Author: Ben Supnik

Public Beta 10, Metal Scenery, and Painted CDUs

X-Plane 11.00 public beta 10 is out today – if you are an X-Plane 11 user, you should get an auto-update.

Linux Users: Beta 10 won’t run on Linux. Something went wrong with the build process, truncating the last 1/3 of the executable. I’ve been building X-Plane releases for over a decade now, and I have literally never seen this happen. I’ll get this fixed as soon as I can. In the meantime, you can download the correct executable here. You may need to chmod it to run it. Correct MD5 signature is 985dc19a246f303fbb0d484937cfab7c.

Update: Beta 11 is out and fixes the bad Linux version of X-Plane. If you hand-installed the fixed version, you’ll need to tell the installer to replace the previous version you downloaded.

As we get toward the end of the public beta program, one thing we’re trying to do is get our interfaces in order for creating airplanes and scenery with X-Plane. Beta 10 brings two new features for authors.

Metalness in Scenery. Finally, you can now use NORMAL_METALNESS in any art asset that uses the standard shader. That means facades, roads, forests, draped polygons, line-work, draped objects, and anything else I forgot can all mark their normal maps for the metalness work-flow and use the blue channel to specify the metal/dialectric property.

What about BLEND_GLASS? Sorry, not only is BLEND_GLASS limited to objects, but it is limited to objects that are attached to airplanes and set to glass-interior or glass-exterior lighting. Basically the airplane rendering code has a special “blending” pass that runs outside deferred rendering, only for glass, and only aircraft have access to it.

Someday we may have scenery-system access, which would let us finally solve translucency problems in control towers, etc., but until that happens, BLEND_GLASS simply won’t work in those cases. So that’s a scenery system extension for another da – it won’t be in 11.0.

One more note on the scenery system: When X-Plane 11 calculates the smaller mip-maps for a normal map, it will increase the roughness of a normal map’s alpha channel based on the bumpiness of the’s normals themselves. In other words, if you burn rivets into your normal map, it will mark those spots as rough in the reduced-res version where the normals aren’t visible.

This process runs on PNGs; you can also convert your normal map to an RGBA-format DDS and pre-build the mipmap chain yourself with DDSTool; if you do this, you can customize the roughness of the lower mips. If you find your bumpy models look “too shiny” from far away, this can help. If you find a case where X-Plane’s reduction doesn’t do a good job but your hand-built mipmap works well, please let me know!

2-D GPS Units

Public beta 10 features pre-made 2-d instruments for the X430, X530, and FMS CDU, all with the bezel and buttons attached and fully functional; simply drag them onto your 2-d panel and fly.

These new 2-d instruments exactly match the pop-up window versions of the instruments, and this gives you a way to customize the pop-up window’s appearance. Simply customize the 2-d instrument’s textures the way you would any other pre-made instrument, and the popup window will match its appearance. You can use this technique to customize the popup even if you don’t use the 2-d instrument on your panel.

We now have both 2-d and “screen-only” versions of both GPSes and the CDU. The screen-only version is meant for use in a 3-d cockpit, where panel space is only used for screens. The 2-d versions are meant for users building their own 2-d panels at home and as a way to skin the popup windows.

If you are building an advanced 2-d panel, you can either use the pre-made 2-d instruments or use the screens and build your own bezels out of generic instruments.

Plane-Maker 11.0 does not provide access to the legacy FMS and GPS – while they will work in v10 aircraft for compatibility, new aircraft must be authored with one of the new GPS or FMS choices. Our goal is to set a time-frame for deprecating the old FMS/GPS code and getting to an entirely modern GPS/FMS implementation.

Can I pop up my plugin windows? Not yet, and not for 11.0. This is a high priority for us for the next X-Plane SDK revision, but it isn’t quick to do; we need to write a bunch of new code to expose some of the new UI tricks to plugins.

Posted in Development, News by | 93 Comments

What Are Conditionals For

A user asked me whether we would ever have a conditional directive in the OBJ format to let an author vary the look of the object based on weather. My answer:

Definitely not – this is definitely not the intention of conditionals!

The goal of conditionals is to allow authors to cope with multiple “rendering modes” of the engine, where:

  • The look of the sim is radically different between the rendering modes and
  • The performance cost of working around the lower rendering mode is expensive.

So for example, when shadows are off, you have to use some ATTR state change to drop a fake shadow on an object. This kills instancing, so when shadows are on (and the sim needs more performance), leaving that double shadow is not only ugly, but slow.

