As you can cell from Austin's description, the major focus
for 8.04 is more systems modelling. Also, 8.04 brings back the
Cessna-172, with a new V8 compatible panel.
NEW STUFF FOR X-Plane 8.04:
Note: Austin got a little carried away with the systems modelling and
you need an ignition switch to start turbine engines, as well as all
the other stuff. This is fixed in 8.05.
This version of X-Plane is designed to
have far more systems-simulations and equipment-failure-simulations,
including multiple hydraulic, electric, and vacuum systems, with
failures of countless instruments and subsystems available so you can
practice getting airplanes on the ground with countless things going
wrong with the plane, from failed hydraulic and electrical and vacuum
systems to engines that are surging randomly due to fuel-flow
fluctuations, or throttles that have failed to the "wide open"
position... this is great fun in the sim, and useful for training as
well. In Plane-Maker, you specify which electric or vacuum system each
instrument is on, so you can have the right instruments shut down in
flight when an electrical bus in the airplane goes down! We also have
new detail with APU's and bleed-air simulations to get aircraft and
engine start much more realistic, right from the first APU start-up!
Here are the specifics:
Multiple Hydraulic and Electric and Vacuum Systems
- 2 hydraulic systems, with hydraulic pump and hydraulic
containment failures, and a new check box in Plane-Maker to determine
whether the hydraulic systems are pressurized by the engines or not. Of
course this is usually checked TRUE for most airplanes, but craft like
the Space Shuttle and X-15 have hydraulic systems that work whether the
engines are running or not! This check box is set in the "equipment"
screen in Plane-Maker.
- As well, you can have hydraulic OVERPRESSURE failures as well!
- 2 electrical systems now simulated! One fails? You may have
another for SOME systems.
- 2 vacuum systems now simulated! One fails? You may have another
for SOME systems.
- Look at the panel editor in Plane-Maker...
You can now specify which vacuum system or electrical system each
instrument is on. This will determine which instruments are brought down
with which systems failures. The right instruments will fail with the
- Look at the panel editor in Plane-Maker...
You can now specify which cockpit side (pilot or copilot) each
instrument is on. This will determine which settings apply to which
instruments. The barometric pressure, for example, can be different for
the pilots and copilots altimeters!
APU and Pressurization Systems Modelling for Engine-Start and
- The APU is more fully modelled... now you have "ON", "OFF", and
"START" for the APU. Put it to START and let it start up, then let the
switch come back to ON. The APU is now supplying bleed air and
generator voltage to the rest of the airplane. What do you do with
that? Read on!
- BLEED AIR (button for the panel is in pressurization folder in
the panel-editor) is now more fully modelled... you can select bleed
air as: off, left, both, right, or APU. Bleed air is used for both
starting jet engines, and pressurizing the airplane if you have
pressurization controls. Here's how it works:
- If the bleed air is set to OFF, then you will not be able to
pressurize the airplane, or start any jet engines.
- If the bleed air is set to LEFT, then you will not be able to
pressurize the airplane, or start any jet engines unless the LEFT engine
- If the bleed air is set to RIGHT, then you will not be able to
pressurize the airplane, or start any jet engines unless the RIGHT engine
- If the bleed air is set to BOTH, then you will not be able to
pressurize the airplane, or start any jet engines unless the first TWO
engines are running.
- If the bleed air is set to APU, then you will not be able to
pressurize the airplane, or start any jet engines unless the APU is
So, to do a full start up in X-Plane (and a real jet, by the way):
- In Plane-Maker, equip your plane with both an APU (buttons
folder) and a full bleed air knob (pressurization folder).
- run X-Plane and start the APU ("start", then "on")
- set the bleed air to APU so you have bleed air coming from a
- hit the engine starts to start the engines set the bleed air to
BOTH to get bleed air from the engines for the pressurization and any
- turn off the APU
This is how you start up a real plane,
and how you do it in X-Plane if you equip the plane with APU and
Question: How can I start the engines in flight if they are not
running, and the APU is off?
Answer: whatever engine IS running will provide the bleed-air, and the
engines windmill even if shut down.. 10% N1 is enough to drive the
New engine failure type option: engine
fire. If you specify an engine fire, then the engine smokes as it
fails... regular engine failure does not leave a trail of smoke though.
New Instrument failures: Specific Instruments. This lets you fail
specific instruments on the panel, so if you have 2 attitude
indicators, for example, you can fail just one of them. This is already
possible, of course, by putting them on different electrical or vacuum
systems, but this is a way you can fail any instrument you like without
that failure affecting other instruments if you like.
- Pitot system failure resulting in airspeed indication error.
- Engine SEIZURE, and engine INDICATION failures.
- Low battery failure, resulting in inability to get up to starting
- Transponder can fail.
- Left and right brakes can fail! Awfully fun on landing in planes
with free-castoring gear!
- The throttle can fail to low, current, or max setting!
- APU pressurization failure... so you can't start the engines on a
- Cabin depressurization!
- ITT runaway, compressor stall, and fuel-flow fluctuation
failures... all with varying results in power output.
- New instrument type: ALTERNATE AIR. This lets air into the engine
through an alternate path... with a 5% power reduction due to the
inefficient path the air must take to get to the engine!
- New instrument type: fuel pump annunciator, along with better
fuel-pressure simulation: The fuel pressure and fuel flow are properly
affected by the fuel pump.
- More pressurization instruments to simulate more aircraft.
See the pressurization folder in the Panel-Editor in Plane-Maker.
- New autopilot button: Instrument source. This can either use the
pilot or copilot-side instruments for autopilot reference.
