New Stuff for 9.20:
Countless frame-rate
and RAM optimizations. One of the many examples is the new
scenery-loader: Texture loading now uses as many cores as you have.
Photo scenery should load a lot faster on multi-core machines,
especially if you have four or eight cores.
General New Features:
DOME projection option! It is in the
rendering options screen. This is designed for the bigger sims... It
requires a level-2 key to
use! All sorts of edge-blending and offsets are avail as well in the
Rendering Options screen to get multi-projector setups on conical or
cylindrical screens!
Joystick view control:
MAP page shows a magenta line sprouting out from any VORs that you have tuned on the OBS radial you have selected.... kind of nice for evaluating whether you are tracking the radials OK. Really useful on the IOS.
BOUNCERS!
See the systems screen in Plane-Maker, BOUNCERS tab. You can enter the
spring and damping constants of various stuff that
could bounce around in the cockpit. The data you enter here will drive
datarefs that you can then use in
your custom OBJECT cockpit files that you make. Click on the links
below to see some possible 'bouncer' type objects:
http://www.youtube.com/watch?v=jU9USxJ9vPs
http://www.youtube.com/watch?v=p8gPRgw5_y8
Garmin-400 support as well as 430 and
530... This is nice for the
Eclipse-jet, which uses this system.
Marker flares!
Put them on in the special equipment page in Plane-Maker, and be sure
to add a parachute-flare button to the panel as well. Then, toss out
marker flares that float down! They will float down, and sit on the
ground and burn as well! There is also a joystick command to deploy
them.
You
can have up to 4 landing lights. New "named lights" let you create
independently controllable landing lights in your attached OBJ files.
More docs on Airplane development:
http://wiki.x-plane.com/Category:Aircraft_Development
New Instruments:
All new user interface for the
Plane-Maker panel editor!
New slip indicator type: INVERTED. This
is like any slip indicator, except you only use it when you are
upside down. Used on aerobatic airplanes.
New 4-digit ADF-frequency selector
instruments. Well, they use 'em in Russia!
4-digit angles for generic gages... lets
you make metric altimeters
Better instrumentation for Thrust-Vector
on the HUD and vector
handle. (X-Plane is now being used by duPont Aerospace to fly a VTOL
jet
concept). (Importing instrument panels from other planes will keep the
custom
instrument attributes).
ANY number of instruments can now be
added to the panel. There is NO LIMIT. Is that enough instruments?
6-digit fuel-flow for the EFIS-digital
and engine-digital-only
gauges. The round gage with scrolling digits at the bottom will
indicate in
thousands of gph or pph if needed to fit the max fuel flow into 4
digits.
HUD reference changed a hair: The CDI's now sit on the glideslope angle, not the horizon.
Round trim indicators indicate trim, like
they should, not control
deflections, like they accidentally were.
The
generic instruments have a ton of new features. Every instrument has
key framing. There are new instruments (text display, pointer) and some
of the other instruments have new features.
You
can distort the moving parts of generic instruments by dragging their
corners to make perspective views in 2-d panels look just right.
You
can now specify parts of an OBJ file to be dragged in 3-d in a cockpit.
Use this to make dragable throttles and yokes, or 3-d switches that can
be moved around. File spec and ac3d plugin support coming soon.
You can specify up to 16 different
dimmers for the instrument
lighting, and pick which dimmer each instrument follows.
Generic
instruments can have a new "back-lit" lighting mode... the LIT and
daytime textures are combined. Use this to make back-lit mechanical
instruments. Back-lighting will respond to the instrument brightness
dimmers.
You can create up to 3 "spot light" masks for the 2-d panel. 3 dimmers control the spot light, which apply to burned in backgrounds and overlays.
General Refinements:
3-D flight paths work with FDR files... nice for people importing FDR files that want to see the whole flight in 3-D at once.
Seaplanes go to nearest water on the Planet-click, and the seaport you requested if you request if you requested one of them.
Track-IR works a little better... Now we
have 5 axis: pitch, yaw,
and 3 axis of translation.
No more time of day seeming to get out of
sync between master and
external visuals sometimes.
PREFERENCES folder lives in the OUTPUT
folder now, not the RESOURCES
folder.
This makes it easier to copy X-Plane to other machines without messing
up its prefs... just copy the RESOURCES folder, not the OUTPUT folder.
Flight
path display kept in sync across all external visuals. Get a lot of
computers with X-Plane and make all but one of them external visuals
and zoom out and hit 'o' a few times to see the flite path displayed
across all the monitors... cool!
Better job of keeping track of flite path
display and markers and
stuff across all the external visuals.
Flight Data Record and Joystick-Dropped file markers go to all external
visuals, as is used by the National Test Pilot School.
Rendering Option: Limit FR to monitor
refresh. This can reduce OSCILLATIONS in frame-rate if your computer is
super-duper fast.
Better language-localization
Up to 3 chutes now! Like the XB-70 has!
And you specify the angles the chutes come out of the plane, so you can
get them in the right places better as well! The parachutes also rotate
around a little when deployed because, umm,
I like them to.
Control-O auto-centers the mouse so the
view does not jerk around
when you switch to that view.
Reset flite path on the
IOS or master to clear it from all displays.
Set the
transmissions-per-second to the external visuals to whatever
you like.
40 transmissions per second is default, but you can set it as you like
if you think a different send-rate would be better.