The conditional works by fully “stripping” those commands for shadowing from the object, then re-analyzing it.

So the win of conditionals is that you do not pay for what you don’t use, because everything is done on load – it’s like shipping two highly optimized objects.

But the down-side is: conditionals require scenery to reload, which is slow, disruptive and annyoing. This is why we would never use them for something that is dynamically changing in the sim, like weather or time of day.

We do want to have weather effects, but our approach is going to be very different: to have a “weather map” texture on the object (same UV as the object) indicating what sections of the texture will receive changes to their material due to weather effects. This will allow the object to look progressively more wet over time without a reload as the rain falls.

Posted in Development, File Formats, Scenery by | 15 Comments

Where Have All My Settings Gone

I have written quite a bit on X-Plane 11’s rendering settings, but it has mostly been in the form of me being grumpy with users in the comments section. This post explains some of the thinking behind the decision, and what you can do about it if you really miss them.

Random Choices

Here’s a scenario that played out over and over and over and over during the last few years: a user with a high-end gaming machine would get X-Plane, max out all of the sliders, and find the sim ran like a slide-show. The user would then randomly reduce some of the sliders, find the sim still ran like a slide show and now also looked like hell, and would complain to tech support.

Tech support would forward me the report, and when I’d get a screenshot of the rendering settings, it was clear: the user was not getting even close to the best performance/quality trade-off possible for his hardware.

X-Plane 10’s settings were too numerous, too complicated, too esoteric, too astonishing, and way too low level. Users were setting them incorrectly, and this is entirely understandable, because you had to understand the underlying rendering engine’s implementation to set them correctly.

(If you’re going “I understand that some things affect CPU and some affect GPU”, then you’re one of a very small number of users who pays a lot of attention to this blog and the comments – you’re not normal! And you might still not know all of the weird fine print; the CPU-GPU divide is just never that clean.

No Wrong Answers

For a rendering setting to make sense, I think we can establish a few requirements that it must meet:

  1. No wrong answers. We don’t want there to exist any set of rendering settings that a user can pick where the sim is being inefficient in its trade-off of quality and performance. We can have settings that optimize for quality rendering and settings that optimize for framerate, but we should avoid settings that optimize nothing.
  2. Understandable. The rendering setting should control something that makes sense to the user. “Draw trees” is understandable – users know what trees are. This means the settings need to either control reasonably obvious things, or control settings that are industry standard. (E.g. not everyone knows what full screen anti-aliasing is, but virtually every 3-d game has this setting, so we consider it “standard”.)
  3. Not Astonishing. The setting needs to actually control what it says it will control. The “airport detail” setting in X-Plane 10 was a really terrible setting, because it did control slight improvement in the curvature of taxi lines, but did not actually affect the 3-d stuff at an airport. An airport detail setting that does not control airport detail…astonishing!
  4. Not Buried. We need to have few enough settings that users can find the ones they care about, and they aren’t lost in a sea of noise.

These rules place some limits on the kinds of things we can have as settings. We can’t have settings where picking the wrong answer will break the sim. We can’t have settings that are so low level that users won’t know how to set them. (The sim has a setting for how many shadow map cascades have 3-d objects, but do you know what the right answer for that setting is?) And we can’t have settings where their operation is so counter-intuitive that they aren’t going to do what users expect.

We took the existing settings and did a mix of moving them around, grouping them, and in some cases removing them in an attempt to meet these guidelines.

But I’m A Tweeker

Some of you really love settings. Some of you might even love settings more than flying the actual sim. If you are in this bucket, the good news is: settings.txt still exists in Resources and you can still hack it up to get complete control over everything in the engine. X-Plane has always been open to tinkering, hackering and exploration, and this is not going to change. If you modify settings.txt and get better performance at better quality, please let me know – I’d be happy to incorporate your tuning into the sim itself.

But please don’t tell tech support that your machine is smoking if you hack up settings.txt. Setting.txt and the art controls are for hackers who want to poke at the machinery with a stick and see what happens. (They are also not for pay-ware add-ons to mess with because they change frequently.)

Where Did My Settings Go?

What follows is a long list of specific settings that are gone and what happened to them. I’m posting this so you can get a sense of the “why” that went into this. The very fact that this list is so long is part of why this needed fixing.

Compress Textures: This is merged with the texture slider, so that uncompressed textures is now a “super-resolution” on top of the highest compressed resolution. This prevents the previous silly combination of a low texture resolution without compression. In any case where we can pick compressing vs shrinking the textures (each of which reduces textures size), compression is the better choice.

