Recommended Posts

Help AVSIM continue to serve you!
Please donate today!

25 minutes ago, jh71 said:

I wanted to write this at least one time :) . downloading now, 450MB worth.

Thanks for the heads up, i read in some forums that the sky banding, stars, sun and moon are fixed in hdr mode.  Did not download yet.

Share this post


Link to post
Share on other sites

There are stars and a moon in the sky with HDR.  There is some banding, but not like it was.  Still experimenting.

John

Share this post


Link to post
Share on other sites

One of the most memorable evening flights ever in a simulator. The sun and stars are back. I don't see handing. Almost everything is maxed, trees cast shadows, buttersmooth at 30f/s. Wow. Don't hesitate, this is so it. They may call this one final for me, at least visually. 

Share this post


Link to post
Share on other sites

Release notes:

Public Beta 16

PB16 fixes a number of compatibility bugs for aircraft and third party add-ons and rendering artifacts.

Warning: PB16 changes the .sit and .rep file formats; situations and replays from earlier versions are not usable in public beta 16 and later.

PB16 also features the new X-Plane 11 text-based weapon file format. While X-Plane will continue to load binary weapons from X-Plane 10, use the new file format for all new weapons. Please do not ship binary weapons saved in X-Plane 11 betas in your add-ons.

Bug fixes for third parties:

XPD-7528 ATTR_shiny_rat and GLOBAL_specular with intermediate ratios (E.g. 0.5) now work correctly.We still recommend use use a ratio of 1 and control gloss with a texture.

XPD-7802 Fixed generic pie instrument randomly disappearing or changing colors.

XPD-7803 Bleed air source for pressurization defaults to “auto” for all start types on legacy planes that don’t have bleed-air controls.

XPD-7782 Removed raw legacy panel instrument datarefs likesim/aircraft/panel/acf_ins_size – you should not be using these.

XPD-7818 Added dataref access to carb temperature.

Fixed battery lifetime – battery was draining at 4x the correct rate.

Reduced the strength of auto-toe-brakes for non-castoring aircraft.

Carb-heat is stronger.

Engine ITT behavior now matches X-Plane 10.

Better mapping of engine idle ratios for X-Plane 10 ACF files.

X-Plane’s numeric version can be accessed by dataref.

The engine idle ratios can be read and written at runtime via DataRefEditor to tune your engines.

Fixed incorrect generator torque on jets.

Toggle-reverse-thrust command does not require the engines to be idle. If you want an idle-lock-out, add this by plugin script.

X-Plane does not constant reset autopilot and other datarefs to a grid per frame – only when the user is “clicking” them with commands or 2-d panel instruments.

New FMS will not overwrite nav1 deflection. Note that the G430/530 does do this when in “CDI” mode, which is expected.

Flying stabilizers fixed, even if not flying.

sim/FMS/init command resets new FMS just like the old one.

Lat-lon fixes in the FMS do not have “fix” type in XPLM Navigation API.

Legacy gear doors move at the correct speed. Legacy v9 gear doors are deprecated; please key-frame your animations from the gear deploy ratio.

GPS override correctly stops updating the new FMS.

Performance, rendering and scenery artifacts:

New autogen models for European medium-height buildings.

Cloud rendering should be faster, particularly on lower visual effects settings.

Fixed banding in the sky in HDR mode.

Fixed sun and moon and starts missing in HDR mode.

Fixed glow around moon at night.

XPD-7756 Fixed white lines in boat wake when HDR rendering is on.

Cockpit shadows less blocky.

Grunge decals for airports tuned.

Wind farm library objects spin again.

Changes to default Aircraft:

MD-82 Autothrottle and autopilot fixed.

Stinson L-5 airfoils fixed.

Fixed animation on 747 upper-deck door.

B-58 Cowl flaps animate.

Cessna 172 battery and electrical system tuned.

B-58 Gear Light Fixed.

Bug fixes for weapons:

XPD-6725 Sim no longer crashes if another user on multiplayer has a weapon file that you don’t have.

Rockets now work.

Weapons don’t disappear when looking closely at another multiplayer aircraft.

Weapons track correctly when using external visuals and replay.

Fixed crash at startup if one multiplayer aircraft is flying and the other is in the main menu.

Fixed bug where weapons make random explosions when another user in a multiplayer match restarts his flight.

Fixed massive explosion on external visual when master machine toggles replay.

Fixed weapons being incorrectly attached to aircraft on external visual during replay.

Bug fixes for sound:

XPD-7459 FMOD Sound events can be attached to plugin custom commands.

XPD-7808 Removed log errors when an aircraft does not use FMOD.

