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About danklaue

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  • Birthday 02/02/1977

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  1. The experimental flight model is something we are actively involved in using, but it's not ready for prime-time. The whole idea is, that we as developers can work behind the scenes, making Laminar aware of stuff that "breaks" our planes when using the experimental flight model. The Just Flight fleet of aircraft just got released today, with updates to the 11.40 flight model... but NOT the experimental flight model. There are some things that might not work 100% in 11.40, which Laminar's new flight model in the next release SHOULD address... that gives us a chance to put our planes through their paces, before the new flight model hits the updater, and shortly thereafter, we can push an update (via SkunkCrafts auto updater) for all the flight models to be adapted to the latest release. The recommendation is always, to leave the experimental flight model turned off for most payware (unless otherwise specified).
  2. Actually, I see that someone above already recommended my YouTube tutorials. It just so happens I'm in the process of revamping those tutorials, and I'm using the latest Blender and Xplane2Blender tools to do so. As time permits, I'm hoping to keep pace with the Xplane2Blender script development (which Laminar endorses and actively develops on GitHub), but since it's still in Alpha, I'll probably give it a break with the tutorials for a bit, until it's more stable and cleaned up. Here's a link to the playlist of currently available tutorials: https://www.youtube.com/watch?v=xy_yH-j2SKM&list=PLXQZyRq30oEt1sbT_v-KAFRhrqrVNfWlT They are fairly compact... within about half an hour, they pretty much showcase the basics of how to get a basic airplane with exterior artwork flying in X-Plane. But more tutorials to come.
  3. We've tried that... it's quite cumbersome. The stuff that comes to us from 3DS has a format that has to be revisited a lot anyway... for instance, the keyframes in FSX/P3D can be 200-300 keyframes long, and at some point, we've grown accustomed to working with bones in a lot of circumstances. At this point, it's a toss-up whether it'd be more worth trying to work with the way it comes from 3DS (and all the problems associated with it) vs. just re-authoring animations based on existing templates and planes. I wish I had more time in general. The opportunities are many, and the growth is staggering. I'm excited, though... when I think back of the "dream" I had when I first published those tutorials, and see where we're at now, it's quite thrilling to see what's been happening.
  4. Lately, sounds are largely re-authored from scratch as well (by Thranda). The 3D model goes through some adaptation, and has to be completely re-animated from scratch (not a minor task, especially not when considering complex cockpits with hundreds of switches, dials, buttons, handles, levers, covers, latches, and click spots, many of which are routed through custom plugin-based logic). Textures are re-done for X-Plane to take advantage of PBR. (Albedo textures can largely be re-used, although they go through touch-ups and often times a 4k-ification process). Flight model is from scratch, as X-plane's flight physics is DEScriptive, not PREScriptive (as in FSX/P3D.). You actually have to model the aircraft again in PlaneMaker, which is a geometric shape (that is hidden for the final release) that interacts with the atmosphere in X-Plane to produce physical effects that determine the flight dynamics. There is nothing (except for maybe initial engine HP values, fuel quantities, and weights) that can even be gleaned from the FSX/P3D files. Additionally, in the areas where X-Plane's flight dynamics model does not provide us with enough detail (such as, say, weird curves or kinks in the charts, as a function of altitude, where Laminar only gives us linear control between two target altitudes), we can "nudge" the base flight dynamics to cause the plane to fly more accurately, via plugin modules. That way, we have the best of both worlds... we can make use of X-Plane's "DEScriptive" Blade-element-theory-based flight physics, which makes it behave very realistically in most circumstances, with the added benefit of nudging it here or there, if necessary, to achieve the numbers that X-Plane's flight physics model is not yet high-res enough to be able to account for. Plugins are coded from scratch. Thranda has built an entire logic library in SASL's plugin infrastructure, which has contributed to accelerating the production of, and facilitated the maintenance of a large fleet of planes that all share common logic elements (and with that, a certain commonality in "feel" between aircraft). I like to think of it like a buffet. There's a menu, and every plane can select existing menu items from the buffet, and put it on its own personal plate. The plane goes out with the particular plateful of logic that corresponds to that plane, encapsulated within and encrypted for that particular plane. When a plane comes along that has more complex systems, it's like a guest that comes to the buffet line, and asks for a custom dish, which is then whipped up, or modified from an existing menu item. The more planes we have, the more our logic library grows, and the more approachable complex planes become, as we have the headroom to concentrate on more minutiae and depth. The real beauty is, that despite the fact that this logic is inaccessible to end-users, they can still configure most of the variables that make that plane's logic unique, via the "Manifest.json" file. So the planes are largely customizable by end-users, provided they know what to look for in the configuration file. So we're always striving to make the most of all of the advantages that come with partnering with companies that already have a recognizable brand and presence in FSX/P3D, and are able to add a layer of experience to those base products in X-Plane, always with the hope of convincing more and more people to give X-plane the chance we feel it deserves. And from the looks of it, we're only just beginning. Things are ramping up. We're tackling more complex planes. We're adding more features and more depth. We're updating planes to take advantage of the latest advances in X-plane (although keeping pace with Laminar is a bit tough). I do believe that customers get a MUCH better deal out of the X-Plane variant of these planes, not only because X-Plane is the better platform and the market leader in terms of simulation, but also because we are able to add so much nuance and depth to the experience in X-Plane. Besides, most of Carenado's offerings are still more affordable for X-Plane than their FSX counterparts.
