ist ein weiteres großes Update, das einige Bugfixes und den neuen experimentellen Modus zum Testen von Änderungen des Flugmodells enthält. Aber das ist noch lange nicht alles. Durch die Umstellungen auf Vulkan, die nun mit 11.30 beginnt (Shader system rebuilt as part of port to Vulkan). Wird nun sukzessiv auf die Vulkan Engine umgestellt. Sollte es jedoch wieder erwarten zu größeren Problemen kommen, hält man sich vor die Änderungen erst in der Version 11.40 unterzubringen.
- XPD-8112 TCAS datarefs not writable EVEN when override is set.
- XPD-9388 Software hangs upon exit when using VR.
- XPD-9426 VR mouse cursor won’t interact with cockpit.
- XPD-9434 Incorrect Cockpit Types for Laminar Research aircraft.
- XPD-9495 Particle effects get cancelled by replay.
- XPD-9501, XPD-9449 AMD driver bugs with displays & weapons.
- XPD-9502 Crash with shuttle + full re-entry special start.
New features and improvements
- New ATC voice system.
- Particles editor for aircraft.
- Autopilot & aircraft systems updates:
- Improved industrial zones in US autogen & reorganized library.
- FM improvements / experimental FM UI option
- Shader system rebuilt as part of port to Vulkan.
- All of X-Plane is now 8.33kHz aware.
- Panel res bumped to 4k.
- Updated airspace to 2018 & Navigraph default data 1708.
- Added sector altitudes in VFR map.
- Updated joystick config files to use sim/autopilot/servos_off_any.
- New UI options to enlarge font size.
- New UI for manually setting joystick curves per axis.
- Settings UI for re-enabling notification windows that have a “don’t show this again” checkbox.
- Situation files get you close to landmarks for quick sight seeing.
- User submitted joystick config files.
Flight model improvements
Now we find ground effect for each BIT of the helo rotor! This phases in the ground effect from front to back as we approach a tall helipad!
Wing force improvements:
New drag coefficients in the airfoil files are now much more accurate POST-STALL. This new improvement makes ZERO difference when the wing is not stalled, but post-stall, the drag is now much more accurate.
NOTE: This is NOT a change to X-Plane! It is a change to Airfoil Maker and the airfoil files that we distribute! If you want to realize this new accuracy in your personal or third-party aircraft, then fire up Airfoil Maker and do the batch-update to update all of your airfoils. (BUT BE WARNED: IF THIRD-PARTY ACFT MAKERS HAVE TWEAKED THEIR AFLS TO BE JUST PERFECT FOR THEIR PLANES, THEN THOSE MODS WILL BE OVER-WRITTEN!)
So, for third-party aircraft-makers, do a batch-convert on your airfoils in Airfoil Maker, and then re-test any post-stall flight that you want to. You will see that the drag is initially higher than in previous versions of X-Plane.
As well as the more accurate wing forces post-stall, in Plane Maker we also draw little spheres where the wings connect, so you can see where you have (or don’t) connected wings in Plane Maker.
Propeller and propwash modeling improvements:
Now in Plane Maker, engines screen, you will notice some really cool new stuff. It’s in the engine screen, prop tabs:
Ellipse ratio: Enter a value of 1.0, or approaching 1.0, to get elliptical props for more efficiency… X-Plane will take the Oswalds efficiency to 1.0 as the ellipse ratio goes to 1.0.
Root AOA, tip AOA, and power to interpolate: Now in addition to the helix-angle prop-twist, we add some AOA to the blades to get us to the optimal AOA for the airfoil… with some washout near the tip to reduce induced drag if desired.
And in X-Plane, the propwash is now much nicer:
Rather than just applying wash behind the disc, we now ACCELERATE the air leading up to the disc over a distance, then ACCELERATE it behind the disc over a distance, as happens in reality! This increase in propwash speed over distance is modeled after charts showing inflow of air into the prop disc, watching the air accelerate as it is pulled into the disc, and pressurized to continue speeding up behind the disc! Hit the control-m key a few times while looking at a propeller airplane at full thrust and not moving (or slowly moving) to really see this effect.
