Almost! we’ve been running a small scale private beta for the last few weeks while we finish new features and fix major bugs. I don’t want to curse the beta, but it looks like we may be able to get the public beta posted this weekend.
In the last two days we’ve had two major show-stopping bugs, but both are fixed, so we’re going to keep trying to nail this thing down and get it posted.
The public beta features not only the new particle system, available to third parties, but it is now in use for most (but not all) of the built-in effects in the sim. New Plane-Maker options let authors specify which effect categories (e.g. engine effects, wheel effects, etc.) they want to replace.
At this point it looks like we won’t have anything public for Vulkan this year, although I do think we will hit some internal milestones.
A quick note on 11.30: we have an internal build of 11.30 that seems to be working and we’ll be rolling out private betas next week, as soon as we get menu items for the particle system editor. Once we get some feedback on the private beta we’ll know if we’re close to public beta or not.
Two new feature for aircraft authors coming in 11.30:
4K Panels. I do not promise that this is going to have good performance, so try it and go back to 2K if things get slow, but in X-Plane 11.30 you can use a 4K texture for your panel. This is mostly useful for aircraft that are generating a lot of plugin-based dynamic texture effects.
Cockpit Objects. Before X-Plane 11.30 the cockpit object is a magical object found by file name (aircraft name_cockpit.obj). In X-Plane 11.30 the cockpit object is just one among many “misc” objects in Plane-Maker, with the “cockpit object” check-box set.
X-Plane and Plane-Maker will automatically upgrade/interpret old planes, so there’s no “todo” here or compatibility loss.
This feature means that, starting with 11.30, you can now share a single cockpit object amongst multiple .acf files in the same folder. This means you can create multiple editions of your aircraft (e.g. for engine types) and not have to duplicate your cockpit .obj files.
Update: just to clarify something that a number of authors asked about, you cannot have multiple cockpit objects under the new system. You are still required to put all of your manipulators and camera-stopping surfaces in a single cockpit object. Now you have complete control over which object that is. (Panel texture may be used in any aircraft-attached object; this is true for all of X-Plane 11 and some X-Plane 10 versions.)
Those who know Austin know that he is really tall. It’s a running joke that at company events, he ends up half a mile ahead of the group because each of his steps is quite a bit longer than the rest of ours. If he and I want to see eye-to-eye on something, I literally need a step stool.
But for those who haven’t run into him at a convention or event, this picture should put things into perspective.
X-Plane 11.26 release candidate 2 is available for users who check “get betas” in our installer or who select public betas on Steam. It’s just like RC1, but without the giant 60 nm jump when the DSFs load.
Posted in News
by Ben Supnik
Sidney posted a detailed write-up a few days ago as to why developing an add-on by modifying our shaders is not a good idea. The short version is that, like art controls, the shaders are an internal part of X-Plane that we don’t lock up so you can see them and muck around with them. But there is no stability, documentation, or any attempt to make them useful the way the plugin system is.
This confused a number of commenters. Do we want you to use them or not?
To resolve the mixed messages, Sidney created this fantastic flow-chart.
Hopefully that clarifies where the line in the sand is between “I was poking around” and “I made a serious add-on”. Pretty much everything here goes for the shaders as well as the art controls, only more so.
Two notes on stuff we released today:
X-Plane 11.26r1 is now in public beta – click “get betas” to get it. It’s just a translation update except one bug fix: we think the weird errors about missing taxiways mid-flight should be fixed. This bug was specific to users who loaded additional nav data into the sim, but if you are one of those users this will hopefully help.
WorldEditor 1.7.1r2 is now officially final. WED 1.7.1 supports all of the new airport line types from X-Plane, and also has a slew of new editing options for working with vectors.
Posted in News
by Ben Supnik
A quick correction – the X-Plane Live session will actually be today, Tuesday at 4 pm (20:00 UTC) – I apologize for the total confusion and chaos on this one. We have your questions from the developer blog and social media, and we’ll try to take live questions as best we can.
EDIT: T-minus 30 minutes to live stream! We’ll be live here on YouTube.
EDIT 2: If you missed the live stream, you can watch the recording: Part 1 and Part 2 (split due to technical difficulties).
As Tyler previously posted, we’re doing another X-Plane Live video stream this Wednesday – this one a bit earlier for Europe.
A number of commenters pointed out that the Q&A has been a bit of a free-for-all in the past live-streams. It’s hard for us to pick up all of the questions, things get missed, etc.
So this time, we’re going to do a mix of live questions and questions submitted ahead of time. If you have something you want to bring up, please post in the comments section for this post. You can also ask questions via Facebook or Twitter – Thompson will post start a feedback thread on FB tomorrow.
Please only use this blog post for questions for the live session next week.
We are almost certainly not going to be able to answer everything that gets asked, and there will probably be questions where the answer is more or less “we’re working on stuff but it’s rully rully secret right now”. But we will read everything that gets asked here and do our best to make sure big things don’t get lost.
Posted in News
by Ben Supnik
I meant to post this weeks ago, and basically just lost track of it, so thanks for the reminders in the comment sections. Here is a PDF export of our slide deck from FSExpo.
Flight Sim Expo 2018 Slide Deck
There is professionally shot video of the event, but it wasn’t shot by us, and I’m afraid I have no idea when it will be posted. We’re looking into using our own cameras next year so that we can ensure a video post on a more timely basis.
X-Plane 11.25 release candidate 1 is live. If you were using an 11.25 beta, you’ll be auto-notified to update. If you’re not using the beta, you can check “get betas” to get the beta. (Steam users: 11.25b1 is available as a Steam public beta – we’ll put the release candidate on Steam early next week if nothing blows up.) Release notes are here.
This update includes the addition of the “High Roller” Ferris wheel/rotating bar to the strip – when we were at FSExpo, the High Roller was very close to the Flamingo, and it was quite clear how visible it was to the skyline.