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Tom Allensworth

Questions for Laminar Research - Users Invited

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Recently, we interviewed Lockheed Martin regarding their release of P3D V2. We would like to do the same thing with the guys from Laminar regarding X-Plane. So, here is your opportunity to get your burning questions in front to the Laminar team. You can post any question you want, but remember that we will be parsing them down to 10 or 15 selected questions and you do not want to waste your opportunity on questions that have no hope of being passed on or even answered.

 

We will be putting these questions together and submitting them with our own. You have until midnight EDT, Monday night (that's right, tomorrow night) to get them into us by placing them in this topic. At midnight tomorrow night, this topic will be locked.

 

Thanks for participating!

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Q's.....

 

Why don't you address the common complaints that prevent X-Plane from being 'the next sim' of choice for everyone? i.e. seasons, ATC and airport buildings.

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Q's.....

 

Why don't you address the common complaints that prevent X-Plane from being 'the next sim' of choice for everyone? i.e. seasons, ATC and airport buildings.

 

airport buildings have already been addressed. the newest patch released alot of free airports. and in future updates im sure even more airports will get released. 

 

the other problems you mentioned are still persistent so hopefully they will be addressed soon 

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Ok, here are my questions, and thank you Tom for your great initiative!!!

 

1) Will we have some form of changing weather parameters, using plugins / external apps, in such a way that wind speed and direction / variability, temperature, turbulence and precipitation can be set at various levels? Even better, will it be possible to set pressure levels, such that we can, for instance say at what height the 850 Mb pressure level is ( geopotential )? This last feature would allow to model the temperature side of the well known - "from high to low watch out bellow"... and would be pioneeing if released before Aerowinx PSX, which already includes it as an option :-)

 

2) Will we have the chance to better fine tune prop turboprop and jet engines, trying to adapt them to their RW counterparts, and BTW, do you plan to change the logic of the free-runing turboprop model so that we do not see FF changes with RPM changes, at constant alt and throttle settings?

 

3) Will the changes made to the flight dynamics model allow for a better / more plausible behaviour of prop aircraft, namely by having more yaw than bank as a consequence of the prop spiraling slipstream effects, and thus accounting for the unfamous "torque bug"?

 

4) Will we get a better default GPS, with more functionalities, including route editing, etc...?

 

5) Will anything be done regarding the unfamous "blurr" effect we see at higher altitude when looking towards areas not bellonging to the currently processed scenery tiles?

 

Thank you very much!

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Whether or when Laminar plans to release long-promissed decent sound architecture in XP10 for sound designers not 3rd party programming add ons... World Simulator without the sound?  

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Same as ARTI. X-Plane has been in development for years now, and the current sound engine leaves a lot to be desired. Can we expect a new engine in the near future?

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I am probably going to get X-plane 10 however the lack of seasonal textures is a real problem for me. I have been doing a lot of research on the product and this is for me the biggest issue. I love flying in the northern reaches of the world, Canada, Greenland, Norway etc.and not having a white landscape in winter is troublesome, takes the realism effect out. More and more quality add-ons are coming no doubt, but having been a simmer for over 15 years the issues I have and those already expressed are the game changers for many.

 

This product has so many advantages, 64 bit maybe the biggest, this is your window plz take full advantage of the biggest opportunity you have to make this the next generation sim. Thank you

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Although not a question, but to inform the uninformed :P: X-Plane has seasons since years, but not in a way you may expect - you can't see it visually, but only in flight through icing on the wings (and the correspondent consequences) or through icy runways, and thus (much) longer braking distances. And there are so many more items, which aren't visible visually, but add a lot to the flying experience.

 

Apart from that - two questions from me:

  1. Would it be possible to have again (!!) darker cloud shadows (or maybe a slider in the rendering options for tuning it to the own liking)? I miss this great feature, since it adds a lot to the immersion. EDIT: I miss the cloud shadows more than seasonal textures ...
  2. Up to XP10.03 (or so) it was possible to look around with TrackIR also in the external views. Could this feature be reintroduced?

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Q1: DSF re-cuts, how often are you planning to update?

 

Q2: What is your road map for Autogen improvements? Do you plan to do regional specific autogen during X-Plane 10's run or is this a goal for X-Plane 11?

