Version 7.50
Warning! The Mars scenery doesn't work in 7.50. The Mars
ENVs were generated using an earlier ENV version, and Austin quietly
dropped support for all ENV formats prior to the current one (version
650) in 7.50. Mars (and presumably other version 610 scenery) works
again in X-Plane 7.61.
NEW STUFF FOR 7.50
3-D Weather and Turbulence Modelling:
Full 3-D Weather Matrix! We
now have a 3-d weather pattern for the entire region, with
thunderstorms, turbulence, icing conditions, rain, and radar returns all
based on this total 3-d picture. This finally opens up the door for
future implementations of weather fronts moving through, UNLIMITED cloud
layers, and anything else you can think of. It is AWESOME! Set the
weather to thunderstorms with BROKEN or SCATTERED clouds and you can
fly through the storms that go up to 40,000 feet, with turbulence,
rain, and even ICING if the temperature is right. This is miles above
the old method of just having 2 cloud layers and some artificial radar
returns. The full "holy grail" of a no-restraints 3-D matrix of any
conceivable weather is finally here! You still ENTER only 2 cloud
layers, but this is simply a user-interface limit... more variations are
possible with this engine, and in fact if you enter stormy weather,
clouds will tower up to form it with no regard for any pre-determined
altitudes!
Now, while we are doing full
3-D matrices of air data for all the weather, we introduce: An
incredible new turbulence model!
X-Plane now actually tracks the motion of the air all around
the aircraft in turbulence, giving vertical, lateral, and longitudinal
gusts (continuously-variable on a randomized 3-phase sin curve) to give
turbelence-varying airflow ON EVERY ELMENENT OF THE AIRCRAFT, DEPENDING
ON THAT PARTICULAR ELEMENT'S LOCATION IN THE TURBULENCE PATTERN. So part
of the left wing might be in an UPDRAFTING bit of air, and part of the
right wing might be in a DOWNDRAFTING bit pof air, with the center of
the plane in the "eye" of the vertex... all resulting in a hard roll of
course. As well, the wings might be in the updrafting part while the
tail might be in a downdrafting part, resulting in a ptich up... Of
course, in tiny fraction of a second, the tail will have moved to where
the wings were a fraction of a second ago, reversing the pitch force!
This means that a really BIG plane is typically LESS affected by
turbulence, since it's wings will occupy some air going up, some air
going down, and they will tend to cancel to some degree, giving a
smoother ride. A smaller plane will be more impacted though, since if it
is in a rotating swirl of air, it is likely the at the entire aircraft
will be in the same swirling pattern, resulting in the greatest pitch,
roll, and heading offsets.
It gets better! As you fly
slowly, you enter new rotating masses of air SLOWLY, resulting in
gradual onset of pitch, heading, and roll motions, but as you speed up,
the turbulence turns into short, sharp, hard jolts because you entering
changing patterns of airflow more quickly. All of this gives the real
feel, and performance, of a real plane in turbulence.
The cool part is: NONE OF THIS IS FAKED... we actually take a
randomized airflow pattern and then move the plane through it without
any assumptions about what will happen next... the resulting
accelerations on the airplane will be based on the plane's interaction
with that air. And now it gets even coolor... turn on sime wind and
turbulence and then hit the '/' key 3 times to bring in some visual
flight-model... you will be able to SEE the wind vectors from outside
the plane!
Other Flight Model Stuff:
- More detailed ground-effect modelling... we now
consider wing span AND chord to get lift and drag changes correct. The
height above the ground in wing SPANS controls the induced DRAG
reduction due to ground effect, and the height above the ground in wing
CHORDS controls the LIFT due to ground effect. The final icing on the
cake is that since the ground effect on lift is based on the CHORD of
the wing as well as it's height, the ground effect on lift is actually
different for each section of the wing, as in the real plane!
- More realistic for propeller-modelling for planes
approaching the speed of sound... The superonic dynamics will start at
the tip and work inwards as you accelerate, giving more realistic
propeller performance. In fact, EVERY part of the airplane individually
can be either subsonic or supersonic, giving more realistic transonic
response.
- Reciprocating engine oil pressures, oil temperatures,
fuel-flows, and exhaust-gas and cylinder-head temperatures all tuned to
match real engines, based on flight-test data from my Cirrus.
- In Plane-Maker: Enter the max altitude for jet engines
to put out full thrust! Some jets are altitude-rated just like
turboprops!
New Visuals:
- Moon phase now right for it's location in the sky.
- Lightning is cooler... and available in scattered and
broken clouds, as long as there are thunderstorms.
