete release notes yet.

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X-Plane 10.45 Is Out – Don’t Disable the Global Airports

X-Plane 10.45 has been released; if you have run X-Plane you already know that.

This release has another big update to the global airports and updated navigation data. Here’s a complete list of everything changed.

One new feature of 10.45 that may change how you use X-Plane: the global airports no longer conflict with custom scenery – even if you have custom scenery that doesn’t have proper exclusion zones.

So if you have been disabling the global airports due to conflicts, you don’t need to do this anymore. You can use your custom scenery and keep the global airports around.

We are already well into X-Plane 10.50 development – we’ve actually been doing significant 10.50 work for a while now. I’ll have more posts on that soon – right now we are aiming to have 10.50 in public beta in a few weeks.*

* That’s a vague time estimate because it’s not super accurate. Feature work is not complete for 10.50, so it’s hard to know when it will really be done. Our goal isn’t to get 10.50 into beta at a certain date; it is to make X-Plane better as efficiently as possible.

 

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X-Plane 10.45 RC2 is Out (and Other Nerdy Stuff)

First, X-Plane 10.45 release candidate 2 is out. There was a bug in RC1 where the instructor’s operator station (IOS) couldn’t change aircraft over the network. I’m hoping we don’t have any other last-minute fire-drills; the IOS bug was reported the day I was going to call RC1 final.

I keep on telling myself during the day “I’ll blog some developer news later when I’m too tired to code” and (shockingly) at 10 pm, after the second round of coding after the kids have gone to bed, I find myself too tired and go “meh, I’ll blog tomorrow.”

So in an attempt to post something rather than keep delaying…

Spock And Friends

The Vulkan API was released today. Vulkan is the third new next generation 3-d graphics API (the other two are Metal for OS X and iOS and DirectX 12 for Windows). Vulkan should be available on Windows, Linux and Android devices. The specification is 651 pages long, so I have some light reading to do.

Faster Cockpit Lights

FlightFactor sent me a test case to look at a while ago – a possible bug in the Blender 2.49 exporter. While exploring the performance of the test case, I discovered that the code that runs ATTR_lit_level in a cockpit OBJ was a lot less performant. (If you don’t create 3-d cockpits, ATTR_lit_level lets you turn the brightness of a 3-d model’s night texture up and down based on a dataref; it is crucial for creating cockpit lighting animations, including annunciators.)

I ripped out a pretty huge pile of code in the process, and I am hoping we’ll see a performance boost. On the mobile product (this code is shared on mobile and desktop) the changes cut the number of driver calls we make down by about 25%. (That doesn’t mean a 25% speed-up – not all calls are equal, but it shows that there was a real win in there.) My measurements of the ATTR_lit_level test case run the OBJ itself 10x faster. (Again, that doesn’t mean 10x the framerate – it means this one very small part of X-Plane runs 10x faster).  Once the work is done I’ll post some performance numbers.  This code is targeted at X-Plane 10.50.

 

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X-Plane 10.45 RC1 Is Out – Go Test Your Airplanes!

X-Plane 10.45 release candidate 1 is out (and will be available on Steam for users who have selected to get betas within a few days). If you aren’t running betas and would like to try it, run your X-Plane Installer, pick update and check “Get  Betas”.

If you are the developer of an add-on aircraft and you haven’t tried 10.45 yet, please try it as soon as possible!  We caught a few surprising systems-related bugs and fixed them for RC1, but overall beta bug reporting has been quite low; we can’t fix what we don’t know about, and some bugs might only be reproducible using your add-on.

X-Plane 10.45 is a “small” patch for us in that it doesn’t contain major changes to the code, but it contains a number of features you might like:

  • An update to the global airports.
  • The global airports won’t conflict with custom scenery – new exclusion  technology prevents overlapping buildings.
  • Nav data has been significantly updated – lots of bug fixes are in 10.45.
  • The GPS data for the G430 now contains IAFs, so you can fly GPS approaches with proper transitions.
  • Proper prop torque for aircraft that opt in.

I keep meaning to post about other stuff we’re working on; I’ll post an update soon. But for now, try 10.45 before it goes out the door!

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A New Way To Exclude

MH1212, developer of the Prefab Airports for X-Plane, requested this feature, and it looks like we are going to be able to sneak it into X-Plane 10.45. (If we hit bugs, it might get pushed out to 10.50, but so far things look okay.)  The feature is: the ability to exclude objects by airport ID without using exclusion zones.

Right now when a custom scenery pack replaces an airport (via apt.dat), the old apt.dat is completely ignored. But the DSF-based overlay objects, facades, etc. are included; the custom scenery pack has to use exclusion zones to kill them off.