Remember that in Plane-Maker you can specify if each instrument is
pilot-side or copilot-side, primary or secondary system.
- New angle of attack indicator: Round with settable maximum angle,
above which the stall warning goes off.
- New instrument: angle-of-attack anti-ice.
- New instrument: Pilot and co-pilot side pitot heat, each for the
- New instruments: transmission oil pressure and temperature.
- New button for the panels: Jet Sync. This is an engine sync that
can be set to "fan", "off", or "turbine". This simply syncs the fans or
turbines on your jets, getting all the engines to follow engine #1
- Ignition on/off... this could be used for old World-War 1
airplanes that had separate ignition and starter switches, or modern
jets that have ignition that is simply turned on or off... though you
must still hit the starter to turn the engine over for starting!
- New autopilot annunciator panel, with all the terminology and
annunciators for typical GA planes with good equipment
New General Features:
- NMEA string output: drive any (real) moving map or other piece of
hardware or software from X-Plane, where X-Plane acts like a (real) GPS
to that device. (currently Windows-version only)
- In the "Other Aircraft" screen, you can enter the heading,
altitude, and speed ratio for the OTHER AIRCRAFT for the FORMATION
FLYING option in the LOCATION menu.
- New joystick button for straight ahead view when in 3d cockpit
- Special Controls in Plane-Maker:
Flaps with pitch and roll can now be customized to apply to either
flaps 1 or 2 or both.
As well, they can be set to only phase in above 50% control deflection
if you like.
- Check out the Special Controls screen in Plane-Maker... just like
you can have the slats automatically deploy near the stall, now you can
have the FLAPS do the same!
- Custom afterburner texture now possible per aircraft... see the
example plane... the filename is simply airplane_name_flame.png. Do any
afterburner or rocket textures you like for any plane!
- Glider winches are 950 meters, as per reality.
- Glider winches disconnect if the cable angle ever gets too steep,
as in reality.
- Glider winches automatically disconnect if the line forces get
way too high.
- New RMI type: ADF-1 VOR-2. This is a useful addition to many
simple panels... you get an ADF and second VOR in one instrument...
nice to complement an HSI that shows VOR-1 complete with glideslope.
Now, of course, this whole "position-fix/vor radial" thing is a
ridiculous old circus-stunt the from medieval days... any plane should
just be using GPS with moving maps and ILS in this day and age, but if
you want old-school, here it is!
- The 8 and 0 looked similar on the FMS in earlier versions...
close enough that someone thought that 87.8 miles was 7.8 miles! He
reported the bug as an error in the FMS, saying that the FMS gave too
low a readout... CLASSIC mis-direction by a computer!!! In fact, it was
only the FONT that was confusing him... so the fonts have now been
- New fuel-flow modelling... Enter the idle and max SFC in
Plane-Maker to get the fuel-flow right at a wider variety of flight
- Turning off (or failing) the FADECs on non-helicopter aircraft
will cost you 3% throttle, as will happen with real jet engines when the
FADEC fails or is turned off.
- Real-Weather now checks the entire planet, not just USA. It's
- HUD goes to 90 degrees... a surprisingly common request... this
will be used more for going straight UP than straight DOWN, I hope!
- X-Plane will now load any CUSTOM scenery files with precedence
over any DEFAULT scenery files... regardless of who is DSF, and who is
ENV. If you have custom DSF AND ENV, or default DSF AND ENV, then in
that case DSF takes precedence for any given area.
- The level-of-detail of rendered objects is handled a bit more
- Your airplane is NOT drawn any more in the "straight down"
view... if you have a nice 3-D cockpit, you would just see the COCKPIT
FLOOR when you looked down in 803! Oops!!!!
- On the HSIs and VORs, the glideslope flag is only visible when an
ILS frequency is selected.
Cool New Planes:
- I have included a new folder called "Austin's Designs" in the
"Aircraft" folder with some interesting designs of mine... be sure to
read the readme in that folder.
- Check out the new CL-415 in the Seaplanes folder... the plane is
still in development, but this is a great start! Be sure to hit
control-o to enter the virtual cockpit mode and look around the cockpit
in flight! http://www.quality-planes.com/KRISS/CL-415/
- Visual wind-vectors (hitting /-key a bunch of times) plot in
- Custom terrain textures don't have little annoying color bands
out in the Ocean.
- Nosewheel transitions the steering at the proper speeds
- Airport flattening flattens airports more.
- FMS shows proper distance along your flight plan.
- The VIEW location no longer effects the thermals! Oops!
- Airports saved properly in World-Maker.
- Note: I am computing the fuel-flow a bit differently at idle now,
now considering the internal engine friction and pumping losses when
computing fuel flow at idle... this is more realistic of course, but
this means you will have to tweak your SFC (specific fuel consumption,
or fuel flow per unit horsepower) in the engine screen in plane-maker to
get the idle fuel flow just right. Remember, the idle SFC is the LEFT of
the two SFC numbers in the engine screen, second tab.
- Note: If you do custom cockpit design with custom HSI TEXTURES
(there are probably only about 3 or 4 people that fit that description,
but I am notifying anyway) I have added 2 new slots to the mechanical
(but not glass) HSI-layer-2 images... this is for new "NAV" and "HDG"
flags for the HSI... be sure to add these to your custom PNG files, if
you made any.
- I changed a few filenames, which will require any
aircraft-designers to change a few filenames for their custom
instruments in a few rare cases... If you have a custom
"RMI_N12GPS_GA.png" then you should change it to "RMI_N12_GA.png"...
ditto that for the BC and HM versions of that instrument.