Fixed missing environmental sounds when using Cessna.

Other stuff:

Fixed crash when bringing up flight configuration over the ocean.

XPD-7599 Fixed errors in map coastlines.

XPD-7798 Reloading an aircraft (developer menu) when started cold and dark works as expected.

XPD-7357 Clicking on panel in second monitor works.

XPD-7822 Clicking on plugins works on second monitor.

XPD-7592 Using 150% UI scaling does not throw off plugins or aircraft when multi-monitor is used.

XPD-6801 Aircraft can carry or be carried in flight configuration UI.

XPD-7815 Added new joystick configuration files.

XPD-7784 Zooming to pressed button in joystick UI doesn’t jump to a new view unless it has to.

XPD-7792 Weather visibility can be edited in metric.

XPD-7775; XPD-6664 Fixed special starts with oil rig, aircraft carrier and frigate.

XPD-7816 G430 always pops out when changing planes on restart.

Brakes default to “on” when starting on the ramp with hardware pedals with toe brakes.

Push-back trucks do not appear on GA ramp starts.

Map doesn’t print errors to console at island locations.

XSG-2758 X-Plane cross-matches ET and ED regions.

Fixed networking with ForeFlight.

 

In HDR mode the overhead panel is completely lit up. This will be fixed in pb17, which will be released in the next 24 hours. PB17 is expected to be the final beta.

  • Upvote 1

Share this post


Link to post
Share on other sites

It seems the Cessna 172 has more horsepower  with PB16  +50 hp,   and a much higher fuel flow.

 

 

Share this post


Link to post
Share on other sites
1 hour ago, jh71 said:

I wanted to write this at least one time :)

Thank you for the heads-up jh71 :)

Seems quite good so far. Sky banding greatly improved. Seems to run well, but too early to really say to be honest. Reflections on water still doing their little dance, so that still needs a fix (edit: shadows too) I'll leave it to others to test to trivial stuff, like how aircraft fly etc :laugh:

Feels close to XP11 v1.0 (a non beta, but still really -cough-cough- a beta) to me :ha:

 

Looking very positive anyway.

Share this post


Link to post
Share on other sites

i noticed too much map data water download in PB 16 but LR did not mention anything about water maybe its preparation for water for final release.

Share this post


Link to post
Share on other sites

Its seems like beta run for 11.0 is finally coming in for landing per Ben's comments, there is a B17 coming out within the next 24hrs as this fixes an issue brought in B16.

Can't wait for XP to go final, as I'm eagerly waiting for IXEG 737 and xEnviro update, hopefully soon.

  • Upvote 3

Share this post


Link to post
Share on other sites
30 minutes ago, pilot83 said:

i noticed too much map data water download in PB 16 but LR did not mention anything about water maybe its preparation for water for final release.

See here

Share this post


Link to post
Share on other sites

Wow...quite impressed.  XP B16 is kicking some serious butt in the FPS department.  Very impressed.  Night stars, and minimal banding is very welcome! :)   Things seem to be going for a RC, for sure.

Share this post


Link to post
Share on other sites

is the major stutter at cruise still there? you know the one where youll be cruising at 40+ fps then it goes to less then 10 for a few seconds then back up?

Share this post


Link to post
Share on other sites

Rotate MD-80 for 11 is silky smooth, love the sky textures and color reflections off the wing...this PB is a great step up....so glad I've stuck with XP.

When aircraft start getting FMOD sound enhancements, it'll start making me cry!  :)
 

  • Upvote 2

Share this post


Link to post
Share on other sites
3 hours ago, x-plane 123 said:

Release notes:

Public Beta 16

PB16 fixes a number of compatibility bugs for aircraft and third party add-ons and rendering artifacts.

Warning: PB16 changes the .sit and .rep file formats; situations and replays from earlier versions are not usable in public beta 16 and later.

PB16 also features the new X-Plane 11 text-based weapon file format. While X-Plane will continue to load binary weapons from X-Plane 10, use the new file format for all new weapons. Please do not ship binary weapons saved in X-Plane 11 betas in your add-ons.

Bug fixes for third parties:

XPD-7528 ATTR_shiny_rat and GLOBAL_specular with intermediate ratios (E.g. 0.5) now work correctly.We still recommend use use a ratio of 1 and control gloss with a texture.

XPD-7802 Fixed generic pie instrument randomly disappearing or changing colors.

XPD-7803 Bleed air source for pressurization defaults to “auto” for all start types on legacy planes that don’t have bleed-air controls.

XPD-7782 Removed raw legacy panel instrument datarefs likesim/aircraft/panel/acf_ins_size – you should not be using these.