Downwash modeling improvements:
I’ve combined data from a number of NACA tech-reports, and confirmed them as follows:
Flight-test on the Boeing 707 in the 60’s showed that the reduced downwash over the tail due to ground-effect threw the nose down about 2.5 degrees if you never flared. With update from NACA tech reports on observed downwash, we now see the same thing on airliners of that configuration in X-Plane! So, the technical reports have been taken into X-Plane, and the results match flight-test on large aircraft where these pitch changes can be most precisely measured.
Better jet engine modeling: We now have single-spool and twin-spool jets selectable in Plane-Maker!
We used to have only a single GEARED spool, giving the appearance of a twin-spool jet but not REALLY tracking n1 and n2 separately. Now, you can select single or twin-spool jets in Plane-Maker to really get the jet engine dynamics better in the spool-up and spool-down, watching N2 lead N1 on the spool-up, or the other way around on the spool-down. I have validated this model against careful recordings of engine starts and throttle run-ups and shut-downs taken on a (real) Airbus A-320 to make sure they match perfectly. (I’m working with some Airbus pilots to make an Airbus sim for actual Airbus pilot training, so I’m getting the Airbus engines and flight control systems really dialed in, to satisfy Airbus pilots that want to use X-Plane for training).
As well in Plane Maker you can specify the correlation between N1 and N2, so even though the two can turn freely from each other, aero loads will ultimately drive them to the ratio you specify in Plane Maker (which varies with N1 and N2!) Jet N1/N2 windmilling are now a bit more accurate, based on windmilling data I found in a POH for the Boeing 737.
Nice little improvement in the manifold pressure model for non-turbo airplanes (ones where you entered critical altitude of zero in Plane Maker engine window), where the sim now understands that lower back-pressure at altitude for non-turbo airplanes provides a bit more power per inch of manifold pressure. So, a nice little bit of improvement in the manifold pressure model.
Nice little carb ice improvement: We now look at the actual dynamic pressure and resulting Bernoulli effects in the Venturi tube itself to see when ice will form! So this is a nice way to use physics to predict carb ice.
Free N1 turbo (old)
This is the PT6 turboprop model from X-Plane for many years now, where the N1 is used as the compressor Ng in the real engine. This is a rather old model, and using N1 for Ng is perhaps a bit awkward, when you understand how the real engine works.
Free N2 Turobrop
This is the NEW PT6 turboprop model, where the N2 is used as the compressor Ng in the real engine. This is the new model, which is more accurate and very carefully matched to real PT6 performance. This uses N2 for Ng, which makes a lot of sense, when you understand how the real engine works. As well it uses N1 for the turbine that is attached to the prop, so the N2 drives the torque, and the N1 is spun by that, just like a high-bypass turbofan engine. So, this use of N2 for the Ng makes much more sense, and the model is more accurate as well, so this is the new turboprop model that you should use.
Unchanged for years, roughly modeled after the Garret turboprops. A much better Garret model is indeed coming!
Jet 1 spool
This is the jet engine model from X-Plane for many years now, and is simply not as good as it could be. This model always has the N1 spinning at a ratio to N2 that was a simple power curve. This is good enough to mimic a real jet engine sort of closely, if you don’t look at how fast the various turbines spin up and down compared to each other, and how they differ under load vs windmilling. It was just barely good enough to work, but not as good as I want for X-Plane now.
Jet 2 spool
This is the new jet engine model for X-Plane: The N2 is the power turbine in the hot section, spinning up and down as fuel is applied. Totally INDEPENDENTLY from that, the N1 is spun by the torque generated from N2, spinning the bypass fan. This is more accurate, since N2 can surge while N1 takes some time to respond, and N1 can windmill briskly even if N2 is shut down and barely spinning. So this is a nicer model because each system can spin up or down ahead of the other to really bring those dynamics into the sim!
