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Why we need ORBX

Featured Replies

If you drop google a few million dollars you may be able to use there photo scenery land at your airport and drive to your front door street view in your 3D car.

 

Raymond Fry.

PMDG_Banner_747_Enthusiast.jpg

On 9/16/2017 at 6:28 AM, torium said:

John Venema from Orbx previously stated: - "What we have now with DTG's new sims is virtually unlimited land classes defined and engineered by Orbx so that a decade's worth of R&D is now boiled into a new sim as part of its core. That gives us a fantastic foundation to build upon without the previous restrictions we always had to code around."

Let's hope they're already on the right path.

Where did he say that? They seem so quiet about FSW.

10 hours ago, carbonbasedlifeform said:

Where did he say that? They seem so quiet about FSW.

In this thread:
https://orbxsystems.com/forum/topic/112404-dovetail-games-continues-orbx-partnership/

Orbx (JV) also said, quote:

Quote

64-bit and increased VAS headroom is going to usher in some spectacular addons from Orbx. Imagine if you will FTX Global V2 or V3 using 2048 or 4096 textures? That's up to 16 times the ground terrain fidelity than we have now! You'll be able to make out golfers walking on a golf course and newspapers lying on a street. Then imagine having every area of grass on the planet with actual volumetric grass blowing in the wind, and trees swaying in the breeze. Procedural PeopleFlow that intelligently spawn anywhere you land in the world, and react to weather, your location and their environment? That's all possible in the next decade. 
 
There is no need to use a new engine if the fundamentals are right. Tech can be layered on top of 25 year old code and work perfectly well. I don't get some of the naysayers and blue sky dreamers on various forums who are bleating for new engines, they don't understand that you need a proper foundation to build on first. 
 
We are right now investing in new tech to add more dynamic object manipulation capabilities to any sim engine, that's an on ongoing effort.
hat's all possible in the next decade.
 
We are in the golden age of flight simulation that's for sure.
 
As Dovetail has already said, we're looking forward to working very closely together over the coming years to usher in fantastic new content based on emerging tech.

Including this:

Quote

I need to clarify though, that any DLC that Orbx releases for Dovetail Flight Simulator would not be sold by us, it would be a brand new purchase published by DTG via Steam or Windows Store, and the packaging of those DLCs is very different to our current quad installers.

No, there is no intention to give rebates to DTG customers buying Orbx DLC through Steam/Windows Store. You become customers of DTG with the new sim, and we have no visibility of transactions as they happen. There will be constant deals, sales, bundles and offers on Steam anyway, so chances are it will be offered at a lower price point than you're used to.

If you assume *all* our Orbx addons are going to be available for purchase for the Dovetail Flight Simulator (DFS) on Steam or Windows 10 store by the time it's released at the end of 2016, then you're mistaken. You've seen just how long it takes us to port to P3Dv 2.x and then again to P3Dv3.x, so we don't have a magic hat to pull DFS DLC out of either.
 
I expect that we may have some of our core products available, depending on the resources we can allocate to porting, but it won't be a large selection by any means.

I don't expect our sales volume to slow down one tiny bit with all these announcements, I would not have done the partnership with DTG if it risked cannibalizing our revenues. People still want to buy the latest Orbx addons and they'll keep flying them in their sim of choice, and they'll do that though 2016 and 2017 and beyond.

This can of course be changed and adjusted in the future.....

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