XPD-7818 Added dataref access to carb temperature.

Fixed battery lifetime – battery was draining at 4x the correct rate.

Reduced the strength of auto-toe-brakes for non-castoring aircraft.

Carb-heat is stronger.

Engine ITT behavior now matches X-Plane 10.

Better mapping of engine idle ratios for X-Plane 10 ACF files.

X-Plane’s numeric version can be accessed by dataref.

The engine idle ratios can be read and written at runtime via DataRefEditor to tune your engines.

Fixed incorrect generator torque on jets.

Toggle-reverse-thrust command does not require the engines to be idle. If you want an idle-lock-out, add this by plugin script.

X-Plane does not constant reset autopilot and other datarefs to a grid per frame – only when the user is “clicking” them with commands or 2-d panel instruments.

New FMS will not overwrite nav1 deflection. Note that the G430/530 does do this when in “CDI” mode, which is expected.

Flying stabilizers fixed, even if not flying.

sim/FMS/init command resets new FMS just like the old one.

Lat-lon fixes in the FMS do not have “fix” type in XPLM Navigation API.

Legacy gear doors move at the correct speed. Legacy v9 gear doors are deprecated; please key-frame your animations from the gear deploy ratio.

GPS override correctly stops updating the new FMS.

Performance, rendering and scenery artifacts:

New autogen models for European medium-height buildings.

Cloud rendering should be faster, particularly on lower visual effects settings.

Fixed banding in the sky in HDR mode.

Fixed sun and moon and starts missing in HDR mode.

Fixed glow around moon at night.

XPD-7756 Fixed white lines in boat wake when HDR rendering is on.

Cockpit shadows less blocky.

Grunge decals for airports tuned.

Wind farm library objects spin again.

Changes to default Aircraft:

MD-82 Autothrottle and autopilot fixed.

Stinson L-5 airfoils fixed.

Fixed animation on 747 upper-deck door.

B-58 Cowl flaps animate.

Cessna 172 battery and electrical system tuned.

B-58 Gear Light Fixed.

Bug fixes for weapons:

XPD-6725 Sim no longer crashes if another user on multiplayer has a weapon file that you don’t have.

Rockets now work.

Weapons don’t disappear when looking closely at another multiplayer aircraft.

Weapons track correctly when using external visuals and replay.

Fixed crash at startup if one multiplayer aircraft is flying and the other is in the main menu.

Fixed bug where weapons make random explosions when another user in a multiplayer match restarts his flight.

Fixed massive explosion on external visual when master machine toggles replay.

Fixed weapons being incorrectly attached to aircraft on external visual during replay.

Bug fixes for sound:

XPD-7459 FMOD Sound events can be attached to plugin custom commands.

XPD-7808 Removed log errors when an aircraft does not use FMOD.

Fixed missing environmental sounds when using Cessna.

Other stuff:

Fixed crash when bringing up flight configuration over the ocean.

XPD-7599 Fixed errors in map coastlines.

XPD-7798 Reloading an aircraft (developer menu) when started cold and dark works as expected.

XPD-7357 Clicking on panel in second monitor works.

XPD-7822 Clicking on plugins works on second monitor.

XPD-7592 Using 150% UI scaling does not throw off plugins or aircraft when multi-monitor is used.

XPD-6801 Aircraft can carry or be carried in flight configuration UI.

XPD-7815 Added new joystick configuration files.

XPD-7784 Zooming to pressed button in joystick UI doesn’t jump to a new view unless it has to.

XPD-7792 Weather visibility can be edited in metric.

XPD-7775; XPD-6664 Fixed special starts with oil rig, aircraft carrier and frigate.

XPD-7816 G430 always pops out when changing planes on restart.

Brakes default to “on” when starting on the ramp with hardware pedals with toe brakes.

Push-back trucks do not appear on GA ramp starts.

Map doesn’t print errors to console at island locations.

XSG-2758 X-Plane cross-matches ET and ED regions.

Fixed networking with ForeFlight.

 

In HDR mode the overhead panel is completely lit up. This will be fixed in pb17, which will be released in the next 24 hours. PB17 is expected to be the final beta.

Looks like this was worth the wait for the extra two days so they could cover a lot more than what Ben stated last weekend.  If they're shooting for one last beta, release will be right around the corner.  This is a VERY good thing. :)

Share this post


Link to post
Share on other sites

It's almost perfect ! They need to fix the light/cloud bug. Performance is pretty good !

Share this post


Link to post
Share on other sites
15 minutes ago, strider1 said:

It's almost perfect ! They need to fix the light/cloud bug. Performance is pretty good !