With this extension, the DSF-based overlay objects in a scenery pack can act as if they are in the apt.dat file, disappearing when the apt.dat airport is replaced. This means that when you replace an airport (via apt.dat file) not only do the runways go away, but so do the overlay elements.

Here’s the win: we can export our global airports from the X-Plane Scenery Gateway this way, and custom scenery will remove the overlay elements automatically just by replacing the apt.dat, even if no exclusion zones are present.

Here are some details:

  1. The scheme works if the underlying airport is correctly marked as having its objects and facades “inside” the airport. So unlike exclusion zones, this scheme works if the underlying airport is modified, not the overlaying airport.
  2. This is a new scheme – no existing scenery already does this; scenery must be re-exported to gain access to this functionality.
  3. The functionality requires the latest version of X-Plane, but is harmless to old X-Planes – the DSFs will still load.
  4. Exclusion zones still work and are still recommended; if you are making custom scenery and you are on top of autogen or an old scenery pack that is not modified using this new scheme, only an exclusion zone will save you.

There are two big advantages of this scheme:

  1. We (Laminar Research) re-export our collection of thousands of airports on a regular basis, so we can tag the entire set of global airports using this new scheme and have them ready for by-airport-ID exclusion very quickly. So this scheme will start to help conflicts immediately.
  2. The scheme doesn’t require modifying the overlying scenery at all. There are freeware airports that are effectively orphaned – the author cannot be found and the license doesn’t allow the community to modify them*. Since these airports cannot be legally redistributed with exclusion zones, this technique will help.

Once X-Plane has this extension and the global airports are re-exported using it, global airports will fully disappear when any custom scenery pack replaces the airport by apt.dat, even if the custom scenery pack doesn’t have good exclusion zones.

This functionality will be available to third parties in WED 1.5 when it goes beta. In WED 1.5, if an overlay element is in the folder for an airport, it will be excluded when that airport is excluded. If an overlay element is ‘loose’ in the outer level hierarchy, it will not be excluded by airport (but will be affected by other pack’s exclusion zones).

Since gateway airports already have the objects “in” the airport folder, they are already authored to make this scheme work.

If you create your own DSFs using a low level tool like DSF2Text, the DSFLib source code, or something else crazy, I have posted the proposed schema here. That’s a technical link for people tinkering with the DSF format itself, but if you’re in that category, please do ping me to get early test materials. (The new code is also on GitHub.)

Two warnings to custom scenery authors: if you are creating a custom airport scenery pack, especially payware, please read these very carefully:

  1. This is not an invitation to stop using exclusion zones. There are plenty of scenery packs in the wild that do not have their objects tagged by airport, as well as autogen and all sorts of junk that can be under your payware. If your airport doesn’t have an exclusion zone and it conflicts with another pack, it is your fault. Go add exclusion zones, like I told you to do years ago.
  2. If a scenery pack from X-Plane Airport Gateway is removed by your pack (by airport ID) then our exclusion zones are removed too. This means that if trees on the runway have been removed by an X-Plane Airport Gateway airport, you will no longer get those exclusion zones for free.  You must exclude those trees yourself!  (If you put exclusion zones in from point 1 this is a non-issue.) Test your airport with global airports enabled and disabled to make sure your pack is good.

 

 

* As a side note I consider it a real problem that airports get uploaded and shared with the community under licenses that don’t allow for abandon-ware to be maintained. It’s clearly the right of the author to use any license you want, but as a community I hope we can encourage freeware authors to use a permissive open license.

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X-Plane 10.45 Beta 1 Released

X-Plane 10.45 Beta 1 is out – here are the release notes. This is a small update in terms of code change; the new feature is updated global airports and nav data, as well as a bunch of bug fixes; the beta period should be relatively short.

To get the new beta, run the X-Plane installer, update your copy of X-Plane and make sure “get new betas” is checked.

Prop Torque

Prop torque is fixed in X-Plane 10.45 beta 1; the calculation was incorrect (causing too much torque from props) in previous versions of X-Plane.

In order to get the new correct physics, you must resave your aircraft in Plane-Maker 10.45 beta 1.

We have heard of authors doing a number of things to lower the effects of prop torque in old versions of X-Plane, including having plugins apply a counter-torque and tweaking the physics parameters of the aircraft itself. Because we cannot know if an aircraft has such work-arounds applied, the prop torque fix is applied only to aircraft resaved in 10.45 beta 1 or newer. This way the fix takes affect when an aircraft author can remove work-arounds.

 

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