Category Archives: Aircraft & Modeling

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

Flight Model Improvements Done for X-Plane 11.00

Thanks to a few hundred hours of flight experience in my Lancair Evolution so far, I am really improving the flight model in X-Plane in the area of PT-6 engines, electrical, and pressurization systems! And, while in the systems code, … Continue reading

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Posted in Aircraft & Modeling, Development | Tagged | 59 Comments

New Manipulators and the Mouse Wheel

First, we are making progress toward X-Plane 10.50. I sent out a private beta a few days ago; how soon we get to public beta will depend on how buggy the private beta turns out to be. (I am assuming … Continue reading

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Posted in Aircraft, Development | 21 Comments

Blender 2.7 Exporter: New Version

Ondrej has posted a public thread about the new version of the Blender 2.7 exporter here. The 3.3 release is the first release where we (Laminar Research) have worked closely with Ondrej to build what we hope will be one of the … Continue reading

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Posted in Aircraft, Aircraft & Modeling, Development, File Formats, Scenery, Tools | 15 Comments

Third Party Cars Should Really Be Instanced

I'm going to keep going with "random stuff I looked at today" and see if there's something for authors mixed in. I spent part of today measuring shader and texture changes in our engine under heavy load - my goal was to … Continue reading

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Posted in Development, Modeling, Scenery | 12 Comments

Don’t Ship Payware Using Beta Plane-Maker

In my previous post I mentioned that re-saving your aircraft in Plane-Maker from X-Plane 10.45 would opt you in to the new fixed torque model. I've talked about this before, but it might bear repeating now: Please do not ship an aircraft saved with … Continue reading

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Posted in Aircraft, Aircraft & Modeling | 2 Comments

How to Apply the Torque Fix to Your Aircraft

X-Plane 10.45 beta 1 fixes a bug in X-Plane's flight model where props applied too much torque to the aircraft. The effect is most noticeable on single engine aircraft where the prop torque is applied along the center of the fuselage. … Continue reading

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Posted in Aircraft, Aircraft & Modeling | 6 Comments

Making 3-d Modeling Less Weird

I mentioned in a previous post that we are working with Ondrej on a next-generation Blender 2.7 OBJ exporter. I am excited for this work because I believe it will greatly improve the artist interface to X-Plane. Let's use instancing as an … Continue reading

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Posted in Development, Modeling, Tools | 30 Comments