Body drag and sideforce improvements:
OK this one is NICE! Look at the fuselage and nacelle and misc bodies section in Plane Maker: now there is a RECOMMENDED Cd (coefficient of drag) for that body!
AFTER you have entered the V-speeds for your airplane, AFTER you have entered the geometry for that body, you can see that recommended Cd and use that as your Cd if you like. This Cd looks at the V-speeds of the plane to estimate Reynolds number, which it then uses to estimate skin friction drag, which it then applies across the surface area of the body, which it then multiplies based on the thickness of the body compared to its’ length, which it then compares to the frontal area of the body to predict a reasonable coefficient of drag if the body is streamlined and in un-disturbed airflow. Whew!
So, this is a really nice way to get a good guess at the Cd for an airplane fuselage, and all the other parts on the airplane. Historically, people have not known what Cd to enter for the fuselage and other parts, so this is a really nice way to get a good estimate based on known skin friction drag and wetted area and aspect ratio.
Also, we have refined the side-force on bodies tp be more accurate, and also improved WHERE on the fuselage that side-force is applied! The force application occurs at 25% of the body length at zero sideslip or angle of attack, and moves back to 50% of the body length at 90 degrees offset to the airflow, following a curve in between. So the bodies now have better lift and drag estimates, as well as proper placement of that force at the right point on the body.
Now, various reports I could find do a decent job of estimating WHAT the side-forces are on a streamlined body, but i could find few references clearly showing WHERE those forces act. So how to find out?
I need to find the pivot point of a streamlined body at various angles of attack… how to do that?
And this is very cool: Wings and stuff that are INSIDE of bodies are now automatically hidden from the airflow!
Ditto the parts of wings that are inside of engine nacelles! Cool! This takes away that little bit of lift on twin-engine props, for example, that have the nacelles hiding away part of the wing! This adds a nice little extra bit of realism, especially if you have wings going inside the fuselage or something like that, where the wings do not see any air and therefore need to be removed from any airflow.
You see, the simplified theory says that the lift of the wings goes across the fuselage, but we are now better than that: We now find the lift and drag and location for those forces on the fuselage and nacelles and all other bodies, so the time has come to take the wings OUT of the bodies so lift is not double-computed! So that is the next level of realism, and is done automatically: You don’t have to take any action to hide the bits of the wings that are hidden away inside the fuselage or nacelles: Just hit control-m a few times in the external view when in flight to see how the lift vectors of the wings are gone for all parts of the wings that are hidden away inside a fuselage, nacelle, or misc body.
A few tweaks for gliders:
We now have give tow and get tow and also get winch locations.. so we have all 3 hook locations now. As well winches we have speed commands: faster/slower winch!
DEFINE_CMND_KEY(cmnd_win_faster ,”sim/flight_controls/winch_faster” ,”Winch faster. (for gliders).” ,0,0)
DEFINE_CMND_KEY(cmnd_win_slower ,”sim/flight_controls/winch_slower” ,”Winch slower. (for gliders).” ,0,0)
I cannot imagine ever choosing anything except “FASTER!”, but I admit that some people use the sim differently than me.
Trim and flight control deflection times are now a bit better:
When you enter the deflection time of either flight control or trim in Plane Maker, X-Plane automatically scales that time DOWN for deflection-directions that are smaller in magnitude. So the control or trim SPEED is the same in both directions, even if the deflection is smaller in one direction than another. This holds constant trim speeds and control deflection speeds, regardless of direction and deflection, which is how the mechanical systems typically behave in reality.
Various systems improvements:
Also, for other flight-model improvements, we now have:
Flap lockout if wings are swept. This keeps the flaps from deploying by mistake when the wings are swept, as is done in the real F-14.
