The post X-Plane 11.35b5 is Out appeared first on X-Plane Developer.
]]>One thing of particular note for aircraft authors in this update: we added datarefs to read the contents of the X-Plane default FMS Control and Display Unit (CDU) screen. You can read more about this addition here.
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]]>The post X-Plane 11.35b3 appeared first on X-Plane Developer.
]]>If you haven’t already, this would be a great beta to test your add ons in to ensure we haven’t broken them. If we have, get at us via the bug report form and be sure to include a copy of your add on.
Edit: 11.35b3 is live on Steam too now.
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]]>Please note that this is a major update and the minimum system requirements have now changed to: 64 bit versions of Windows 7/10, OSX 10.9, or Linux with GLIBC 2.23. Read More
The post World Editor 2.0 is here! appeared first on X-Plane Developer.
]]>Please note that this is a major update and the minimum system requirements have now changed to: 64 bit versions of Windows 7/10, OSX 10.9, or Linux with GLIBC 2.23.
Major features include:
For detailed information on the changes, see Michael’s write up here, or the README.WorldEditor file in the download.
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]]>This RC has two simple fixes that are non-breaking and totally awesome.
The post XPlane2Blender v3.4.0-rc.2 is out! appeared first on X-Plane Developer.
]]>This RC has two simple fixes that are non-breaking and totally awesome.
If you run into problems, please file a bug. If you do not notice a decreased export time with large models, also please tell us. We’d love to benchmark this on more data.
The post XPlane2Blender v3.4.0-rc.2 is out! appeared first on X-Plane Developer.
]]>The complete list of VR-specific APIs is now:
XPLMEnableFeature("XPLM_USE_NATIVE_WIDGET_WINDOWS", 1)
The post New VR APIs Are Available Now appeared first on X-Plane Developer.
]]>The complete list of VR-specific APIs is now:
XPLMEnableFeature("XPLM_USE_NATIVE_WIDGET_WINDOWS", 1)
I’ve updated the VR sample plugin to take advantage of all the new stuff here, minus the widget API—really, once you enable native widget windows, your widget window becomes “just another XPLM window” as far as the display APIs are concerned.
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]]>****EDIT2: We’ve found the issue affecting Vive and WMR. We’re testing a fix internally and will release an update hopefully in the next 24 hours. Read More
The post X-Plane 11.20 VR4 Is Live appeared first on X-Plane Developer.
]]>****EDIT2: We’ve found the issue affecting Vive and WMR. We’re testing a fix internally and will release an update hopefully in the next 24 hours. Please do not submit any more bug reports about Vive/WMR resolution.
11.20 VR4 is Live on the servers. Aside from the usability fixes that Ben already mentioned, the major ‘feature’ in VR4 is…Oculus users will no longer need SteamVR. If you downloaded it just for X-Plane, go ahead and remove it. It will no longer be necessary.
As we said we would do from the very beginning, we investigated the relative performance of X-Plane through the native Oculus SDK versus SteamVR and what we found, through data collection, is that the overall experience for Oculus users was better by going through the Oculus SDK directly. I know many of you are thinking “Duh! I told you that a month ago ya big dummy!” and yes…yes you did. Fortunately/Unfortunately, we try not to make engineering decisions based on gut feelings and anecdotal evidence when we have a way to collect actual numbers. We wanted to tackle a majority of the usability issues affecting everyone before we looked into performance.
In the various A/B tests that we performed, we found that going to the Oculus SDK directly got us about 25% improvement in frame rate. This does not necessarily indicate that there’s anything wrong with SteamVR itself. There are several factors influencing the performance in VR. First, Oculus has their “home”, that little bachelor pad where you hang out while waiting for games to load. SteamVR has their “home” as well. When you use SteamVR, BOTH are running on your machine. Those houses are not free and X-Plane is already CPU bottlenecked so anything consuming CPU resources is going to directly affect performance. (I noticed an Autodesk updater in my task manager that was stealing 5% of my CPU consistently. That too was decreasing my performance….every bit matters!). Going directly to the Oculus SDK removes the SteamVR house from the equation.
Sure, getting 25% improvement is a huge win, but that’s NOT the biggest win. The biggest win, in my opinion, is that Asynchronous Space Warp (ASW) works MUCH better even at very low frames rates down to about 22.5fps. It appears as though the timing of the frames is critical for ASW to work properly. Being at 22.5, 30, 45, 90fps feels smooth! Being in between those frame timings seems to make ASW lose its mind creating an annoying judder; the opposite of what ASW is supposed to be doing for us. Oculus seems to be V-Syncing us to hit those intervals, allowing their algorithms to make reliable timing decisions and predictions. It’s my suspicion that SteamVR was just not hitting those intervals, causing ASW to flip out.
TLDR; Performance for Oculus will be on par with what Vive users have been seeing all along. The smoothness of the rendering seems consistent even down to 22.5fps. If you’re a Vive user, you will still, of course, need SteamVR as that IS your native SDK. If you’re a WMR user, you will still need SteamVR. I have not seen any reprojection issues with WMR like we have with Oculus. Supposedly the upcoming versions of SteamVR have some performance improvements coming for WMR users as well so we’ll be sticking with SteamVR for all headsets other than Oculus. That can always change in the future…based on data.
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]]>The post Three lesser known aircraft features for 11.10 appeared first on X-Plane Developer.
]]>Back in April, I flew a Mooney M20J with a KCS55A HSI in it, and realised that it was impossible to model in X-Plane correctly, so I got to work. See the manual for an explanation of this popular HSI/remote gyro system.