Gamma Control: The sim now runs in the sRGB color space, and gama “correction” of DDS compressed textures looks like absolute hell. If you’re a hacker and really want to mess with this, there are exposure art controls; my view is that it’s up to our art team to make the sim  the right brightness. But hacking the color space makes absolutely no sense in an app that’s designed to run in a linear color space.

Draw View Indicator: always on – it’s for 2-d views only, so I’m not sure how much anyone cares; we may end up nuking the entire feature.

Dim Under Hypoxia/G-Load: always on.

Draw Hi-Res Planet Textures: always on; the scenery looks like a disaster without it – there’s no reason to be turning this off given X-Plane’s system requirements.

Runways Follow Contours: this is now always on; individual airports can be marked for flattening on a per-airport basis. This means authors can control how their scenery is viewed and users don’t have to toggle the setting mid-flight.

(This is one rendering setting that we may have to put back. While I am concerned that putting it back will slow the adoption of flattening control in the scenery community, there are some use cases that can’t live without it.)

Draw Forest Fires and Balloons: Off – we’ll turn it back on when we can get the balloons to only draw in appropriate locations, then always leave them on (in those locations and at the right weather).

Draw Birds and Deer: Always on. Deer are restricted by airport size; we do have an open bug to make sure that these animals always honor the sim’s overall reliability and failure settings, e.g. you’ll get hit by birds if you command a bird strike failure or if you allow the X-Plane world to throw curve-balls at you.

Draw Aircraft Carriers and Frigates: Always on – there isn’t a good reason to have them be off.

Draw Aurora Borealis: Always off. If we develop a modern renedering of the aurora at appropriate latitudes, we’ll have it be always on in the appropriate places.

Side note: one thing you might notice here is that a lot of these settings let you turn off and on “cute tricks” that would then draw everywhere without context. My view is that these things need to draw in the right locations only and then they can always be on.

Tree Density/Object Density/Road Density/Number of Cars: this has been consolidated down into a single “number of world objects” 3-d slider. The idea is to balance all 3-d so that CPU time is spent efficiently and the rendering looks plausible. We have some future work to do to make low-setting autogen and roads look better; we can be smarter about how we simplify the scenery, and that smarter simplification is not going to fit into nice buckets like “draw park benches” or “draw median strips”.

World Level of Detail: this was merged into the single 3-d slider. This one was a tough call, but in the end, I think that the use cases that people wanted for keeping this slider were almost entirely work-arounds for inefficient management of LOD in the sim itself. This will have to wait for a patch, but I think we can be a lot smarter about our draw distances and that will result in a better sim. Again, the smarter, better managed LOD isn’t going to be a single-dimension slider.

Runway and Taxiway Smoothness and Lighting: the lowest setting is gone; you always get 3-d light fixtures at airports. The “smoothness” code didn’t do much; you get slightly higher smoothing at the top 3-d setting. This slider didn’t do much and users tended to max it out for very little benefit.

Requiring 3-d light fixtures is an example of something that has happened a lot in v11; we’ve dropped the very-low-end rendering configuration from v10 that existed to support only the worst of the worst hardware – that hardware is now below system requirements. If you can run v11, you can handle 3-d light fixtures, and they’re really not expensive.

Shadow Detail – this was split: the detail of 3-d shadows is in the visual effects slider, and whether shadows draw on scenerty is a single check-box, exposing the one “trick” that was really useful: turn off scenery shadows, keep the airplane, and get a ton of fps back. The old overaly/static shadows (which just drew a quad with a dark shape of an airplane on the ground) are gone because it’s not 1995. The shadow resolution is often pixelated in v11; this is an open bug, not something that should be in a slider.

3-D Bump Maps/Gritty Detail Textures: these are now part of the visual effects setting; turning them off is a huge loss in quality and was only meant for the worst of the low-end hardware, so you get these unless you go to “minimal” GPU.

Draw Volumetric Fog: this is always on – even Intel GPUs can handle this and it’s a necessary part of the v11 rendering engine.

Draw Per Pixel Lighting: this is always on. It’s not 1995.

HDR Rendering: this is part of the visual effects slider – the idea here is a single slider that manages everything on the GPU; again, the goal is efficiency at all levels.

Atmospheric Scattering: this is always on, even for non-HDR rendering!