Basic simulated Garmin 430 should allow you to go to fixes and navaids now, as well as airports.
Flight-Model Refinements:
More advanced ICING model for
FAA-certified use... We now build up
ice on individual propellers and engine inlets and wings, and can fail
individual parts of the de-icing system to have more ice
on one wing than the other, for instance, if you fly in icing
conditions with the de-icing system on but the LEFT wing de-icing
system failed!
Turbines and exhaust systems stay hot
after shut-down for a while,
as in the real planes.
Wake turbulence from other planes is now
more realistic... we now
consider the size of both planes, and the G-load of the pane producing
the turbulence, which determines
the amount of lift, and thus wake turbulence, produced!
If you set the
auto-brakes to RTO, and arm the speedbrakes, then the
speedbrakes will auto-deploy on the rejected take-off.
Autopilot disco takes out the auto-throttle as well.
'Hide-prop-from-airflow-when-retracted' checkbox in the vectored thrust screen in Plane-Maker to hide props from the airflow when retracted works better now... It really does stop all forces on the prop.
Flight-Model SYSTEMS Refinements:
Oil cooler designed differently for recips, turboprops, and jets to give more accurate oil temperatures. Jets actually use their FUEL to cool the oil, unlike recips.
You can now assign electrical systems to
run off of EITHER bus: They
will run as long as EITHER bus is powered. This is in Plane-Maker
systems window.
Yet more electrical system refinement!
If the load is too high for the generators, their voltage starts to sag
until the batteries take over!
The batteries are turned off or dead? Then systems start dropping
of-line!
The more rpm you are spinning, the more amps the generators can put out!
It is when you demand too many amps of the generators that the voltage
sags.
For some Cessnas, King-Airs, and Lancairs, this is a consideration
during taxi: The load may be higher than the generator can provide, and
higher rpm is used to keep the generators meeting the electrical system
demands!
If you DON'T do this, then the BATTERIES will be taking the load, and
gradually dis-charging during the taxi!
Fuel system overhaul:
Enter a different fuel pressure per tank in Plane-Maker: You can use
this to control what tanks are burned first!
Also the l/c/r fuel-tank selectors and transfer-to and transfer-from
buttons will take from or give to ALL the tanks on that side, which can
be nice for multi-tank planes! This
is useful for various planes that always burn the MAIN tanks first,
leaving the SUMPS full until you are fuel-critical.
Plane-Maker option in gear screen to specify whether or not the gear can retract on the ground. Amphib planes sure can use this!
The autopilot heading, alt, vertical
speed, and airspeed adjust
commands all now give a nice increment with a ONE-button hit, but
continue to give continuous motion when HELD.
Engines and oil pumps quit when inverted
or otherwise pulling
negative G!
This happens in most real planes! Don't like it? Then check the
INVERTED FUEL AND OIL SYSTEMS checkbox in the engines
screen in Plane-Maker!
Inverter powers: Radar, autopilot,
electric gyros, and/or torque
indicators, all as controlled in Plane-Maker If you find other stuff in
real planes that are power by the inverters,
let me know and I can add them easily!
Sep switches for art stab in pitch, roll,
and yaw. (The yaw damper
is art stab in yaw).
The XB-70 Valkyrie has this, so this could be useful if you are going
to be taking in a check-ride in an XB-70 any time soon. They might want
you to know about the individual control of art
stability on each axis, maybe.
Auto engine-sync option in Plane-Maker,
Engines screen. Works for
props and jets, too, like the real Eclipse-jet has.
ADG: Air-Driven Generator!
This keeps your elec system going after an engine-driven generator
failure. As your speed decays below stall speed, though, you will lose
power for
sure!
New options in Plane-Maker viewpoint
screen for verbal 500 agl,
gear, and stall warning callouts.
Autopilot discos in the stall, as it
should.
Ground-power unit option in the failures screen... used to plug in the GPU!
New Equipment Failures:
INDIVIDUAL autopilot servo failure
options: Aileron, elevator,
auto-throttle, and yaw-damper!
New failures: Electric and engine-driven
fuel pumps... Either can
run the system!
The elec pumps have amperages that can be assigned in Plane-Maker, so
you get a change in generator load when you turn on the various fuel
pumps!
Of course, you can assign those pumps to either bus, and any lack of
generators and batteries that power that bus will cause the electric
fuel pumps to go down, which will fail the
engine IF the mechanical engine-driven pump as failed as well.
New failures: bleed air, left and right. Used for pressurization
Gear INDICATOR failures. Kind of nice for
training.
New failures: Elec trim runaway!
We have failures in pitch, roll, and yaw trim!
So now we can fail trim to lock it down motionless, or have it run away
out of control!
New Data Output and Joystick and Keyboard Commands:
New joystick buttons page to make it
easier to assign joystick
buttons to ANY function!
New data output, flite plan legs: Useful
to see what the autopilot
has planned for you next!
OK, for the first time I know of, I have REMOVED a key command: Key commands for all flight controls are GONE! They never were right, since there was no right answer as to when the rudder and nosewheel steering would be connected... no matter what I did, half the people said it was wrong. So, use the mouse to fly, or, if you want to do it RIGHT, use a joystick and pedals!
New commands: Audio selector to com1 or
com2.
Total energy audio control now is
available as a joystick button and
key command.
(New button in key-command window to REMOVE commands, as well).
Other new tweaks for 9.20: