Category Archives: Cockpits

Three lesser known aircraft features for 11.10

These smaller features are likely to be overshadowed by the release of the G1000 for default aircraft in 11.10, so I decided to dedicate a blog post to promote the articles I've written  - you can find them among all … Continue reading

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Posted in Aircraft, Aircraft & Modeling, Cockpits, Panels, Uncategorized | 31 Comments

Request for XPlane2Blender Documentation Improvements

Please tell me what confuses you about XPlane2Blender on this bug, or here! We are going to be releasing the XPlane2Blender 3.4 beta soon, and with it, a refresh of the UI and documentation. Thanks to a great e-mail about … Continue reading

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Posted in Aircraft, Aircraft & Modeling, Cockpits, Documentation, Modeling, Panels | 29 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

Composite in the Panel Texture, Not 3-d

One thought on alpha and HDR and aircraft: If you need to create a final flat part of a panel out of multiple layers, some translucent, and you are using panel texture, it is better to composite the entire piece … Continue reading

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Posted in Aircraft & Modeling, Cockpits | 10 Comments

New OBJ Commands

I have updated the OBJ8 specification with the new X-Plane 10.10 commands.  This blog post explains why we added some of these commands. Pixel-Space Drag Manipulator The pixel-space drag manipulator is a new axis manipulator whose drag length is measured … Continue reading

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Posted in Cockpits, Development, File Formats, Modeling | 11 Comments

Three Plane-Maker Tricks You Should Know

Here are three obscure Plane-Maker/X-Plane features that can save you time if you developer complex aircraft. Plane-Maker Will Copy Your Instruments You may know that in Plane-Maker, you make your own copies of X-Plane's PNG files to customize the look … Continue reading

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Posted in Aircraft, Aircraft & Modeling, Cockpits, Panels, Tools | 1 Comment

Let Your Eyes Adjust

This is a feature I looked at putting into X-Plane 9, but it turned out that it affects so many different parts of the sim (and has to be done all-or-nothing) that it got kicked to v10. Consider these two … Continue reading

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Posted in Cockpits, Development, Panels | Tagged , | 8 Comments

Performance of Panel Texture vs. 3-d Cockpit

I sometimes get questions from authors considering how much to rely on a 2-d panel mapped to 3-d via the panel texture vs. a true 3-d panel. I can't comment on what will look best, but I can comment on … Continue reading

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Posted in Cockpits, Development, Modeling, Panels | Tagged , , , | 2 Comments

Lighting Rheostats in X-Plane 9

There were a few threads regarding lighting rheostats in X-Plane 9. Here's a short version of the issue and why we're not changing X-Plane 9's behavior. X-Plane 9's policy toward lighting rheostats is a little bit arbitrary. The sim will … Continue reading

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Posted in Aircraft, Cockpits, Development | Tagged , | 3 Comments

What is the Difference between ANIM_hide and ATTR_draw_disable?

In order to understand the difference between hiding geometry and disabling drawing, you need to understand that an OBJ triangle can serve many purposes. Broadly, those purposes are: Drawing (the most basic use). Collision detection, of which we have three … Continue reading

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Posted in Aircraft & Modeling, Cockpits, Development, File Formats, Modeling | Tagged , , , , | Comments Off on What is the Difference between ANIM_hide and ATTR_draw_disable?