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Janov

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Everything posted by Janov

  1. Great looking aircraft! (And I like the smoothness of the video! 👍😉)
  2. The real aircraft I fly have the exact same problem! I have asked maintenance if they can remove the seats and headrests, but they said no 😞 Does your viewpoint clip THROUGH the seats and headrests or does it get stopped by them?
  3. Happy to move on - and I think this was completely blown out of proportion. Sean and I actually agree that it was a crappy video capture. And I really didn´t say anything else in my first post at all. I have not formed or offered an opinion about the aircraft or his craftsmanship at making it. I love X-Plane and I think it is a disservice to X-Plane to publish videos that make it look like Aces over Europe - an uninformed viewer of that video will draw the conclusion that X-Plane is blurry and the framerate is horrible. I believe that Sean is using Ortho4XP ground textures or other orthophotos at a low zoom level, the default airport terrain (while not being very pretty) is certainly of MUCH higher resolution. And even a mediocre PC should be able to render the scene shown at upwards of 60 frames per second...so that huge stutter as the camera pans is not representative of X-Plane´s performance, either.
  4. Ok, sorry, I was wrong. But here, I am working on a new airport for this awesome flightsimulator - I have a preview shot for you guys! What do you think? Seriously - I don´t mean to discourage people from making content for X-Plane - but why not present it in a matter that makes people WANT to use that content? If you make a video, try to make it visually appealing, make it so people can actually see the aircraft you are making?
  5. The OP has taken the time and effort to make a video...that makes X-Plane appear in a really bad light. And puts it out on youtube for everyone to see. And I have to applaud this...why? Genuinely curious!
  6. If you want to make a video that showcases how bad X-Plane can look...this is certainly the way to do it.🤣 Its not only super blurry, it is also choppy on top! Did you shoot it on a ZX81?
  7. All good points, Murmur. I think a large part of the problems with steering goes to the lack of sensory feedback - it is vey easy to apply too much pedal input. Laminar took some steps in recent years and versions to help improve wheel physics and also removed the old obnoxious squealing sound (for FMOD aircraft). However - there needs to be some feedback for the user that he is applying "too much" steering angle, and in lieu of the "tire skipping" sensation, we need some sound feedback (= squeal). I have adjusted my response curve to give me a bit more gradual effect for the lower range of deflection and I must say that I don´t suffer from "screeching" wheels during normal operation in X-Plane. Cheers, Jan
  8. Keep in mind that decreasing the angle will also decrease the maximum force available for directionkeeping. I think the maximum slip angle for a regular wheel is about 7 degrees or so for a dry runway - so If you arbitrarily cut that number to avoid "screeching" - you may set yourself up for reduced crosswind capability. Try to reduce the number to 3 and then put in a good crosswind and you will see what I am talking about 😉 Cheers, Jan
  9. Hi roadrabbit, the easiest way for the user to affect this is to go into the joystick setup and customize your control response curve. You can make it "fully linear" (so that 30% pedal deflection will also deflect the rudder and nosewheel 30%) - or you can shape it into whatever curve you fancy, making it "less sensitive" near the lower deflection range, yet still retain 100% authority when pushing the pedal down all the way. Also make sure you go into the DATA OUT menu and tick the leftmost box (on-screen display) for the parameter you are watching, like joystick deflection, nose gear steering and rudder deflection - that way you will be able to tell easily what kind of effect your input has. The next step - if the above doesn´t yield the desired results - is to enter planemaker and alter things like maximum rudder and nosegear deflection angles, surface of flight controls, etc. You can easily tune pretty much every parameter of the aerodynamic response that way. Cheers, Jan
  10. Do you know mSparks? 🤣 This will not end in a satisfactory way for you 🙂
  11. Lol, you guys are too young to remember, it seems! 😅 The picture I posted was an artist´s concept image for FlightSimulator X (FSX) and the DirectX10 upgrade. It created a bit of disappointment - because as anyone that played FSX in DirectX10 knows - it looked nothing like that image at all 😉 https://www.gamespot.com/articles/flight-simulator-x-hands-on-impressions-new-features-new-audio-experience-and-a-hint-at-directx-10-graphics/1100-6155710/
  12. I can´t tell you - but with a bit of tweaking the engine in planemaker it should be easy to make one.
  13. If I was in the Alpha, which I couldn´t tell you because of the NDA, I couldn´t tell you because of the NDA. 😉 But there is a slew of information available publicly that talks about improvements of XP12 over XP11, I will not rehash them here. The link I posted above is a good place to start, as is the official Facebook page (which you can access without signing up to Facebook). I fully expect many former X-Plane users to NOT return from MSFS because XP12 will still hold less appeal for them than MSFS - and that is absolutely fine. Everyone will be able to form an opinion once XP12 is out, either through reviews and videos, or - if someone is really interested in a firsthand impression - by downloading the free demo version (yes, that requires some time - non refundable, and storage space, which you will be able to recoup when you delete the demo later). If someone is now still flying XP11 (over MSFS) or is using both simulators, that person will certainly highly welcome the improvements in XP12. Cheers, Jan
  14. First, I am not using the beta. Second, I already answered the very question. There are no advantages...for you.
  15. Have you seen this? https://developer.x-plane.com/2022/03/x-plane-12-development-update-march-4th-2022/
  16. You are actually correct! For John (and possibly you and many others), it will have nothing at all over MSFS 🙂. Cheers, Jan
  17. Nothing John, nothing. Back to that "other" simulator now 🙂
  18. Maybe you do - I see the instrument panel of my aircraft the most 😅 To anyone (like the two guys above my post) entertaining the slightest bit of hope in the most recluded corner of their hearts that XP12 will have scenery that bests MSFS...it won´t. It will be better than XP11 but not as good/realistic as MSFS. So if looking at "the longest stone arch railroad bridge on earth" is of importance to you - look no further. Your best option for doing so is at your fingertips as I type and you don´t need to hold your breath for XP12. Cheers, Jan
  19. Just like with most more sophisticated add-ons there are dedicated forums where you will have a much higher chance of getting a qualified answer - often even directly from the devs themselves. A brief (0.44 seconds, to be precise) search with Google gave me several relevant hits, this one being the most promising: https://forum.thresholdx.net/forum/74-forum/ Cheers, Past737Pilot
  20. ... and some great helicopters, like the (in no particular order, they are all payware quality) Bell429, OH-58D Kiowa, Bell 47G-2, EC135, H145, and probably many more.
  21. It is a.) too late for feature requests for XP12 now and b.) this is exactly what accelerating ground speed is NOT intended to do. Accelerating time is doing just that - it shrinks the time, just like watching a movie in "fast forward". Accelerating ground speed is doing just that - accelerating the speed over ground, nothing else. What we are still missing is "position freeze" where the ground speed gets set to 0, everything else still runs normally. The difficulty in accelerating the time is - as Bob pointed out - that X-Plane needs to do all the calculations to GET to that point in time you want to go to. There is no "skipping ahead", because it is not like a prerecorded movie. Asking for instantaneous skip ahead is like asking for next weekends lottery numbers - the process needs to play out, there is no way of predicting it. X-Plane constantly calculates all relevant factors to predict what the airplane does - it works in realtime, but needs about 20 calculations (loops of the flight model thread) per second to arrive at a result that is accurate enough to base the further flight on. So if you run at 60 fps, you can accelerate time to about 3x and X-Plane´s calculation can still keep up. "Difficult to see. Always in motion is, the future". Cheers, Jan
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