For volumetric fog, atmopsheric scattering and the new PBR lighting, these effects are all on al the time, giving authors a consistent single lighting model to target when authoring. We get our low-end fps by providing low-cost/lower quality versions of them.

Anisotropic Filtering: always at the default 4x. 16x isn’t a huge help, and 4x isn’t that expensive. If you want more control, your driver control panel will override us.

DSF Extended Scenery: always on, now that we’re always 64-bit.

Cloud Detail: this is supposed to be tied to the visual effects slider, so that we don’t roast your GPU with clouds if you turn this down. This is definitely broken in the public betas, but will be fixed before we go final; tuning this is waiting on me fixing cloud performance overall. When done, the visual effects slider will be able to modulate a whole pile of stuff to ramp or down the load on your GPU.

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X-Plane 11.00 Public Beta 9 – Faster For the Red Team

Public beta 9 is now live – this should fix null texture crashes (we hope – if you still see one in beta 9, please do report it with log files!) and has a performance improvement we’ve been working on for AMD Windows hardware.*

10.52: We do have a back-port to X-Plane 10 for this fix; had we figured this out any later we probably wouldn’t have brought it back. I had 10.52 (which is just 10.51 with an external visual sync fix) staged on the servers when we figured out what to do for AMD cards. My new plan is to recut 10.52 with the AMD fix. This will probably not happen until at least mid February due to other deadlines that come first.

Physics: Austin’s flight model changes for bodies shadowing control surfaces is not in public beta 9; it should be ready for the next beta. While I don’t know exactly how much more beta we have, my hope is that we get to RCs in a few weeks.

Scenery: I have a mostly recut scenery set, but it still has one bad tile. Besides fixing the bad DSF tile, I am still working on how the installer will handle the update. Digital download customers will be able to download this updated global scenery; we are working to make the download separate from sim updates, so that you don’t have to download a 50 GB scenery update to get a 26 MB sim update.

The good news is: the new scenery set will meet our size requirements even with northern latitude included.  So we don’t have to decide between DVDs and Alaska; we can do both.

Alpilotx also has an import of tall buildings outside the US from OSM – this is a really great improvement, particularly for European cities.

Servers: we moved the master copy of X-Plane to a new server, and we’ve gotten some reports of poor download speed from users. At this point we think that this is a temporary slow-down as the content delivery network re-caches the simulator, but we’ll keep monitoring the situation and work with our CDN provider if problems persist.

Clouds: I am still fighting with cloud performance, so this work is not in a public beta yet, because it’s not quite ready for prime-time.

* The short version, for OpenGL nerds, is that we’re using system memory and not an orphaned VBO, to source the quads for text. Because we draw a lot of text and the draw sizes are very small, we appeared to be exhausting the number of orphaned buffers the driver could provide, leading to stalls. I am working on a more advanced solution to the problem, but in the mean time, using system memory for small draws fixes the problem.

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X-Plane 11.0 Beta 8 and Bug Updates

X-Plane 11.0 public beta 8 went up over the weekend. If you are seeing problems with the flight model, please report bugs ASAP so Austin can look at them! I think we are approaching the end of some major flight model updates; the last thing Austin is looking at is better body shadowing, which he will probably write up shortly.

Over the weekend, with the help of some very patient users, we found the cause of poor performance on some AMD hardware*. I have a prototype fix, and I hope to have it in X-Plane some time this week. This fix will only affect users who were seeing super-lousy performance on very light configurations.

In the most recent betas, the threaded driver no longer totally kills X-Plane performance. But it does still slow things down a little bit on some computers – I see 5% fps loss with the threaded driver on. My suggestion for now is: try it both ways and run with whatever works best for your machine; this bug is affected by both your particular CPU and the kind of work-load your settings induce in X-Plane.

I am still working on improving cloud performance, and a recut of the DSF tiles is rendering as I type. The first priority for the new DSF tiles is to fix blatantly broken tiles (e.g. YSSY) and get the file size down so we can put Alaska and friends back.

 

* I wouldn’t call the AMD problem a bug on either our part or AMD’s – it’s more in the category of “OpenGL makes no promises as to what might be fast, so app developers have to debug on all shipping hardware and try not to do painful things.

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WorldEditor 1.6 – First Public Beta

WED 1.6 public beta 1 is out!  As Jennifer wrote:

The first version of WorldEditor that is compatible with X-Plane 11 is now available!

