Hello everyone, and welcome back to the blog post (quite some time right?). We have recently released 12.1.4 as a beta, and we highly encourage you to check it out here. There is some nice content released, that makes for an exciting appetizer for the new year. Whilst we don’t expect to be on this beta for too long (famous last words), most of the new additions will likely be subject to long-term feedback. Please message in support!
One of the major additions for this release is more content and updates for our scenery gateway artists!
New Default Assets
For those unaware, back in November, we welcomed Justin (MisterX) to the Laminar team. He likely needs no introduction, as his scenery work is the stuff of legend amongst the community. So we’re really excited to have him join the team, and Justin represents another infinity stone amongst our third-party hires!
Over the winter period, Petr (Our in-house legendary artist) and Justin went to town on some new scenery assets for X-Plane. Some of which, were highly nominated on our Discord feature requests. These assets include;
Trucks
Emergency/Fire Training Equipment
Airside Operations
De-Icing Equipment
Hopefully not to state the obvious, but these are not dynamic. So please don’t start placing these in areas that will obstruct the “simulator flow”.
We will have some more inbound assets over the coming months, so keep an eye peeled.
X-Plane Gateway
Whilst we didn’t highlight each airport in our initial release posts for 12.1.4, we did have a staggering 1400+ updated entries that we’ve included in our latest cut of the gateway. Take a look below (note, there are approximately 100 airports missing from this list)
Because of our new semantic versioning, internally we’re looking at having these cuts more frequently. Some of you have already noticed our update cadence has been picking up, and hopefully cycling in these updates more regularly will be refreshing to our gateway artists.
World Editor 2.6r1 is now available. This is the first release candidate, for which we encourage you to explore before we lock it down for release! Version 2.6 packs quite an extensive feature list. Features include :
New Shape Entities
Allowing users to define lines and polygons, and then export to .kml or .osm for use in third-party tools!
Polygonal Exclusions
A highly requested feature! (Note, these do not work on forests in current-gen scenery. The default behaviour will instead treat the defined exclusion as one large bounding box)
Terrain Objects
Some of you may have noticed that the terrain for TNCS and TFFJ in 12.1.2 looks a bit more defined. This is somewhat of an illusion, as we are still using the same base mesh that shipped in 12.0.9.
Terrain objects are designed to interface with orthophotos and create small scale 3D details.
*This is NOT a replacement/new/next-gen system for mesh-editing. But rather an additive tool that can help define more awkward structures
Dual-docking Jetway support
Another highly requested feature, WED can now support dual-docking jetways. Existing sceneries are NOT automatically ready, and must be defined by an artist first. Thanks to Michael, in a future version of X-Plane, we will push a new Gateway cut with some demo airports that are ready for dual jetways. These include (*subject to change):
Strings can now be defined down to the centimeter, instead of the meter… allowing for more accurate object spacing.
For WED newcomers
In the past, whenever users have attempted to open a scenery pack without an .XML file, all you got was an empty project. This was obviously confusing to users who did not know how to import the scenery files in. Now in WED 2.6, we analyze what is inside your scenery pack and offer to import the relevant files for you. If starting from a completely blank project folder, we now also give you the option to download directly from the gateway! These changes should help newcomers and seasoned artists get stuck into a project with ease!
Misc
In addition, a number of UI enhancements for users have been made available.