  5. The altimeter will support swapping between InHG and MB in the next update... but if you want that functionality now already, just download this zip file and drag the files it contains into the SAAB's "objects" folder, replacing the files that are in there. This'll allow you to use the calibration knob to switch between InHg and MB, and the "TEST" button on the left will reset the altimeter to standard atmospheric (29.92 InHG).
  6. Many people love the fact that Carenado planes are textured with detailed, high-quality 4k textures. Whether or not performance drags down depends on so much more than just the size of the textures. It depends mainly on VRAM headroom left over in your video card after all scenery, cloud, and other graphic files are loaded. If you're skirting the limits of your video card's VRAM, yes, you'll get a performance hit... which you may be able to mitigate by setting your X-plane graphics settings to compress the textures (which also lowers the resolution of the individual texture files), so you can adjust the sim to suit your harware and your usage style. (For example, if you enjoy using high-resolution scenery meshes and Orthophoto tiles, you may need beefier hardware to additionally run a plane running 4k textures... but if you don't fly in heavy sceneries, you'll leave more headroom for airplane details.) Overall, X-Plane also benefits from several newer technologies that should give your system more mileage... but again, there's little you can do if you have old or underpowered hardware, and still want to fly highly detailed planes in highly detailed scenery. Something's gonna have to give.
  7. It's integrated. If you have the RXP750, it'll show up in the 3D panel.
  8. I think this information may be beneficial for the discussion and end-user understanding of where the sim is at and where it's headed. It relates to what was presented by Laminar at the 2018 FSExpo.
  9. I'll copy-and-paste this from another forum where I posted my thoughts on... might be of interest in this discussion:
  10. I've written up my experiences about my impressions at the Flight Sim Expo 2018 on another forum, and it ties into what's being discussed here... I guess it'd be more relevant to talk about it in the more dedicated Flight Sim Expo thread. I'll go post it there.
  11. Well, I don't know if I was sub-consciously requesting Murmur's help... it's just that that's what it took to get Austin to actually do something about the torque. But you may be interested in the results of some testing we did, which I did a quick write-up on on the Just Flight support thread on the .org forums:
  12. I got your support ticket, and promptly responded. Your log file was incomplete, and there was no description of the problem. As others have mentioned, your X-Plane installation is a mess. Try running the Kodiak in a clean version of X-Plane. Other plugins can cause unwanted interactions, interference, or just simply use up resources that end up not allowing the LAST plugin that loads (in this case SASL) to have enough memory or hardware resources to run.
  13. XP11.10 introduces randomized vacuum-based instrument startup points, and if the author (in this case, us), isn't careful, a preset that would have had no relevance to this (as this feature was not implemented prior to XP11.10) would now cause the error you see with XP11.10's "improvements". Obviously, we won't be releasing an update right away, at least not until XP11.10 is final. We still don't know if they'll make this feature "opt-in", meaning, it'd only affect planes that were saved in PlaneMaker 11.10, in which case, we'd have a chance to fix it for the next release, and make sure the autopilot follows the same heading directive as the gyrocompass... if they DO make it opt-in, it means that affected planes should revert back to pre-11.10 behaviour. If they DON'T make it opt-in, we'll have to make a point to fix this for the next release.
  14. I look at it more like a buffet. You don't stand in the buffet line with the idea of pigging out on EVERY dish you lay eyes on. You know your stomach has limitations, and you have an idea of when you might get full, so you carefully select the dishes that you consider to be most worth your money and stomach space. In the sim, there are some settings that won't give you a worthwhile advancement in experience for the amount of FPS or hardware expense they cost. Take, for instance, Anti-alias. Especially if you have a 4k (or 5k) monitor, the return on investment of cranking up your AA is pretty horrendous... it's very expensive, and especially on high-pixel-density monitors does not contribute that much to a better experience. To really MAX OUT on AA, you need some pretty pricey hardware already. You might prefer to use that "performance budget" on something that's of more value to you.
  15. I'm actually working on the Heinz series, to bring it to v11... but I am currently quite busy, so I have to keep my priorities in mind. I've almost finished the warbirds pack, and will take a look at the other planes at a later date... including the DC3, if I have the time.
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