WED 1.6 features:

  • Service vehicle parking, destinations, and routes
  • Better validation, including a text document of errors
  • Additional previews in the preview pane
  • Hierarchy searching
  • New editing commands
  • Unicode support on Windows
  • Better UV map handling
  • Tons of bug fixes

Grab a copy of WED 1.6b1 here and give it a try, then report any bugs on the Gateway Bug Reporter page.

I would just like to add that this is one of my favorite WED releases not only because it’s a really strong release (we started with the goal of just supporting X-Plane 11 but ended up with fixes to long-time bugs, really solid validation, new authoring features for serious users, editing improvements, and complete support for the new X-Plane 11 apt.dat format) but also because of how little of the work I did. This release was a real team effort, with volunteers from the X-Plane community and LR developers all working on new WED features.

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X-Plane 11.00 Public Beta 6 Is Out

A few big bug fixes in this beta:

Framerate should be back to where it was in beta 3.  Betas 4/5 were not deleting smoke particles, so over time the total number of particles in the world would grow indefinitely, until the particle system was using most of the CPU.

Flashing in the cockpit should be fixed. The environment maps for the new lighting use alpha in the interior render to indicate areas where exterior light comes through, e.g. the windows of the plane. Due to using the wrong variable, on every other recomputation of the environment map, the alpha channel would be left opaque, effectively covering the windows in black paper and darkening the cockpit.

Finally, perhaps most importantly, this beta features a rebuild of the XPLM, the DLL that loads plugins. Besides modernizing the XPLM to use the newest compilers, this rebuild fixes the interface with X-Plane for popup menus (needed to get menu check boxes and disabling to work) and for keyboard focus (e.g. so you don’t get two blinking insertion points at the same time when editing text in a plugin).

Plugin authors: the expected behavior for the keyboard in X-Plane 11 is:

  1. You cannot get any access to the keyboard when X-Plane has a modal dialog box over the screen (E.g. free flight configuration).  This matches X-Plane 10’s no-plugins-when-the-airplane-is-not-showing policy.
  2. Plugin pre-window keyboard sniffers have highest precedence – with great power comes great responsibility – use them with caution.
  3. At any given time only one of  X-Plane or a plugin can have keyboard focus. So if you take keyboard focus for an XPLM display window or XPWidget, X-Plane’s floating UI (e.g. the flight planner window) will defocus.  If the user re-focuses a flight plan window, you will have your focus removed!
  4. Plugin post-window keyboard sniffers get keys when (1) a plugin window does not have focus and (2) X-Plane doesn’t use the keyboard for UI.  X-Plane command bindings run last.

If you find a bug with keyboard focus and your add-on, please compare behavior in v10 and v11, and please be specific about what you are doing! Plugin keyboard handling can be very complicated and hard to tease apart.

Finally, based on data from Austin and Marty, I have slightly recalibrated the fog settings. The sim is now foggier in ultra-low visibility (think: RVR1000) and notably less foggy in intermediate (e.g. 10-15 sm) visibility. I am still looking at fog in ultra-clear days (e.g. 50 sm vis).

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What Won’t Run On NVidia Drivers and Rhymes With “Rate a Four”

If you guessed “X-Plane 11.00 public beta four”, you are right. 🙁  I screwed up the shaders, and they work on AMD cards and OS X but not NVidia cards.

So: public beta three is the official public beta again, and we’ll have a new public beta five out tonight that will fix this.

If you got the broken beta four (in the hour it was out before we caught this) you can re-run the updater by hand and force yourself back to beta 3, or just wait for beta 5 and then let auto-update do its thing.  Unfortunately there’s no work-around in-app.

This one is definitely a big omelette on my face; I regularly swap through all of the major driver stacks on my PC and Mac to try to make sure the shaders work everywhere. In this case, I had “one little last change” that I only tested in some places, and sure enough, it looked innocent, but failed only on the configs I hadn’t tested.

Update: beta 5 is out and works on NVidia Hardware – just run the sim and let it auto-update. Beta 5 does have interior cockpit flashing – until we fix this, you can set the reflection detail to its lowest setting to work around this.

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X-Plane Mobile 10.4 – Start the 737

Chris just released X-Plane 10.4 for mobile today, and it’s got something pretty cool that we’ve been working on for a while: complete interaction with the 3-d cockpit!

I worked on the original X-Plane app for the original iPhone with Austin years ago, and when we were working on this, I kept looking at the 737 on my iPhone 6 and thinking “this doesn’t seem real”.

It’s not that the 737 doesn’t seem real – it’s that it looks too real. I didn’t think we’d see this kind of detail on a mobile device.

