X-Plane 10.40 Beta 9 is out. If you couldn’t run beta 8 (e.g. it wouldn’t start up or crashed), please update to beta 9. We’ve been thrashing about trying to deal with the problem where X-Plane asks for a user’s product key over and over every time they run. Beta 9 should fix this; if you still see your product key being blanked out frequently in beta 9, please file a bug!

Two known issues:

  • The transponder commands have been dead for a few betas due to an accidental rename; this will be fixed in beta 10, which should be out in a day or two.
  • We’re looking at screwed up fuel flow rates in airliners. If you have found an add-on other than the FlightFactor 757 or JAR Designs A330 where fuel flow has changed since 10.36, please file a bug.

Our goal right now is stabilization; what remains for 1040 is to fix the open bugs, not add new features. (So if your question is “will you add X to 10.40”, the answer is almost certainly no.)  We want to get to a point where digital download customers can run a non-beta as soon as possible.

I still have at least 30 bugs filed against me; if you filed a bug and it’s not fixed, you do not need to re-file it if it’s not mentioned in the release notes.

About Ben Supnik

Ben is a software engineer who works on X-Plane; he spends most of his days drinking coffee and swearing at the computer -- sometimes at the same time.

7 comments on “X-Plane 10.40 Beta 9 Is Out

    1. PAPT packets were mis-interpreted by the sim in beta 8 – they should be interpreted correctly in beta 9. In beta 9, if you send us a PAPT packet and we screw it up, please file a bug!

  1. By the way, no longer works on the default traffic from “aircraft and the situation” when running SASL (JAR Designs A320), it is easy, but when I disconnect SASL everything works.
    Just a great big moon and the stars do not look realistic, like dark clouds without movement, I really like this simulator and I hope that it will be better.

  2. Hi Ben

    I see some mentions of Oculus Rift, but have been unable to see as statement on potential SteamVR (Vive) integration. Is this also under consideration?
    -Win, Mac and Linux support from day 1 (sometime in 2015)
    -Shipped input solution for 3D interaction
    -OpenGL support and in future Vulkan.
    -You are already on the Steam Platform with X-plane 10.

    If you could make a quick statement on Vive it would really be appreciated.
    Thank you for your good work with X-Plane and building the flight sim community

    1. We may someday support the Vive. I’m not going to commit us to doing so before we have had time to work on device support, and I’m not going to ask Philipp to jump on device support this early.

      If the Rift has shown us anything, it’s that there’s a huge huge gap between “cute tech demo” and shipping product.

      (I did briefly look at the OVR SDK and it looks not-totally-insane. But there are some basic things missing. For example, there is no way to submit stereo eyes from two layers of an array texture, which is likely to be the fast path for DX-11-type cards. The problem that the OVR SDK may have is the same one as the Rift has had – improvements in implementation leading to big shifts in the API.)

  3. “I still have at least 30 bugs filed against me”

    I am sorry to have filed a bug against you Ben, but it was for the greater good 😉

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