Using FMOD with X-Plane

This guide explains how to use the commercial FMOD sound engine to add custom sounds to aircraft in X-Plane 11. Continue reading

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Checklist for Updating Aircraft for X-Plane 11

This article covers the major areas aircraft developers should review when updating aircraft to be compatible with X-Plane 11. Continue reading

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Aircraft Metadata

How to specify aircraft metadata in Plane Maker's Author window for use in X-Plane 11. Continue reading

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Generating Icons for Aircraft

The new X-Plane 11 UI includes aircraft icons arranged in a grid on the Flight Configuration screen. The new icon style is a simple picture of the aircraft, seen from a particular angle, over a transparent background. By keeping your … Continue reading

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X-Plane 11 Material Model

Detailed explanation of how the new Physically Based Rendering (PBR) lighting and material model works in X-Plane 11. Continue reading

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Panels For MSFS Developers

The X-Plane panel system and virtual cockpit provide similar capabilities to MSFS; this guide explains some of the differences in authoring for authors who are experienced with MSFS. Continue reading

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Non-Monotone Key Frames

This article explains how to use non-monotone key frames in Plane Maker. Continue reading

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Next-Gen Liveries RFC

Goals Creating liveries/repaints needs to remain simple. Repainting a plane is one of the simplest ways to make X-Plane content - this simplicity should not be lost. It should be possible to create a livery without copying airplane content. This … Continue reading

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Manipulators

How to set up the six types of manipulators available in X-Plane. Continue reading

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Instrument Animation RFC

This RFC is a proposal to allow nested animation via groups in the panel/instrument system. Under this proposal: Groups would have an animation mode, which would be one of: none, rotation, or translation. If a group's animation mode was not … Continue reading

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