Over the last year we unified the flight model and physics engine of the two products, and that makes this kind of update possible; X-Plane 10 mobile has been running the full X-Plane flight model, and now that you can touch the planes, you can see that all of those systems really do work.

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It Is Too Soon To Update Your X-Plane 10 Add-On To V11

The title says it all: it’s too soon to update your add-on to X-Plane 11.

Here is why: if your add-on does not work with X-Plane 11, you (and we) do not know if this is because of an intentional removal of functionality (some of which has happened) or because of a bug.

If the problem is a bug and you modify your add-on to work around the bug, it’s very likely that a future public beta will simply break this new work and you would have been better off with the old functionality.

Updating to X-Plane 11 and the public beta need to follow some specific steps:

  1. Testing and discovery. If you have an add-on, please do test it and report bugs and incompatibilities. X-Plane is incredibly complex and there are almost infinite combinations of features used in add-ons, so we can’t just look at the code and go “oh, X will work, Y will not” – sometimes we get surprised.  The bug feedback we’ve gotten so far has been great.
  2. Official Statements of Deprecation. We (LR) will provide solid guidance on things that are specifically removed and may require updates.
  3. Updating add-ons. Once you know that an old feature is gone that you relied on, it is “safe” to invest in updating the add-on to use new tech, because you know the old feature is gone for good.

We have tried to keep good notes internally and we’ll get them posted as soon as we can. In the meantime, please hold off on reinventing parts of add-ons until it’s safe to do so.

Here is a short list of a few things that are and are not deprecated that have come up a lot with third party planes.

A few things on the “gone” list:

LIT panel backgrounds: _LIT panel backgrounds are gone in X-Plane 11. They look bad and have been obsolete since X-Plane 8. If you used the _LIT panel for 2-d lighting, make a -2 or -3 or -4 2-d overlay for lighting.  If you need 3-d lighting, use 3-d cockpit lights in PlaneMaker.

3-d Panels: The panel texture, when used in a 3-d cockpit, is always built out of a day and night texture in X-Plane 11. If you used ATTR_cockpit_region or GLOBAL_cockpit_lit you were already getting this behavior in X-Plane 10.  If you use GLOBAL_cockpit without ATTR_cockpit_region, your panel will be lit when it was not before.

The fix for authors is to put 3-d lights into the cockpit in Plane-Maker to cast light on the panel, and to use real instrument lighting (glass or additive/mechancial o the instruments themselves).

Gamma: X-Plane 11 does not support the old Mac 1.8 gamma from OS X 10.5.8 and 2008.  If you have PNGs at 1.8 gamma you’ll need to convert them to sRGB.  If you have DDS at 1.8 gamma, re-grind them with the latest X-Grinder.  All authoring for X-Plane 11 (and 10) should be sRGB.

All of these removed features have had better replacements for at least five years, the replacement techniques are fully compatible with X-Plane 10 (or even 9), and produce significantly better results than the old techniques.*

Here are some things that are not supposed to be broken:

XPLMNavigation API: the XPLMNavigation API is now “powered” by the new FMS on aircraft saved in X-Plane 11’s Plane-Maker; however, our intention is full API compatibility. There are some known cases in X-Plane 11 public beta 2 where working XPLM code will fail with the new XPLM. Philipp has some fixes that should help in public beta 3 and beyond.

If we find that there are uses of the XPLM API that we cannot support, we’ll post docs in the future, but to start with we’re assuming that these are compatibility bugs.

Other Panel Stuff: other than two-texture 3-d panels and lit backgrounds, nothing else is deprecated in the panel system; transparency in panels was fixed in public beta 2. If you use ATTR_cockpit_region or GLOBAL_cockpit_lit in X-Plane 10 with no _LIT panel background, you should see identical results in X-Plane 11; if you don’t, please report a bug.

If you are looking at upgrading your add-on now, hopefully this list gives you some guidance as to where to spend time vs. where to wait.

Finally, the dataref list that ships with X-Plane 11 public betas reflects the included beta list. If a dataref has been removed and your add-on depends on it, please file a bug and try to describe what problem you were trying to solve with that dataref.  We may be able to restore it or provide a reasonable work-around.

* One of my concerns about the public beta has been the number of aircraft I have seen that were developed or updated in the last year or two and yet use authoring techniques that were in the “obsolete but supported” bucket for X-Plane 10. The window of compatibility where we provide support for old and new features doesn’t help if people don’t migrate.

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