June 12, 20178 yr 3 minutes ago, Mountain Man said: I doubt it. His personality seems permanently turned up to 11. Austin is a flight sim god. - Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20
June 13, 20178 yr A god with a screech problem, and lot's of turning tendencies, although the man talks a LOT about Mach and Pratt, his new friends for this year's campaign.... Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
June 13, 20178 yr 1 hour ago, jcomm said: A god with a screech problem, and lot's of turning tendencies, although the man talks a LOT about Mach and Pratt, his new friends for this year's campaign.... I don't like your signature. - Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20
June 13, 20178 yr 1 hour ago, jcomm said: A god with a screech problem, and lot's of turning tendencies, although the man talks a LOT about Mach and Pratt, his new friends for this year's campaign.... to be fair while he can be excentric at times, i take his personality everyday over some "veteran social media expert/manager"" that will try everything to please the crowd and will wallow in phrases to not get pinned down on issues. He is authentic, without a filter and you know it if he likes something or he doesn't.
June 13, 20178 yr 53 minutes ago, frontendrob said: I don't like your signature. Ehehe, never mind... it's not meant to translate my true feelings :-) I have no doubt about XP11 being the most well placed and promising overall civil flight simulation platform available, and I also do not discuss the potential of Austin's FDM, nor his honesty when he speaks or writes, as well as his dedication to the cause of X-plane, and not only..., but of course I would like to see some basic stuff addressed, rather than 3D VR, which I do not plan to use - my bad, I'm being selfish... I know :-) 45 minutes ago, alpha12125 said: to be fair while he can be excentric at times, i take his personality everyday over some "veteran social media expert/manager"" that will try everything to please the crowd and will wallow in phrases to not get pinned down on issues. He is authentic, without a filter and you know it if he likes something or he doesn't. Very true, and I do admire his enthusiasm. X-Plane desperately needs a better Weather Engine. It's not being limited to 3 cloud layers, which is actually not a major limitation, TBH, but rather the limited scope of weather definition ( and associated datarefs ) and the lack of the necessary instruments for 3pd to do their work, just as World2XP and Ortho4xP do... As an innovative and advanced flight simulation platform, in many aspects, I have been asking him, since v9, to consider moving from a simplistic / basic ISA weather / atmosphere model into something a bit more complex! Heck! Have you noticed that NO FLIGHTSIM even models the effects of moist in the air ??? This, and it's associated effects, as well as geopotential height modelling are such important features IRL that I can't really understand why no one has yet tried to model it ? And one more thing... I do think that LR should clearly mention the IMPORTANT contributions of the authors of what made X-Plane a completely new / really amazing experience in terms of scenery ( our tonywob, pilot balu, the guy behind Ortho4Xp... even the NOAA plugin... ) and Murmur's discovery of the culprit for the Torque Bug ! This last one was specially important for everyone who was complaining, for years, that something was wrong.... These guys, who earned no money with it, made X-Plane give important steps ahead towards what it is today! Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
June 13, 20178 yr And also the twilight that can be completely off by an hour or so! "Society has become so fake that the truth actually bothers people".
June 13, 20178 yr 5 hours ago, jcomm said: As an innovative and advanced flight simulation platform, in many aspects, I have been asking him, since v9, to consider moving from a simplistic / basic ISA weather / atmosphere model into something a bit more complex! Heck! Have you noticed that NO FLIGHTSIM even models the effects of moist in the air ??? This, and it's associated effects, as well as geopotential height modelling are such important features IRL that I can't really understand why no one has yet tried to model it ? I'm with you on the need for an overall re-thinking of the weather engine, but for the record, XP does model one effect of moisture in the air, and that's in-flight icing. You need a combination of the right temperature range and at least a bit of precip to trigger icing in the flight model. Or maybe just flying through cloud? I'm not clear on that. Anyway, it won't happen in dry air. X-Plane and Microsoft Flight Simulator on Windows 10 i7 6700 4.0 GHz, 32 GB RAM, GTX 1660 ti, 1920x1200 monitor
June 13, 20178 yr 1 hour ago, Paraffin said: I'm with you on the need for an overall re-thinking of the weather engine, but for the record, XP does model one effect of moisture in the air, and that's in-flight icing. You need a combination of the right temperature range and at least a bit of precip to trigger icing in the flight model. Or maybe just flying through cloud? I'm not clear on that. Anyway, it won't happen in dry air. Unfortunately the algorithm used for the calculation of ice accretion in the aircraft surfaces is far from realistic, with time scale based on wing area... meaning that in XP, you B747 will have it's wings filled with ice and the effects felt at an incredible speed, compared to a trike.... Then, icing is also modelled in MSFS, for quite a long time... and in other sims too... including one I've been using for years - ELITE IFR. OTOH, carburettor ice is modelled in a rather "hysteric" way... again not taking into consideration moist... Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
June 14, 20178 yr No mention of improving ground physics? That's the one area that still really annoys the crap out of me in XP. Even when you watch some avid XP youtubers with their $1k rudder pedal setups, they'll still be slipping and s-ing down the runway on takeoff and landing. It's like the plane lacks weight on the ground or something.
