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Found 20 results

  1. Here are some screenshots of a flight I did from Jihlava to Prague in the Czech Republic 60nm. This is using a new autogen algorithm and art I'm working on for World2XPlane, and coupled with ZL16 photo scenery, X-Plane 10's fantastic lighting, this effect is very nice. Anyway, enjoy. It's was a nice relaxing flight through the rolling hills and small villages all the way to Prague. Click on each shot to get a full resolution view; Shortly after take off and heading up towards the town of Humpolec We join the main highway all the way up to Prague. I've driven on this motorway a few times, but never realised it looked so nice from above :-) Although 99% of the buildings are autogenerated, I've taken the industrial buildings straight from OSM, as they generally match up quite nicely. The sprawl of Prague can be seen in the distance. Just on the outskirts of Prague. Here my journey ended. I landed in the field (the joys of flying a helicopter and not caring about rules ;-)).
  2. Just starting into XP10.. I find it extremely annoying that when wishing to look up from th e instrument panel out the front windscreen and vice versa ( I use the POV button for this) , instead of a nice clean one simple movement , it insists on making my eyeview bounce up and down about 3 or 4 times .. and I usually have to attempt it 3 or 4 times to get the final eyeview just where I want it. XPlane says it is aiming at total realism.. so where is the realism in making my eyeballs bounce.
  3. A 2 hour flight to Nice/Côte d'Azur...
  4. Name: PA38 Tomahawk II First Flight Category: XP Aircraft Date Added: 13 January 2014 - 04:01 PM Submitter: sharris Short Description: PA38 Tomahawk II First Flight Hi, new video of PA38 Tomahawk II First Flight (plane by Alabeo). I hope you like View Video
  5. Enjoying the cloud shadows and colouration in the XP-10 Demo with some dataref fiddling... nothing special, see it all before type shots, but my first on this platform. I do like the way you can zoom in and the scenery does not turn to mush... there is much to admire here, just a shame the clouds are rubbish.
  6. Hi all. Afraid I've been thinking again. This time I've been wondering how you'd go about getting an improved multi-player experience (with a simpit - but it turns out this applies to a more traditional setup too). I started by thinking about what data is actually shared when, for example FSX is set up for multi-player. I realised that each host must implement its own flight dynamics for the local aircraft but get given the position of remote players periodically over the network. Other than the definition of which aircraft the remote players are flying and any voice communication between participants, this seems to be pretty much all that is sent along the wire. Since the flight dynamics engines seem to take weather into account, each host must use it's local weather engine to incorporate the effect of winds and turbulence. Each host must also use its local definition of terrain and textures. However, this does not appear to me to be ideal and at this point I needed a diagram to work through what is required. This is what I came up with: Blue squares are external entities - people or services. The purple bits are local and private to the local pilot and red bits should be shared by all participants. Arrows show information flow. So what? Well, firstly it seems to me nonsensical that weather is not shared between participants. I may be wrong (PLEASE CORRECT ME) but it seems to me that in FSX for example, lets say the active runway was 27 and 2 players were flying identical aircraft; one player could set the wind to be 270/10kt and another to 090/20kts. A formation take-off would be, er,quite tricky. The 'weather problem' extends to air traffic control too. In the above example, what would a tower controller report during the take off clearance? I'm guessing this may be one reason why we can't get the benefit of a product like VoxATC in a multi-player set up. So let's move on to ATC whilst we're here. ATC has a closely coupled relationship with AI traffic. For a controller (real or simulated) to give real players a clearance to take off or land, they must be able to interact with that AI A380 on final. Should you inadvertently stumble onto the runway, you'd kind of expect the tower to tell the landing aircraft to go around. To do this, firstly ATC needs to know where you (real pilot) are and secondly to be able to get the AI aircraft to respond to an instruction. This suggests to me that a simulator's AI engine needs to be made "ATC-aware" but logically separate from the ATC function. Incidentally, I'm not suggesting that a recreational simulator should handle accidents - diverting aircraft and coordinating emergency vehicles etc., although it would be an interesting intellectual challenge!! The module I've labelled "Position Manager" represents