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tkyler

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  1. Well Jim, your thoughts are duly noted and will be incorporated as I am 100% in agreement with you. I will say that when I did the first iteration, my boundaries were quite a bit tighter with regards to allowable texture space...and while I don't have an unlimited texture size budget, I do have a bit more freedom. In addition, new features being developed for V11 will allow me some new design techniques that should allow for quite a number of variations of things to be implemented...quite exciting IMO. I'll see what I can do about those hangars. -tkyler
  2. Yea, I have a multi-year history working for Laminar. I did the initial mobile scenery way back when, some of the mobile aicraft, and for XP V10, I did the Beech Baron, King Air (but both have been improved for v10.50 by Jim Gregory)...the F22, F4 Phantom and airport scenery library.....most of the while working on the 737. About two years ago, I had some other opportunities that I felt necessary to take for the sake of my familiy and did so....but have since finished those endeavors and quite looking forward to working with Laminar again to improve the sim. -tkyler
  3. Unfortunately, you should not get your hopes up for 10.50; HOWEVER, I am moonlighting for Laminar once again on the scenery library. I did the original and have now been asked to "add some more" (Not like I didn't know it needed it)...so I am taking note of what folks have been asking for, and T-hangars are indeed on the list (have a picture of something you'd like?). I can't say what will make it into 10.50 as I haven't been involved until just recently, but I don't think there is anything new as I don't see anything new in the developer files. It is possible though that the default library could be updated well before V11. We'll see once I get rolling. -tkyler
  4. As are many modern software products, I'm not saying that you are not speaking the truth on several things, I am just saying that IXEG is not unique in these issues....for example: We have fixed the following: Reduced numerous CTDs related to terminal procedures in the navdata. Fixes for several situations that could result in an incorrectly calculated VNAV path. RTE page now automatically picks the correct waypoint when an airway is entered in the VIA column and the waypoint entered in the adjacent TO column has duplicates in the navdata that are not on the airway. Fixes for several situations that could result in a crash message. Fixes for several scenarios that could result in a CTD while performing a go-around. Fixed a CTD caused by entering a value higher than 100 into the cabin lights. Autobrake system completely redone, values match Boeing braking distance tables extremely closely. Added the ability to make and use custom runway-based waypoints Tweaked approach idle values to be more accurate ​OH WAIT....this is not stuff IXEG fixed, its about 10% of PMDGs Service Pack 1 update log (and 2 and 3 is equally as long). ...and just like PMDG, we will continue to improve and update the product. This is the way of software development and though the elements of the things "to go" differ between products, all modern released software products have such a list and its always a ways to go to shorten it. -tkyler
  5. The intent is not to model the failures themselves, but rather proper operation that works because of the way the thing is engineered. The only way to simulate a system that operates like the real system is to program it like the real system. A consequence of that process is that failures comes along for the ride....fail a component and the same type of effects happens. Its a "two for one" as it were. We are not, then, spending "undue time" programming failures, extending the release schedule for features barely noticed. The failures simply highlight the accuracy of the simulation itself, which makes normal operation that much more satisfying. We'll see the release this year I'm confident...sooner rather than later barring some catastrophe. We are making excellent progress on the FMS and laboring heavily as of late. Tom Kyler
  6. Jan, our expert airline captain just posted a video demonstrating some of the cascading effects of a failure...in this case, an engine fire. TK
  7. Hi guys. When the product ships, we will have the basic failure menu you see on the videos, manualy actuated at first. All failures cascade properly as we simulate the electrical buses themselves...electronic relays and some internal switching like the wheel ground sensor. So for example, if a component (sensor or gauge) is hooked up to the AC electronic bus and that bus fails....then that instrument will go down...and if a sensor or relay, that will go down and cascade further. Same for hydraulic power systems. There are a few default x-plane failures that will work and we will go over this in the documentation. After release, we will look into a more comprehensive 'failure mangement system' where we can initiate MTBF criteria...part wear, etc. Because we coded the simulation around modeled parts at a very low level. (switches, relays, light bulbs), the sky is the limit for failures. We feel the time we put into this using engineering style modeling will create a superior flight sim experience. Tom Kyler IXEG
  8. As deep as we can make it. Being the FMS is "new" to me, I don't know any better than to understand it and simulate it as I see it operate. One thing I am really good at is trying to break stuff too. I press button combos that no self-respecting airline pilot would ever press and so make sure the unit can handle that. Minus the obvious, one thing I think a real unit might have that we won't is waypoint bypass and double-bypass calculations. In general, procedures are designed nowadays such that aircraft can fly the procedures so you don't encounter bypass situations very much; however, we have found our Navigraph data source having some situations where the data doesn't match the procedure description and we elect to "skip" waypoints in these cases (when the next waypoint is inside the turn radius of the aircraft and can't be made)....in these cases, we simply will sequence to the next waypoint. I think all the important stuff will be there. lnav, vnav, takeoff and climb calculations, leg and route editing, fix and hold pattern entry, etc. We won't really know till we get there how long it will take or how tough...is our first time, but thus far, there is nothing critical we have said, "lets leave out" or not followed through on stability during operation. Here's a quick glance at the EHSI with Gizmo's interactive terminal for debugging and testing. This is leading up to route editing via the legs page and RTE pages..including shortcutting, deleting or adding direct points, etc. TomK