Sweep lockout if flaps are down. This keeps the flaps from deploying by mistake when the wings are swept, as is done in the real F-14.
Auto-flaps near the stall, but only partial deployment, as is done in the real F-14.
Auto-speedbrakes with pitch input for precise glideslope control to carrier landings, called “direct-lift-control” as is done in the real F-14.
Fuel tanks can be set as being in any wing, so the fuel load sweeps back and comes inward with increasing wing-sweep, to really get that center of gravity aft, and moment of inertia in roll down, as happens in the real F-14.
We now have 3-dimensional specification of the tail-hook location, which useful for airplane that have tail-hooks, like the F-14.
We now apply the actual arresting-gear hook location to the arresting wires on the carriers to see if we have made arresting-gear contact.
We used to just check the airplane-center location for arresting-wire contact, but this oversight has now been corrected and we check for the actual hook location.
This build included art updates & the new particle system UI.
- XPD-9507 Dubai scenery now included.
- XPD-9510 Don’t let them ask for an altimeter before filing a flight plan.
- XPD-8524 Fix overriding plugin AI AP.
- XPD-9541 Fixed particle system running at times it should not.
- XPD-9550 Laminar KingAir C90B EHSI LOC2 fixes.
- XPD-9556 Fixed warning when aircraft has no 3-d cockpit.
- XPD-9557, XPD-9574 Fix for aircraft with a forced beta/reverse range operating on a throttle without them.
- XPD-9560 Fix nose gear collapse due to upside down tri in ortho mesh.
- XPD-9572 Fixed panel blending for legacy panels.
- XPD-9576 Fixed clipping with skewed instruments.
- XPD-9577 Fixed CMND packet not working.
- XPD-9578 Cessna Skyhawk (floats) non functioning auto pilot.
- XPD-9579 Fix for broken filtered dropdowns in VR.
- XPD-9580 A bug in the command predicates was stopping battery2 from toggling properly.
- XPD-9581 Fix for synchronous MACIBM_alert()s breaking VR.
- XPD-9582 Running the new morse_code on windows crashed.
- XPD-9585 Fix crash when hitting + button in particle system.
- XPD-9586 Missing datarefs broke particle system in b2.
- XPD-9588 C-172 attitude indicator upset not included in “fix all systems”.
- XPD-9589 We now properly spell out gate names phonetically.
- XPD-9603 Removed debug line when AI lands.
- FMS & autopilot fixes.
- XPD-9136 We now kill off transitions if they run too long.
- XPD-9497 X-Plane crashes when clicking DONE after editing the joystick response curves.
- XPD-9509 Ground textures looking strange on Intel GPUs.
- XPD-9511 Mobile scenery listed in log.
- XPD-9513 CTD when using joystick in Jetstream32.
- XPD-9514 Editing dual Throttle curves crashes X-Plane.
- XPD-9515 X-Plane.exe interne Resource VERSIONINFO wrong.
- XPD-9516 Flight stick curve with Warthog setting crashes XP.
- XPD-9517 Several in-cockpit lights don´t “cast” any light anymore in the IXEG 737.
- XPD-9521 Ground friction implausibly increased after a flight.
- XPD-9524 Over_…_marker datarefs don’t work.
- XPD-9525 8.33kHz frequencies not tuneable in stock FMC.
- XPD-9527 UDP Interface Issue with 11.30b1 & FS-FlightControl.
- XPD-9548 Blackout during climb in FF A320.
- XPD-9144, XPD-8030 Added support for grabbing clipboard contents on Linux.
- XPD-9426 Fixed VR mouse in C172.
- XPD-9448 737 brake light has “halo” in VR.
- XPD-9493, XPD-9494 Immediate crash on linux with glibc >= 2.22.
- XPD-9502 Fixed crash with special starts.
- XPD-9505 G1000 Direct To misbehaviour.
- XPD-8673 Updated credits screen.