- Fuselages draw the same fuselage geometry from the
INSIDE now, making ity easier to have clear windows and custom cockpits.
- Bow spray from water contact. kind of cool.
- Better liting from the MOON at night, including the
moon phase... so you can get bright moon-lit nites or totally dark nites
depending on the date.
- Weapon parachutes (if any) drawn.
- Custom prop discs are available... see the "SAMPLE
CUSTOM PLANES" for an example.
New Instruments:
- New CHT (cylinder head temperature) modeling and engine
intruments.
- New instrument: In cockpit camera, with night vision!
See it in the EFIS folder when selecting instruments.
- You can now set custom oil pressure and temperature
limits in Plane-Maker engine screen to teak just right for your plane.
- A few new annunciators for you: speedbrakes and GPWS.
General Features:
See the various fuse/misc
body screens in PlaneMaker:
- You can now enter pitch, heading, and roll offsets
there for the various parts.
- As well, go the WEAPONS screen... you can now enter
what CONTROL SURFACE each is attached to. Try the Japanese Anime in the
Science Fiction folder to try it out in the extreme (comical) case. Open
the craft in Plane-Maker and turn ON the "view with moving controls" to
see how it works. Moving flap-tracks and and detailed moving landing
gear, anyone?
- Navaids have longer range now, since in reality you
typically get more than the guaranteed minimum range.
- Automatic differential braking stops above nosewheel
transition speed
- Cockpit objects can have solid polygons... so you can
put runways on top of the Hindengerg or whatever else you like!
- Autoland!Just set up the approach as always, and the
plane will flare and pull power to give a decent landing.
- Now we have a time-slider to choose the time in replay
mode... kind of convenient
- TRIM TABS! Set them in the controls screen in
Plane-Maker to tune the pitch, roll, and yaw of any plane... EXACTLY
like bending the trim tabs in a real airplane to tune it's performance
as desired... usually by cranking in some right aileron and right rudder
to counteract the prop in singles.
- Mouse control is not taken away when you switch views
any longer unless it is really NEEDED because the mouse center-point
moved.
- If you have a joystick, you can still click in the
center of the screen with the mouse to steer the VIEWING DIRECTION
around. Kind if useful. Lets you pan the viewpoint around.
- Attach the weapons to any moving part of the plane, to
get flaps tracks and landing gear and stuff just right.
- BE ADVISED! ALL PARTS, INCLUDING WEAPONS, DO HAVE
AERODYNAMIC EFFECTS!
Tech Stuff:
- More ram optimizations... we shaved off about 10%
through optimizations!
- But then, the new 3-D weather geometry adds 20%, so
there is a net 10% RAM increase.
Refinements:
- Smarter autopilot... less or no fine "jittering" in roll.
- Lites come on sooner... the runway lites were staying
off a bit too long in 741.
- Smoother tracking of external visuals when using
multiple networked copies of X-Plane, and better presentation of other
planes in multipayer (smoother and more accurate).
- Better EFIS instrument liting.
- Better autobrake control! The autobrakes are now set to
get the actual decelerations from real airliners... not just arbitrary
values. Cool!
- Hobbs meter gives tenths of hours now
Changes/Obsolete removals: FOR AIRCRAFT DESIGNERS ONLY:
- Only 1 inverter... no longer 1 per engine... this was
not really realistic.
- No more TAPE man presure and EGT... instead we have
round oil press and round oil temp...
- We are getting the engine instrument and control set
more tuned to what is found in real planes.
- WARNING: SLIGHT INSTRUMENT INDICATION RE-ORGANIZATION,
WHICH YOU NEED TO APPLY TO ALL CUSTOM PLANES THAT USE THE NEW TECHNOLOGY
IF THEY HAVE CUSTOM FLAP ELEMENTS: THE FLAP IMAGES ARE NOW ALL IN 1
FOLDER FOR EASIER ACCESS INSIDE OF RESOURCES/BITMAPS. NEW TEXT FILE
FORMAT AS WELL... UPDATE YOUR INSTRUMENT TEXT FILES FROM 740 TO 750
VERSION, USING THE INSTRUMENT TEXT FILES THAT COME WITH 750 AS A SAMPLE.
- In the new instrument text files: Enter for radii to
avoid default markings.
Bug Fixes:
- Morse code ID of NAVAIDS operative
- All external sound volumes have proper doppler and fade
with distance
- No more "jitter" as the panel is scrolled up and down
- Right number of days in every month in the set date and
time window
- Various other bug-fixes.
Version 7 Overview
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