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Murmur

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Everything posted by Murmur

  1. Moon will illuminate clouds in the current XP release. I checked and runway lights disappear for example when looking at the runway from the side. So I think it's modeled.
  2. Better anti aliasing has been announced and is in the roadmap. 😁
  3. It would be interesting to see how XP is simulating storm Gerrit these days.
  4. I'm pretty sure X-Plane flight model could reproduce DLC with no issues, although it's a very specific feature and would likely need to be custom coded in the aircraft plugin.
  5. X-Plane default aircraft have improved constantly in the last major versions, for example the C172 is now immensely better than it was in XP10. WRT to flight model, I find the seemingly excessive pitch up on flap deployment (which affects the C172 and other default aircraft) to be the only main remaining issue to be investigated and, in case, corrected. I've easily done it by changing the relevant parameter in Plane-Maker, but without having access to a real C172 for flight tests, my modification is just an "empirical" one, and not based on anything substantial (e.g. flight test results). Maybe someone among LR devs (or even among users) could have access to a C172 to do relevant flight tests and improve the issue.
  6. You are deluded if you think I and most other people wouldn't have realized it was not XP12. If you don't believe that, post other mixed screenshots of XP10 and XP12 and let us guess which is which.
  7. Not bad, but honestly not comparable to @tonywob shots.
  8. Incredible shots! Among the most realistic I've ever seen in any sim.
  9. Do they have some form of spring loading / centering?
  10. Some advices from experience: .use minimum null zone (hence a quality joystick is advised); .joysticks with a strong centering spring make control more difficult (and less realistic). A joystick with a weak spring or, even better, with a removable spring would be better. Or a force feedback joystick, to be used unpowered (with no centering force); .in the flight control menu of X-Plane, set a specific profile for helicopters, with max linearity on all 3 axes; also, it may help to limit max deflection for all axes from 100% down to 70-80%, so to have less sensitive controls; .helicopters require continuous, fine and smooth control, so be sure to have high FPS, I'd say 40+ but higher is even better; reduce rendering settings if needed; .for the same reason, use a very wide FOV; I'd suggest something around 100 degrees, at least; it will help detect small movements with your peripheral vision and react to them; .small helicopters are actually harder to fly because they are very sensitive and with little inertia; a larger helicopter might be easier to practice with.
  11. Another thing you should appreciate, improvements in magnetic variation and modeling of magnetic dip: https://www.x-plane.com/kb/x-plane-12-08-release-notes/#Magnetic_Compass_and_Friends
  12. In theory, I think the new feature should be 100% retrocompatible. It is only of interest for supersonic aircraft, in any case. If anything, this new feature would allow greater accuracy throughout the flight envelope, for those who want to modify old aircraft to take advantage of it. If not, they should just fly in 12.0.8 as they already did before.
  13. Engines on fire, probably operating parameters exceeded (wonder if the new engine modeling has played a role. It's possible that some aircraft might require tweaks to ensure correct behaviour, as expected for a beta). Anyway, are you able to reproduce the situation that caused wing separation? I would like to have a closer look at what's happening.
  14. Hmmm I don't know... I'm waiting for X-Plane scenery to model pebbles under water streams, until then I'm not satisfied!
  15. .) Jet engine thrust limits for max KEAS and max inlet temperature. This resulted from an exchange I had with Austin months ago, all beginning with a thread here on AVSIM about F-14 being too fast at low altitudes. So thank you AVSIM! .) Modeling of fuel-oil heat exchange (as it happens in real jet engines) and its influence on fuel temperature, also depending on speed, altitude, outside temperature, etc.; .) Modeling of break-away friction for tires resulting in break-away thrust to start taxiing. .) Refining of temperature model for reciprocating engines, based on real flight test data. .) Some final statements about other things the rest of the team is working on. XP steamrolling away on flight model improvements like a quarterback in the NFL. 😁
  16. Nevermind it's from next beta or from an add-on, those are easily among the best clouds I've seen in a flight sim ever. 😁
  17. I prefer Ferrari over Lamborghini, but I don't post into Lamborghini forums to say that Lamborghini's suck or to insult Ferruccio Lamborghini.
  18. I see X-Plane as similar in spirit to BeamNG.drive. For those who don't know, BeamNG.drive is a driving/racing simulator different from all others: while other sims use what we could call some sort of "pre-canned" physics/damage modeling, BeamNG uses strictly "first principles" to simulate everything (sounds familiar?). One of the consequences is that, while other driving sims are more or less strictly limited in what type of driving and vehicles they model (only racetracks, only rally, etc.) in BeamNG you can simulate pretty much every type of ground vehicle (sounds familiar?), be it for asphalt, offroad, rock crawling, tracked vehicles, etc. So, despite being less advanced graphically, and despite lacking (at the moment) several features compared to other racing sims, it feels a lot more immersive to many users (sounds familiar?). After using BeamNG, to me other driving sims feel synthetic and lacking immersion. In BeamNG every action has consequences, and careless driving is not forgiven at the least (sounds familiar?). I wonder if the fans of other driving sims are also triggered by BeamNG "cultists" (to use a term dear to X-Plane haters) like happens here... I envision racing sim users "Turbofax", "Greamer" and "Frakin" disrupting BeamNG forums and spreading hate on BeamNG developers. 😆
  19. What I find funny is that, when X-Plane CUT the price for a sale a few months after release, people were going: "Ahhh, XP is not selling well, LR was forced to cut the price!". Now X-Plane is INCREASING the price, and people (maybe even the same people) are going: "Ahhh, XP is not selling well, LR was forced to increase the price!". How can one not laugh and react seriously at that? 😆
  20. 🤣🤣🤣 Remember, these are the same people that 3 years ago were repeating "last nail in the coffin for X-Plane!1!!1" over and over.
  21. Lots of exciting things. https://www.x-plane.com/2023/10/coming-in-x-plane-12-0-8-and-beyond-roadmap-update/
  22. Sounds like a classic PID controller could be perfect for the task (or maybe even a simpler PD controller), maybe it can be easily coded in your plugin.
  23. Ok, those clouds rival or surpass DCS! 😮 And the lighting is perfectly matched.
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