  9. Its been quiet for some time here so here is a quick report to let you know work is still ongoing. Just about everything except the FMS is ready to go. All the focus is on the programming of the FMS, which is quite narrow focused and internal and so it may look like there's not a lot of activity...nothing new to show in the cockpit or exterior, etc.. The truth is that the coding and work on it is ongoing and everybody are well are that we are waiting on the FMS work to be complete for a run up to release. As we have said, this is our first go round and so have no re-usable FMS code and we want to get it right the first time, handling all the button presses you can throw at it without crashing the sim and also handling dual CDU operation for shared copilot use in the future. TomK
  10. From time to time, we like to reiterate why that there are a few reasons for the slow rate of development...for new folks. It certainly is not due to any "show-stopper" like inability to program, or do 3D or any of that stuff. Its that each and every team member is a full time professional, having a full time job doing something else...and each and every team member is a dedicated family man raising a family and they come first. There are several upsides to this though. The biggest one is that we are all settled in our paths with some mileage and maturity under out belts and so do not have anything to really get in our way or knock us off track. We are not embarking on new careers, experiencing some major milestone like a graduation...we are not moving anywhere, etc. This allows us to move nice and steady to focus on the work at hand. Other reasons for slow development is this is our first endeavor and we have to build a foundation of code from scratch. Also, the quality bar and expectations are constantly moving so as we move towards our goal, the goal moves further away. As can be seen from videos and blogs though, we clearly have most of the 3D done and a lot of the programming also. We have some FMS work remaining...very minor 3D details left and then we have to focus on several things at once like documentation (in progress), training videos, marketing concerns, distribution infrastructure and this will be the time where it will get really quiet before release. One thing each of us share on the team is that if we do it right, it will be worth it and worthy for years to come and we won't have to do update after update. TomK
  11. Ok..the first of 4 videos is up. We're going to publish the videos one per day. Uploading / processing takes quite a while and its just easy this way. Tom Kyler IXEG
  12. Name: "Cold and dark" part 1 of 4 Category: XP Aircraft Date Added: 19 November 2013 - 03:38 PM Submitter: tkyler Short Description: None Provided In this first installment of a 4 part series, our tech consultant and 8000+ hour 737 pilot demonstrates our 737-300 simulation for X-Plane by showing you what its like to work in a 737-classic for an early morning flight. This 4 part series will take you from entering a completely unpowered aircraft on the ramp, through takeoff and leveling off at 7000'. You will feel like you are getting the VIP treatment to a tour of a real flight. We could watch these all day long! View Video
  13. Hello guys, we are really happy with the progress. We have a preview coming up, broken into 4 videos showing cold and dark to 7000', without using the FMS for enroute navigation.....perhaps 45 mins of video, more or less. The FMS "wrap up" is the last thing we will do so that is not covered in these preview videos. Most every other system and switch works to perfection. Our goal with this aircraft was simply to build the most accurate and immersive aircraft we could simply because we like it that way and this is what we want to "fly" in sim. The natural order of progress is to keep adding new detail to projects to get closer to "as real as it gets" and accurate systems have been done, but the visual and aural feedback for these systems have not been done "as real as it gets" in our opinion.....very close yes, but still room for improvement. For example, annunciators lights "fade on" and "fade off" as their filaments heat and cool....they do not come on instantly and your eye and brain knows it. Needles on indicators have mass and exhibit a movement behavior that is distinct...when its not done right, it looks "not real". Accurate systems goes without saying, but we wanted to take it to the next step and really make you feel like you are in an alive cockpit. Our biggest frustration is that this project, being our first effort, means we have had to sink a lot of time into infrastructure code....a sound engine, EFIS drawing engine, FMS, electrical and hydraulic frameworks, etc. This takes time away from applying the code to more features. We are fast approaching the time frame where our wives and families are starting to squirm and we will have to get this thing out soon. That being said, I can already tell you that any features we do not have we are more than fully aware of and will work those "fun extras" in just as soon as we can placate our families. At the very least, you will sit in this cockpit and fly this thing using the same interaction / procedures that captains use to fly the real thing. You can see this in the upcoming preview videos in the next day or two. Oh and one final thing....the switches on the overhead are currently "reversed" because that is the way Lufthansa has their 737 classics, BUT that will not be the layout as shipped. We will ship with the overhead switches "Boeing normal" Tom Kyler IXEG
  14. This is a trade-off of sorts. Add-on revenue is the the fuel for the scenario you are asking. If everybody waits for the market to become mature with add-ons, that only stalls the very market they are waiting to mature. In the case of the rise of MSFS, there was no real competition so all revenue went into the same fire...easy-peasy. What is needed is for flight simmers....not MSFS'rs.....to support x-plane with purchases of quality add-ons. By purchasing quality add-ons, they enable the devs to continue to develop quality add-ons, hopefully devoting more and more time to it and grow the market. Many markets have some type of catalyst event that kicks off the growth and for x-plane, I believe that will be the high-end airliner simulation market, which is just now coming into its own. With more folks buying the airliners and becoming x-plane users, that creates a bigger market for other devs to tap into and so on and so on. It will get there. TomK

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