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Ok, here are my questions, and thank you Tom for your great initiative!!!

 

1) Will we have some form of changing weather parameters, using plugins / external apps, in such a way that wind speed and direction / variability, temperature, turbulence and precipitation can be set at various levels? Even better, will it be possible to set pressure levels, such that we can, for instance say at what height the 850 Mb pressure level is ( geopotential )? This last feature would allow to model the temperature side of the well known - "from high to low watch out bellow"... and would be pioneeing if released before Aerowinx PSX, which already includes it as an option :-)

 

2) Will we have the chance to better fine tune prop turboprop and jet engines, trying to adapt them to their RW counterparts, and BTW, do you plan to change the logic of the free-runing turboprop model so that we do not see FF changes with RPM changes, at constant alt and throttle settings?

 

3) Will the changes made to the flight dynamics model allow for a better / more plausible behaviour of prop aircraft, namely by having more yaw than bank as a consequence of the prop spiraling slipstream effects, and thus accounting for the unfamous "torque bug"?

 

4) Will we get a better default GPS, with more functionalities, including route editing, etc...?

 

5) Will anything be done regarding the unfamous "blurr" effect we see at higher altitude when looking towards areas not bellonging to the currently processed scenery tiles?

 

Thank you very much!

+1

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1) Seasonal textures is one of the features most requested by users. What is your roadmap about it? Are you considering implementing it using shaders (like FlightGear is now experimenting) instead of conventional textures sets?

 

2) The number of payware add-ons aircrafts for X-Plane has increased a lot in the last few years. There's probably a lot of pressure from their authors to have a "frozen" flight model. Can we still expect the base flight model/engine model to be refined and improved in future updates, or will it be "frozen" to meet the wishes of 3rd party developers?

 

3) X-Plane only loads scenery, weather and navaids in 6 tiles (3x2 degrees) around the aircraft. This limitation becomes apparent when flying at high altitude (scenery and weather) or when using local map for flight planning, etc. (only local airports and navaids can be seen on the map). Are there any improvements in the plans?

 

4) Can you give us a high level roadmap of where you intend to advance X-Plane during the current version run? What features will you update/improve, and what will you just leave to 3rd party developers to improve? ATC, AI (20 aircrafts limitation), rendering engine, etc.?

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What is the long-term strategy of X-Plane? In other words, apart from the nitty-gritty bugfixing and small-scale additions, what extensions do you plan, say, during the next 2-3 years? 

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The Current Knob Manipulation method is very lackluster and as more and more complex AC are developed it's a chore to make simple precise changes. The mouse wheel needs to be incorporated into more than a zoom feature.

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Would it be possible to have again (!!) darker cloud shadows (or maybe a slider in the rendering options for tuning it to the own liking)? I miss this great feature, since it adds a lot to the immersion.

 

 

Are these dark enough? :wink:

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When can we get key bindings like the FS series? I know it is impolite to compare, but the biggest hurdle for my adoption of X Plane is the inability to set up keys to cycle operations. Last time I tried X Plane, I needed a different key assignment to raise and lower the gear - etc. Which was annoying and hard to learn.

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Are these dark enough? :wink:

https://www.youtube.com/watch?v=nDAsvSHeFKw

 

Oh yessss :wub:, these ones are dark enough. But unfortunately the current version of XP10 has much brighter shadows (at least my XP10.25). Up to XP10.03 (or so) they were much darker - and also in XP9 (even in XP8 as far as I remember).

 

I started also a discussion on the org on this issue, with some links as it was before and links of real life shots.

When can we get key bindings like the FS series? I know it is impolite to compare, but the biggest hurdle for my adoption of X Plane is the inability to set up keys to cycle operations. Last time I tried X Plane, I needed a different key assignment to raise and lower the gear - etc. Which was annoying and hard to learn.

 

I don't want to turn this into one of these fruitless XP vs. FSX/P3D discussions, but XP keys are usually easier and more intuitive than in the "other" sim - see here. The only "hard" thing about this "issue" is to learn something new, even if it's easier in the end.

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When can we get key bindings like the FS series? I know it is impolite to compare, but the biggest hurdle for my adoption of X Plane is the inability to set up keys to cycle operations. Last time I tried X Plane, I needed a different key assignment to raise and lower the gear - etc. Which was annoying and hard to learn.