June 14, 20178 yr 8 minutes ago, bonchie said: No mention of improving ground physics? That's the one area that still really annoys the crap out of me in XP. Even when you watch some avid XP youtubers with their $1k rudder pedal setups, they'll still be slipping and s-ing down the runway on takeoff and landing. It's like the plane lacks weight on the ground or something. Hmmm, in 11.02 this is all good? It's been a screeching pain for years, but in the latest release, taxiing the 737 is a breeze? - Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20
June 14, 20178 yr 24 minutes ago, Colonel X said: Hmmm, in 11.02 this is all good? It's been a screeching pain for years, but in the latest release, taxiing the 737 is a breeze? I don't think it's an issue with jets. Watch this video at 12:43 to see what I mean (11.02 in use): Things just go way, way too squirrely on landing. Takeoffs are more managable. It's akin to how a plane acts when you try to land flat about 15 knots too fast in real life. Except in XP, it happens right on the landing numbers and much slower. I have no idea what's being modeled in XP that causes it, but in real life, it's the feeling of the planes weight not being fully on the ground and there not being enough friction.
June 14, 20178 yr Probably something changing due to the "tire physics" modelling that Austin has tweaked a couple of betas ago ? I haven't personally noticed anything different from what it was before, but I confess I haven't used XP11 that much - I keep it in the external disk ( which is already a win / win ) waiting for something really worth the try... Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
June 14, 20178 yr 40 minutes ago, bonchie said: Things just go way, way too squirrely on landing. Takeoffs are more managable. This is still my biggest X-Plane complaint; which has kept X-Plane from being my preferred sim, since XP9. When (if ever) this one thing is fixed, I will be ready to move fully over to X-Plane (and start buying XP addons again). For now, I'm stuck between XP, P3D v3, FSW, and DCS. If there's more than a 10 knot headwind, it is nearly impossibly for me to get the Piper Cub or the 172 to the runway and lined up . . . and I have a MFG Crosswind rudder, with toe brakes. This just takes so much of the enjoyment out of using XP (along with the overdone haze). Its gotten to the point where I am now flying even FSW more than XP. People complain about FSW being so unfinished (even though it is still in early release), but X-Plane 11 is no longer in Beta, yet these issues really should have been fixed before it was released. ~ Arwen ~ Home Airfield: KHIE
June 14, 20178 yr 2 hours ago, Colonel X said: Hmmm, in 11.02 this is all good? It's been a screeching pain for years, but in the latest release, taxiing the 737 is a breeze? It's not as noticeable on something that heavy and with jet engines. It's a real problem on the light GA prop planes, and even worse on tailwheel planes. I can't tell what the problem is, because there are so many different things are interacting at the same time. Exaggerated weathervaning with any crosswind component is still there, and I don't think Austin has ever acknowledged this continuing problem. But ground handling seems off even with winds set to zero, so it seems there is more than one thing going on here. Maybe it's Austin's new work on tire friction, not enough weight on the wheels or something. It could also be the staging of different forces coming into play, and others dropping out as the speed increases from zero during a takeoff roll. Or the reverse on landing. Best thing to do is run some tests with one of the default planes. Make sure you have at least a 30fps frame rate. Isolate the issue as well as you can so it's reproducible, and then file a bug report with the steps to reproduce the problem. Complaining on forums won't get it fixed, but if enough people file bug reports that clearly show a problem, it might get fixed. Here's the link: http://dev.x-plane.com/support/bugreport.html X-Plane and Microsoft Flight Simulator on Windows 10 i7 6700 4.0 GHz, 32 GB RAM, GTX 1660 ti, 1920x1200 monitor
June 14, 20178 yr Flying gliders since 1980 Flightsimming since 1992 AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)
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