Category: News

X-Plane 11.30 Beta 4 and Steam

X-Plane 11.30 Beta 4 is out, both for Laminar Customers and for Steam!  The fix list for beta 4 is pretty short because we intentionally cut back on what we added to it. Beta 4 had one job, and that job was to not be as broken as beta 1, beta 2, or beta 3.

X-Plane 11.30 Beta 4 does not have the performance improvements we have been working on for the last week and a half; Sidney and I found a bunch of things that are slowing 11.30 down, but we didn’t want to risk yet another broken beta. This stuff should be ready for beta 5 in a few days.

The public beta for 11.30 has been unusual in that it took us quite a few betas to get a stable non-crashing, usable beta, and during the waiting period we heard a lot of complaints from Steam users about being left out, and a lot of questions about when the beta would make it to Steam.

Here’s the problem: we don’t know the date when a beta will make it to Steam. Here’s the rough algorithm:

10 BETA = BETA + 1
20 RELEASE BETA
30 WAIT ABOUT 24 HOURS
40 IF BETA CRASHES GOTO 10
50 RELEASE STEAM BETA

So in the case of X-Plane 11.30, we had to go back and recut betas due to a crash in the joystick code (beta 1), a crash when the radios were on (beta 2) and airplanes falling through airports into the abyss (beta 3).

One thing to note: if there’s a beta and it’s a few days old and it’s not on Steam, it’s because the beta has a known bug that makes it so unusable that you wouldn’t want to set your Steam install to use it. I see no reason to have a beta that crashes when you start it.

(Since we collect automatic crash reports from users, we have frequency information about how often crashes are happening, and we can identify crashes that are significantly more frequent than what we’d expect in a stable beta.)

Posted in News by | 44 Comments

X-Plane 11.30 Beta 2 And Beyond

X-Plane 11.30 beta 2 went up yesterday – it fixes a few of our really big bugs, e.g. crashing and completely whacked out graphics. In terms of what’s next for the beta:

  • We should have a Steam version of beta 2 early next week. As always, Steam betas will wait until we’ve proven a beta doesn’t crash; given how easy it is to get Steam betas, we can’t risk the reputation of the product by posting broken betas.  The delay for Steam betas should be days, unless the beta is broken, in which case you shouldn’t want it anyway.
  • We have a number of performance problems that we’re looking into now. The good news is that these are perf problems that may be fixable; the new tech in 11.30 that was suppose to be fast actually is fast, so I’m optimistic that things will run decently once we get these lumps out.
  • We should have beta 3 mid next week; we don’t have much out-standing in terms of flight model compatibility bugs.

If you make a third party aircraft, you should be carefully evaluating your aircraft for compatibility bugs ASAP. The window for reporting compatibility bugs is going to close next week, and if you tell us late in the beta (after the app has been available for six weeks) that there’s a compatibility problem, you may have to wait for a patch to get a fix.

Do not wait for the release candidate to check compatibility!

Posted in News by | 49 Comments

X-Plane 11.30 Public Beta: Are We There Yet?

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.

Posted in Development, News by | 158 Comments

X-Plane 11.26 and WED 1.7.1

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 | 31 Comments

X-Plane Live TODAY

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).

Posted in Development, News by | 30 Comments

RFC: Questions for X-Plane Live

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 | 62 Comments

X-Plane Live: European Edition

Edit: the X-Plane live session is actually on the 14th – today, Tuesday.

At the request of our European friends, the next round of X-Plane live Q&A will take place on August 15th—excuse me, 15 August!  August 14—at 20:00 UTC (translate that to your time zone). Previous Q&A sessions have been scheduled at times that were convenient primarily for Americans, but why should they get to have all the fun?!

In case you missed the first and second rounds of this, this is a streaming broadcast (via YouTube) featuring:

  • Austin Meyer, owner & creator of X-Plane
  • Ben Supnik, desktop product manager
  • Chris Serio, mobile product manager
  • Alex Unruh, art director
  • …and anyone else we happen to drum up. 🙂

Dear Europeans, the fate of the livestream is in your hands! 😀

Posted in News by | 25 Comments

X-Plane 11.25 Release Candidate 1

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.

Posted in Development, News by | 29 Comments

X-Plane 11.25 Beta 1 Available

X-Plane 11.25 Beta 1 went live while we were in Las Vegas this weekend. To get it, run the installer, update, and make sure “get betas” is checked. We do not auto-notify you for betas when you are flying a release build. We’ll have a Steam build up soon.

X-Plane 11.25 updates X-Plane’s Las Vegas landmarks to include a much more detailed version of the strip, and also includes landmarks in Chicago and 645 new 3-d airports from the X-Plane Scenery gateway.

Besides these headline features, we have something for authors too:

Petr has updated the art definitions for our lines and added a lot of new line types. Apt.dat support for the lines will come in WED 1.7.1 and beta 2, both on their way; beta 1 contains the lines as .lin files in the library. 11.25 also fixes a long-standing bug where line markings would become trapezoidal and skewed at inappropriate times.

Please do not build “lines” by using small pieces of the ground-marking .pol files (e.g. a small yellow bit) with long polygons. Use these new lines instead. They are meant for the job and are more efficiently handled inside X-Plane.

Posted in News by | 32 Comments