 

The entire input key set can be reconfigured. Make your own, save it to disk, share it.

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Great idea here's a few...

 

1. What is LR's mid to long term goals (3-5years)? Do you (Austin M.) aspire for XP to compete for the commercial flight simulator market or does your interest in XP remain more personal in nature. If your intent is for XP to be the leader in the flight simulator enthusiast market how do you intend to get there?

 

2. LR isn't a large company in the world of business so how do you intend to compete with a global aerospace giant like LM for the flight simulator market; and perhaps more importantly convince third party developers to support your platform rather than go with a competitor?

 

3. Has LR ever considered outsourcing portions of the sim to be developed by other teams of developers and thus allow you to focus on core improvments, especially with regard to common areas of complaints (regional autogen, lack of landmarks, A/I traffic, seasonal artwork)?

 

4. With crowd sourcing the idea behind populating the worlds airports how does LR intend to maintain quality control/assurance on these user based submissions when quality variation is commonplace. If it requires additional staffing wont this slow development further?

 

5. Interfacing aircraft controls is considered by some to be difficult. LR has remained firm on not implementing mouse wheel manipulators yet with XP10 several "by popular demand" improvments to the sim have been made. Will LR consider any new options for users to improve their ability to control their aircraft; not just mouse wheel manipulators but persistent and easily configurable control layout configurations similar to what FSUIPC offers to the MSFS community?

 

Edit- I see some of the questions have already been asked while I was typing this but I'll leave them included for emphasis.

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A common observation of X-Plane is that it seems geared more towards intermediate or advanced simmers, or real-life pilots. To that end, what is Laminar Research's goal/mission statement when it comes to X-Plane - specifically, will the focus remain more towards the engineering and aeronautics niche of simming, or will it become more inclusive of more casual simmers?

 

Followup: If inclusion of casual simmers is desired, what steps are currently planned for X-Plane 10 to meet that goal?

 

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Will we have a correct AI traffic one day ? Like Ultimate Traffic 2 for FSX, where we can assign real flightplans to aircraft, real schedules time and route, and assign aircraft repaints ?

 

 

Stéphane LI-THIAO-TE

Envoyé de mon iPad à l'aide de Tapatalk HD

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I disagree about the airport buildings, as I recall there have been only about 250 airports added that have supplied buildings in the latest build 10.25.

 

Promises have been made but this is the single biggest issue with me and other users.

 

Pressure must be applied to Laminar to insure this void in buildings is addressed.

 

Bill Clark 

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I disagree about the airport buildings, as I recall there have been only about 250 airports added that have supplied buildings in the latest build 10.25.

 

Promises have been made but this is the single biggest issue with me and other users.

 

Pressure must be applied to Laminar to insure this void in buildings is addressed.

 

Bill Clark 

 

250 airports might not be alot but remember that WED went into effect only a couple of months ago. as the user base grows im sure we will have much better/ larger collection in years to come

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As you said, "airports have been addressed." Well they have not, as the latest release of 250 is but a tiny fraction of the near 33,000 total X-Plane has according to a review I read.

 

And you also said "and in future updates I'm sure they will add more" or words to that effect. I interpret this as a "hope" on your part as you don't really know for sure what final total count will be via the WED "crowdsourcing" tool.

 

Microsoft airports have buildings at every airport, X-Plane does not.......X-Plane is a really great platform, but it needs buildings at every airport.

 

So my complaint is, that you make a statement that this is not important to you, and should be discounted based on your personal opinion, even though I and another individual have stated it is important to us.

 

So we, and possibly others, want this shortcoming included in the list.

 

If you have a request, then add it, but don't discount others who differ with you about what is important.

 

I know the AVSIM team will look at these requests and provide Laminar with a great list.

 

Bill Clark

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Will we have a correct AI traffic one day ? Like Ultimate Traffic 2 for FSX, where we can assign real flightplans to aircraft, real schedules time and route, and assign aircraft repaints ?

 

I'd love to see a better AI behaviour myself, but IMHO it isn't fair to expect features like this (relatively complex, non-flight model related, and apparently only available in a paid add-on anyway on the other platform) incorporated "for free" into the base X-Plane product anytime soon.

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