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Showing content with the highest reputation on 04/28/16 in all areas

  1. 6 points
    Inside a realtime graphics application the positions of objects are updated frame by frame. So for the ultimate "smooth" behaviour a perfectly stable framerate would be needed. When we get different framerates in certain spans of time, that means that the change of a position or rotation (here with our engine fans) will include jumps to keep the object to the correct values the engine delivers. Imagine you get 60 frames a second, that will deliver 60 values for the engine fan. That determines also the delta (difference) of the angles. If you get less frames, the delta angles will be larger to keep the object correctly update. Simple math. As the FPS differs over time, also different delta of angles are shown, which are recognized by the human brain as "stutters". So seeing where the issue roots, you will understand that we cannot do something there. Obviously visible this is mostly at high speed stuff and is also seen inside regular game engines. FSX and Prepar3D are not exclusive in that manner.
  2. 4 points
  3. 2 points
    So, what has been done yesterday and today? Basically I screwed up the overhead (in a good sense!): The overhead is now done for all models and engine variants. A few refinements are needed here and there but nothing major which could prevent a soonish release. Even more interesting however is that I stumbled about an opportunity I thought would not be possible until about 3 hours ago. For some reason this file went unnoticed previously however just today I found out there is a possibility also to enhance the indications on the actual buttons. I believe it's easier to explain in a picture than with words: Left side is before, right side after (ignore the missing UNLK and HOT lights, they're on tomorrows agenda): And yes, I have seen that the DECEL light needs to be placed a little bit further to the lower right This however seems to have an impact on fps so I'm investigating what is possible and what not. Chances are good that I will just provide a high res file for the lights and the normal resolution one so that you can descide which one to use on your own. At 4x resolution I noticed quite some stutters, at 2x however (what you see in the right pic) it worked quite well here. I'll do some more investigation on this over the weekend until I can make a descition on what to do here and how much VAS this small extra costs. So, you may ask what is left now until release? After Overhead screws holding the panel in place Reworking the Overhead buttons and replacing some of the bad ones and placeholders with those from the new pics I've gotten at the beginning of this week Refinement of the night lights with Spotlights -> if I can't sort these out in time I will just release without spotlights and then upload the spotlights ini lateron, so not an issue If I find the time I'll rework the background of the overhead. This would be quite time consuming though, so I tend to say it's rather unlikely for this to happen soon Handing the final files over to our Beta testers and real pilots to get opinions and possibly some adjustments they might ask for If things work out well this could mean (note could! -> as in "no promise"!) a release next week. I'll better not promise anything though, you know how these things can turn out.
  4. 2 points
    When you took that image, did you also notice it looks very different compared to the image? That's because your eyes detect the motion and the image tries to freeze the motion. I do not consider our A320 series engines sad, but FS has it's limitations and the animation engine is one of the worst parts. I doubt it can be done better. I checked some other models of competitors and I see roughly the same.
  5. 1 point
    When your engine fails in a twin, how do you maximize your performance? First, you need to pitch for VYSE. But second, you need to minimize your drag. Here's how you do it: Thanks to UND Aerospace for sponsoring this story. Without them, it woulnd't have been possible. Learn more about UND Aerospace here: http://fly.und.edu/?source=bold Music by Taylor Galford: http://taylorgalford.bandcamp.com/ (Source: Boldmethod)
  6. 1 point
  7. 1 point
    So I assume the next project is developing a new animation engine for FSX.
  8. 1 point
    We got a professional department and our Airbus is already used in training, but those are version that are specially made for those customers. We have no intention of moving that complexity to the 38 euro product and the market for far more expensive products is not something we are very much interested in. Just keep in mind that we get multiple support tickets every single day from people who say that 'the autopilot does not work'. Of course it works fine but they do not understand the modes of the A320. With every increase of complexity you get more people who are not able to handle it. Not strange as flying an A320 is a normally done by two highly trained professionals and not a slightly overweight guy with a glass of wine in his hand (aka me). Last, but not least, we always said we intend to make flight simulator add-ons that simulate the actual task of flying the aircraft. We do not want to simulate the simulators that pilots use to train non standard procedures. You mention the loss of two hydraulic systems. As far as I can find that only happened on single time in the many million hours that the A320 family flown. As a professional you know that problems with toilets are far more common (I once landed on Iceland when two toilets failed). Medical emergencies are the biggest cause of unscheduled landings. So if realism is the key, those are the things that should be simulated. Not RAT extension that has happened only one single time. We could also say our Busses are realistic. You will experience dual hydraulic system failures in a completely realistic interval. If it did not happen after 500.000 hours contact our support.
  9. 1 point
    Until the cockpit is done there is not a lot to be reported about the exteriour as that is on hold in favor of giving us a cockpit to test the systems in.
  10. 1 point
    I have a question about the animated fanblades during the flight. The A318-21 buses have, and that is my opinion, quiet strange looking fanblades during flight. They gray "area" is wiggeling and flackers a bit. It would be nice if you could improve this detail in the 330 Project, it would be sad if your brilliant looking 330 d have the same "wiggle"-engines. In the second picture (wich i ve made) is the fan almost transparent because of the higt rotation. Is it technically possible to add this at the 330? or something similar? Greetings
  11. 1 point
    It seems that it never mind how many time you will write WIP /simple render NOT from the sim or with any other kind of effect/from the work-desk etc, still someone will not get it. I will clarify- all the images on the last posts are totally WIP and from inside Blender. It's mean no any kind of manipulation has implement here. Just to explain it better- when we export it from the 3d software to the simulators (p3d of fsx), the graphic engine of each platform make "internal" render for the models according to it's parameters and the user settings, and this is totally not the case here. think about it as a quick view to my desktop At the bottom line- my conclusion is to publish images only of final things and from inside the simulators only.
  12. 1 point
    Todays update: Things worked out a little different than I hoped (no worries, still passed all the exams :)), so while originally unplanned I did the background of the PFD/ND sidepanels next to the PFDs which now looks a lot better than it previously did. Also new are more screws in the panel now (pedestal and FCU done, overhead and very few on the mainpanel to go). I had the chance to visit an A320 level D sim today and could check on the types of screws used in each place. It surprised me that the Level D sim was quite a bit different from the actual Airbus in this (listen all you "I've-been-in-a-sim-and-know-what-it-looks-like" people!). They have screws in quite different places than the real bus has (so they screwed up? lol), however one of our testers was then able to supply me with a few needed pictures on short term! I also fixed a few open bugs on some of the panelbacklighting (none you have seen yet). This part should now be ready. Here are some pics of todays work. It may not look much, but believe me, those sidepanels were a b*tch to get right! That's it for now, I for my part will now proceed direct bed, bathroom transition. Tomorrow hopefully the overhead!
  13. 1 point
    What kind of news do you expect just two workdays after the last news was posted?
  14. 1 point
    In RL they use Time constraint only when entering and the rest goes by mag speed. in the nat clearence you need to specify your speed.
  15. 1 point
    Well i've never used the utc constraint during a transatlantic flight we use the mac speed technique, basically is that while flying over the atlantic we set a mac speed constraint in order to maintain the estimates accurate as possible and if there's a change on the estimate of more than 3 minutes we have to contact the corresponding control and gave them a revised estimate, bear in mind that using FANS-1A(ADS-C/CPDLC ) the regulations change a little depending on the control area. Best regards.
  16. 1 point
    Hi! Can you please repaint this Adria Airways A319 S5-AAX? https://www.planespotters.net/photo/688083/s5-aax-adria-airways-airbus-a319-111 Thanks
  17. -1 points
    I am the only one who thinks that the previous version was looking better ?
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