I’ve written a usage guide on the new datarefs and commands that I added, along with some more detailed explanation of all the different gyro systems X-Plane simulates, in this guide for aircraft developers. I also talked about the systems at length in a Youtube live stream earlier this year.
This is a feature that many add-on aircraft already simulate to some degree, but by means of more or less reliable plugin trickery. The X-Plane 11 default 737 and 747 are no exception. With X-Plane 11.10, a separate GPS steering mode for the autopilot becomes a standard feature.
The new datarefs and commands are explained in detail here.
Several people who build home-cockpit setups have asked about removing the bezels from the popup displays, so they can have only the screen of a GNS430/530, FMS or G1000 instrument to put on an external monitor, with a hardware bezel around it. While this can already be achieved through some clever hacking in the Miscellaneous.prf file, we now offer a more straightforward way to do this: The popup and pop-out windows now get their bezel graphics from the library system, so you can override the bezel graphics. How to override the bezel with nothing, if your bezel is made of hardware? Simply supply a 1×1 pixel blank .png as a bezel graphic, and X-Plane will know that you really want no bezel at all. In the case of a bezel-less 430, you’d put a 1×1 pixel png as the “cockpit/radios/GPS FMS/Garmin_430_2d.png” resource of your plane.
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]]>https://github.com/der-On/XPlane2Blender/releases/tag/v3.4.0-beta.4
__upgradeLocRot
vs __updateLocRot
. The fix for the updater altering the animation types was written for object’s dataref animations and bone’s dataref animation troubles.The post XPlane2Blender v3.4.0-beta.4 arrives appeared first on X-Plane Developer.
]]>https://github.com/der-On/XPlane2Blender/releases/tag/v3.4.0-beta.4
__upgradeLocRot
vs __updateLocRot
. The fix for the updater altering the animation types was written for object’s dataref animations and bone’s dataref animation troubles. However, with this spelling mistake and Blender’s uncanny ability to eat exceptions from addons, it wasn’t realized until later that bone’s weren’t also getting updated. Fortunately, the updater can be run-again without fear of messing something else up.At the bottom of the Scene Settings, check “Plugin Development Tools”. Use the Re-run Updater tool at the bottom: Put in 3.3.9
in Fake Version, and click the button. You should see your bone values corrected, as long as you successfully reverted any bad changes from v3.4.0-beta.1. Please e-mail me if you have problems!
The post XPlane2Blender v3.4.0-beta.4 arrives appeared first on X-Plane Developer.
]]>So far so good (aside from one big breaking problem)!
#289 periodic filename_ext error notifications.
#288, 292 loc/rot/show/hide upgraded improperly
Add X-Plane Layers button for new projects now longer hidden
The post XPlane2Blender v3.4.0-beta.2 is out! appeared first on X-Plane Developer.
]]>So far so good (aside from one big breaking problem)!
#289 periodic filename_ext error notifications.
#288, 292 loc/rot/show/hide upgraded improperly
Add X-Plane Layers button for new projects now longer hidden
See the next release here, download the .zip here. As always on-topic feedback is appreciated!
The post XPlane2Blender v3.4.0-beta.2 is out! appeared first on X-Plane Developer.
]]>This post is a request for comments from programmers who write plugins that used to draw to the map—it is not a place for general feature requests for the map, or for off topic comments. Read More
The post RFC: Plugin-Drawn Map Layers in X-Plane 11 appeared first on X-Plane Developer.
]]>This post is a request for comments from programmers who write plugins that used to draw to the map—it is not a place for general feature requests for the map, or for off topic comments. (And off topic comments will be deleted.)
Long story short, the map has changed drastically since the X-Plane 10 version—it didn’t just get a fresh coat of paint.
The biggest obstacle to backward compatibility comes from the fact that we now use an honest-to-God cartographical map projection for map coordinates. Moreover, the map projection changes for different map types—the normal map UI uses a transverse Mercator projection, while the GPS units use a stereographic projection. For that reason alone, just “splatting” old drawing code on top of the new map would not give you the results you want… the old OpenGL local (x, y, z) coordinates do not have a straightforward mapping to the new projected latitude/longitude locations.
A second major change is the fact that the map can now rotate to match the heading of the user’s aircraft. Unless you like the possibility of your map labels being printed upside down, this requires awareness of the map’s rotation and the fact that north isn’t necessarily “up”.
The final big change comes from the draw order. The map is now very strongly divided into layers, and we draw in 3 stages:
An individual layer can draw in any or all stages. (For instance, the airports layer draws both airport icons and labels for each icon.) We draw each stage from the bottom layer up, beginning with the terrain at the bottom, then the NAVAIDs & airports somewhere in the middle, and then finishing with the aircraft at the very top. This layering ensures that bigger or less important elements don’t cover up smaller or more important elements—your aircraft, for instance, will always be visible (and selectable), even if it’s in the exact same place as a fix or NAVAID. Likewise, the label for your element will always be visible even if the actual icon is obscured by something above it. (In practice, of course, readability is going to be poor if you have labels overlapping, but that’s not really solvable without much more powerful cartographical tools than we have now.)
While it’s not essential that plugin drawing code respect the layering draw order, it would certainly be nice—it would allow you to ensure that a) your plugin-drawn layer doesn’t cover more important info, and b) less important info doesn’t cover your layer.
With all that in mind, our proposed API for map drawing looks like this:
While the proposal above meets what we believe the needs of third-party developers to be, we almost certainly haven’t considered every use case for this API. (And it’s possible we’re missing important features even for the use cases we have considered!)
To that end, here are some question you, dear plugin developer, can answer for us:
The post RFC: Plugin-Drawn Map Layers in X-Plane 11 appeared first on X-Plane Developer.
]]>