what I suspect is the primary function of multi-player code in today's sims. It is responsible for knowing where all vehicles in the sim are, where they're moving to (i.e. their 3 dimensional velocities) and which participants need to know about which objects. I think FSX does this by telling everyone about every object which seems to me to be inefficient. If I'm sat on the apron of my local field doing startup checks, my machine does not need to know that there's a baggage cart waiting to cross a taxiway at an airfield 10 miles away although I should probably be able to see that 340 laying contrail lines way up in the blue. I suppose this brings me back to AI. Do all AI generators have absolute paths for the vehicles they control? Do they use the local FDE? As well as the point I made above about AI aircraft (and some airport vehicles come to think of it) needing to be able to respond to ATC instruction, some of the AI movement would seem to need to be relative to the positions of types of objects in the sim. For example a generator should be towed from a store to the side of a combat aircraft wherever it is parked on the pan until the aircraft has been started at which point it could be returned to the store. An AI GA aircraft might spend ABOUT an hour doing circuits on the ACTIVE runway rather than Rwy 27 between 09:23 and 10:23 regardless of wind direction. The diagram and thinking are not fully baked - animations, effects and missions are still buzzing around my head - but I suppose I was wondering if anyone else can see any value in developing standards around a model like this? I figure that with just a sprinkling of common architecture, there is no particular reason why a FSX pilot couldn't fly alongside an XP10 one and a P3D one, all looking out of their windows to compare the flight models. Z
  7. HI, in this video are some of the best helicopter for X-Plane: what do you think currently is the best helicopter?
  8. Hi everyone, This is the Boeing 777-300ER by Flight Factor. Skymaxx V2.. FL340 Thanks!
  9. Hi, I've downloaded the beta yesterday (I think there's been a rc update since then). I've previously used XP10 on Steam and have bought some Carenado planes and was a bit concerned that Steam assets may not work in a standalone XP install. Also, I've been using the X Plane to Radar Contact bridging program from Multi Crew XP with XP10 http://www.multicrewxp.com/RC4toXplane.pdf as the native ATC is a bit ropey (and still is in XP11). Well, the good news is that everything works seamlessly just by copying the folders from the Steam install of XP10 into the new XP11 folder for both the planes and the plugins. So if you were worried about legacy assets for XP10 working with the new version, all appears to be fine. x737 works fine too. Anyway, there you go, good news. XP11 looks wonderful so far, I look forward to seeing what the reaction from the community is in the longer term, hopefully as positive as it deserves. Paul
  10. Tonight I flew the Rotate MD80 from Tallahassee, FL (KTLH) to Atlanta (KATL). I just downloaded 10.50b5 and a new update to Skymaxx Pro. The new X-Plane beta flew flawlessly for a beautiful flight! Sorry my FPS counter is in the corner...just getting an idea of performance. Everything flew smooth! Climbing out of Tallahassee RWY 27 - My route was ktlh.szw.warrr1.katl. Cockpit view of the climb-out. Rotatesim MD80 looks amazing. The sun has set and we are established on the WARRR1 STAR into KATL. Great night lighting in the addon. On the ILS Approach RWY 27R. On the chocks at the gate. I'm loving the new beta aircraft at airports. Textures and lights look amazing reflecting off GSE spread around the gate area. Thanks!
  11. Some close up's from IXEG 737
  12. Over San francisco with new orthophoto
  13. Hello everyone - my 1st post I've been an MFS user for a very long time and never used X-plane until now. I recently got an Asus 7970 Direct CU2 and it is a monster!! I installed XP10 last night and have been playing around with the rendering settings and am getting around 20-30 fps average depending on clouds and proximity to airports on a 3 monitor eyefinity setup. I was wondering if anyone here has the same card and have come to a conclusion on what the best rendering settings are for the 7970. Any comments are welcome!
  14. The detail of the HD mesh really shows up well in mountainous, wet areas.
  15. Here, there are a ranking of fighters for X-Plane 10? http://flightsworldwidevideos.com/2014/05/26/best-fighers/ What do you think are the best?
  16. Thanks to Tonywob, VFR flying in the UK has had a huge boost in immersion through a download which shows every building in its right place. Mesh from AlpilotX, weather from the new NOAA plugin, and plane by Vflyte.
  17. Here are a few shots of a flight I did in a microlight from EGNY Linley Hill to the East Coast (Low & Very Slow). Hope you enjoy :smile:
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