Category Archives: Aircraft & Modeling

Performance Analysis by Subtraction

In a previous post I discussed a new facility in X-Plane 10.25r1 (coming real soon) to disable aircraft-attached objects for performance optimization.  There is a second use for this feature: performance analysis. This post is targeted at aircraft authors, particularly … Continue reading

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Posted in Aircraft & Modeling, Development | 4 Comments

Kill Your Objects

X-Plane 10.25r1 will go final soon (this week I think) and will be almost the same as 10.25b3.  There is one new feature that I am ‘squeezing’ into the RC at the last minute. Squeezing features into an RC at … Continue reading

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Posted in Aircraft & Modeling | 8 Comments

X-Plane 10.22: LuaJIT Memory for Windows and Linux

There are a number of changes to how X-Plane 10.22 beta 1 handles memory for LuaJIT plugins. Windows and Linux 64-bit: X-Plane Manages Memory Previously, 64-bit Windows and Linux LuaJIT plugins had to allocate their own memory, and often they … Continue reading

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Posted in Aircraft, Development | 11 Comments

X-Plane 10.22 Beta 1: Memory for Lua and Landing Gear

X-Plane 10.22 Beta 1 is available now (release notes, bug reports).  To get this beta you’ll need to check “Get New Betas” in the X-Plane 10 Installer’s update screen. This is a very small bug fix patch; there will not … Continue reading

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Posted in Aircraft, News | 10 Comments

Using the Correct Wing Datarefs

This topic is confusing, so I’m going to try to summarize “how to do it the correct way” without going into “under the hood”, first. DataRefs of the form: sim/flightmodel2/wing/dataref_name[N] give you information about the wings – in particular, they … Continue reading

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Posted in Aircraft & Modeling | 6 Comments

Aircraft Authors – View LuaJIT Memory Usage

If your add-on uses LuaJIT (e.g. via SASL, Gizmo, FlyLua, or directly) then this tool may help.  It’s a special build of X-Plane 10.21 for 64-bit Mac that can show total Lua memory use.  Use DataRefEditor and filter on “lua” … Continue reading

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Posted in Aircraft | 3 Comments

Double Your Framerate: Pre-Fill

That got your attention, eh?  Sorry, this is not a tip on how to tune your X-Plane system; it’s a tip for aircraft authors to make sure their 3-d cockpits are running at maximum performance. Prefill is when X-Plane blocks … Continue reading

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Posted in Aircraft, Cockpits, Modeling | 9 Comments

Light Sizes – A No Win Situation

Update: We are going to release a new release candidate (10.21 rc2) tonight that puts the light sizing back to normal, while still fixing the SSAA bug.  This will have two effects: Runway lights won’t be as bright as in … Continue reading

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Posted in Aircraft & Modeling, News | 5 Comments

Customizing Spill Lights – Two Ways

If you are creating an airplane or scenery pack and you need to create a fully customized spill light (visible in HDR mode only in v10) there are two ways to do it. First, we have a parameterized light called … Continue reading

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Posted in Modeling, Scenery | 2 Comments

Three Levels of Lua

I seem to be having the same conversation with lots of third party developers via email, so I’m going to write up some of my recent thinking on Lua – if nothing else, it will save me typing the same … Continue reading

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Posted in Aircraft & Modeling, Development | 8 Comments