Developer build 5
- XPD-5186 Free castoring not visible or available to plugins/plane modeling.
- XPD-8847 Static lift not working on airships.
- XPD-9013 Taildraggers are pretty much impossible to operate in crosswind.
- XPD-9155 C-172 slip angle unrealistic.
- XPD-9157 C-172 max nosewheel steering excessive.
- XPD-9158 Nosewheel labeling in Plane Maker.
- XPD-9159 Steering with one axis assigned to “yaw” causes brakes to engage.
- XPD-9267 C-172 climb performance and ceiling WAY optimistic.
- XPD-9274 X-Plane 11.20 freezes during FDR file loading.
- XPD-9291 Update networking UI.
- XPD-9340 Slow transition in ATC pop up.
- XPD-9393 ATC loses last readback before frequency change.
- XPD-9436 Override_throttles makes turboprop engine model ignore ENGN_mixt.
- XPD-9437 Updated particle editor UI.
- XPD-9443 Made iPhone mapping app port non-editable, and correctly locked to 49002.
- XPD-9464 We now properly put the keyboard focus in the dropdown filter when we disclose it.
- XPD-9469 Fixed aircraft crashing through Earth when dropping at high speed.
- XPD-9480 IXEG 737 can not be trimmed (movable horizontal stab).
- XPD-9481 Fixed crash when flying under bridges.
- XPD-9483 Air rotating ahead of prop – should be straight.
- XPD-9484 Network interfaces no longer listed in Log.txt; added additional network interface information for Win.
- XPD-9489 O2 bottle psi not updated.
This is the first build with RakNet networking.
- XPD-8719 BECN sender fails to iterate to next network interface if the multicast send fails.
- XPD-9429 Updated help text for DSF errors.
- XPD-9438 fixed crash in texture browser when scrolling.
- XPD-9446 Dramatic lighting change with HDR/no HDR with clouds shadows.
- XPD-9452 G530 blinking at W00.
- XPD-9454 Fixed end of memory scribble.
- XPD-9457 Fixed twin otter crashing x-plane when cockpit-inn is gone.
- XPD-9458 More speed up of slow meshes.
- XPD-9459 SID FINZZ2 @ KNSA not working.
- XPD-9468 Fixed AI prop animation copying user’s plane.
- XPD-9471 LDR landing light not implemented.
- Fixed 737 landing lights.
- Fixes for particle system editor UI
- reload button is now refresh
- particle preview locations cleaned up
- fixed shader crash when particle debug mode is picked
- XPD-9427 Fixed black sky at very high vis in VR. Also fixes missing atmosphere at far view.
- XPD-9431 Broken new button in particle system UI in Windows.
This build included art updates & the new particle system UI.
- XPD-9329 Fixed floating mountains.
- XPD-9378 Added unidirectional YY and YG lights.
- XPD-9380 Com radio stops working if the corresponding Nav radio is turned off.
- XPD-9411 Clouds attached to headset in VR.
- XPD-9417 Fixed crash when bad PSS is in OBJ.
- XPD-9419 Made cockpit objects accessible to be picked in Plane Maker.
- XPD-7883 Weather settings temperature range too small.
- XPD-8672 Scrolling leaves dis-embodied dropdown.
- XPD-9004 Crash in navigational code regarding a radius to fix leg.
- XPD-9070 Fix for crash when loading livery prefs.
- XPD-9152 Fixed-Turboprop engine torque code ignored fuel.
- XPD-9248 Bug report: Sim intermittently fails to respond to X-P Command.
- XPD-9249 Fixed drop tanks having no guidance system enum.
- XPD-9250 Directional Gyro cannot be aligned when overriding the engine and setting the vacuum value to 0.
- XPD-9278 Non-English messages sometimes exceed the expected space.
- XPD-9356 Pro use auto-dismiss actions sometimes open webpages.
- XPD-9366 Fix for PFC pitch, roll, & yaw axes with wrong centering & null zones.