Category Archives: Aircraft & Modeling

FMOD Video Tutorial

We have a new video tutorial on using FMOD to add custom sounds to X-Plane 11. This simple tutorial shows how to add a snapshot and an event in FMOD. The video also has a permanent home on the video page … Continue reading

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Posted in Aircraft, Screencasts | 12 Comments

Suddenly surrounded by heliports? How to configure airport criteria for aircraft

With X-Plane 11.02 the built-in GPS and FMS units for X-Plane 11 aircraft will also display heliports and seaplane bases. While this change is obviously needed badly for the helicopter flying community, improperly configured fixed-wing aircraft might suddenly feel themselves confronted … Continue reading

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Posted in Aircraft, Aircraft & Modeling | 9 Comments

We Have FMOD Documentation

Hot off the presses - first draft today: new docs on Using FMOD With X-Plane Aircraft and a file format spec for those .snd files you need to tie FMOD To your aircraft. This is a first draft, so please: use … Continue reading

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Posted in Aircraft & Modeling, Development | 26 Comments

Draft Upgrade Notes for Aircraft

We've been working on a single comprehensive document for aircraft authors - everything that changed in X-Plane 11. Jennifer has posted a draft here. This is still a draft, and we still have work to do, but there's a lot already there, so we … Continue reading

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Posted in Development, Modeling | 12 Comments

Oily Textures In Low Settings

I just found a bug in beta 15 (and 14, and 13, and 12..etc.): if you use ATTR_shiny_rat or GLOBAL_specular with an intermediate value, e.g. between 0 and 1, you get an oily effect when HDR is off. This is … Continue reading

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Posted in Development, Modeling | 2 Comments

Beta 12 And Engine Chaos

X-Plane 11.00 public beta 12 is out. A few notes on the engines: Jet engine thrust at low N1 should be fixed; you should no longer have to kill the ground crew to taxi around the ramp. If you find weird jet … Continue reading

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Posted in Aircraft & Modeling, Development | 53 Comments

Maybe X-Plane Is a First Person Shooter

In a previous post I noted that we weren't attempting dynamic ambient occlusion inside the 3-d cockpit, due to problems of quality, availability, and because it wasn't really better than what authors do now: prepare the AO offline using a high quality render in their … Continue reading

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Posted in Aircraft & Modeling, Development, Modeling | 21 Comments

Screen Space Ambient Occlusion Only Affects Exterior Stuff

This has been a point of confusion for third party developers, particularly ones who were in the private beta (and saw versions of the sim that...cough cough...didn't work right). Screen space ambient occlusion (SSAO)*, when enabled by the highest rendering settings, … Continue reading

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Posted in Development, Modeling | 32 Comments

X-Plane 11 Propeller Modeling

OK the new engine modeling for X-Plane 11 is great, but what good is an engine to us pilots without a propeller? X-Plane has historically done an excellent job of estimating the THRUST of propellers, typically to within just a … Continue reading

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Posted in Aircraft & Modeling, Development | Tagged | 25 Comments

Jet engine modeling in X-Plane 11

OK I overhauled and upgraded the jet engine model as well. Here is how it works: For SUBSONIC dynamics, I curve fit maximum engine thrust ratio to static max thrust as a function of density altitude, Mach number, and engine … Continue reading

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Posted in Aircraft & Modeling, Development | Tagged | 40 Comments