What is that?

Share this post


Link to post
Share on other sites
1 hour ago, ryanbatcund said:

What is that?

Autogen lights visible through the clouds.

Share this post


Link to post
Share on other sites
4 hours ago, strider1 said:

Autogen lights visible through the clouds.

Please find a bug report , we have to press LR on this.

Share this post


Link to post
Share on other sites

afaik ben talked about this in the comments a few blogs ago. he is aware of it, there are ways to minimze it but to get rid of it is abit more complicated and most likely wont make the 11.0 release.

Share this post


Link to post
Share on other sites
5 hours ago, GusRodrigues said:

MD-80 is Flight model completely broken.

As a community, it would be of great help, if you could elaborate on what is "broken".  The MD-80, as well as the B737 are more complex aircraft (compared to say, the C172SP), as well as a first for LR as default aircraft.  If the issues you have found are indeed in need of fixing, please file a bug report ( http://dev.x-plane.com/support/bugreport.html ) so that the right people can look into this and make the fix.  Statements like the one you made won't help the cause.  Since we are so close to an RTM, it is important that LR be aware of anything that might be lingering and get it fixed. :biggrin:

  • Upvote 2

Share this post


Link to post
Share on other sites
28 minutes ago, alpha12125 said:

afaik ben talked about this in the comments a few blogs ago. he is aware of it, there are ways to minimze it but to get rid of it is abit more complicated and most likely wont make the 11.0 release.

I also wouldn't classify this as a bug, but rather a feature that needs further development.  From what I gather, the clouds themselves need to evolve into a particle based system, whereby the clouds produce varying degrees of volume, thus decreasing the amount of light that can pass through them.  In fact, this could go hand in hand with the issue of LOD and lights.  As many have pointed out, you still get a "pop-up" effect with lights at night, when looking out beyond the LOD, so either the lights are there or they're not.  If there was a way to transition, or fade-in the lights (from small and dim to full scale), this would emulate as close to real life, in what we would see as we travel across the terrain.  In theory, this could work, but may require more light textures and a process for introducing the right size and intensity of light, and the same could hold true for passing through clouds and not seeing the full scale lighting as a constant, but rather a transitioning source.  If that could be achieved, then they wouldn't need to concentrate too much on the volume of the clouds, as they CAN block scenery from appearing below them, and that too gets reflected light from the sky for them to appear as they do without clouds.

Share this post


Link to post
Share on other sites
13 minutes ago, Jimm said:

I also wouldn't classify this as a bug, but rather a feature that needs further development.  From what I gather, the clouds themselves need to evolve into a particle based system, whereby the clouds produce varying degrees of volume, thus decreasing the amount of light that can pass through them.  In fact, this could go hand in hand with the issue of LOD and lights.  As many have pointed out, you still get a "pop-up" effect with lights at night, when looking out beyond the LOD, so either the lights are there or they're not.  If there was a way to transition, or fade-in the lights (from small and dim to full scale), this would emulate as close to real life, in what we would see as we travel across the terrain.  In theory, this could work, but may require more light textures and a process for introducing the right size and intensity of light, and the same could hold true for passing through clouds and not seeing the full scale lighting as a constant, but rather a transitioning source.  If that could be achieved, then they wouldn't need to concentrate too much on the volume of the clouds, as they CAN block scenery from appearing below them, and that too gets reflected light from the sky for them to appear as they do without clouds.

These are all good improvements for the long term, but in the short term we need to look through overcast and don't see lights. Right now is a bug, a killer immersion bug for many, me included. It's like trees, we know that a full revamp of 3D vegetation would be awesome but in the meanwhile some better blending trees would be very welcome. In this case though I can agree with you and talk about a feature which requires further enhacement.

Share this post


Link to post
Share on other sites
1 minute ago, Desaix said:

These are all good improvements for the long term, but in the short term we need to look through overcast and don't see lights.

Sorry bud, but that doesn't quite make sense.  In an overcast situation, from the air of course, you really can't see anything.  I believe what you mean is that when in overcast, you shouldn't see anything but the vapor from the clouds. :biggrin:

To expand a little on what I stated previous, adding (or figuring out) volume (similar in the way that ActiveSkyNext does it), is key to good cloud cover.  During the day, the cloud system seems to work fine, as it seems that every time I fly in the UK, they have nothing but clouds, though as a good observation, you can fly in and out of them and get either an increase or decrease of what is below.  it's at night where things fall apart, due to those lights, and this is where they need to figure out how to either block the light, or cause the light to fade out.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now