Laminar takes feature requests for X-Plane12: see article below
24 April 2023 mk
what are the perceptions from the x-plane version 11 to 12 transition?
wrapping up the question after a few months after its release this is what we learned:
X-plane12 is not less not more than dumping all non-core modules of its predecessor and build a new world-engine around its physics module.
To clarify this: The core program is a 3d aerodynamics module which basically defines how an oject like an airplane behaves in space. Aeronautical Equations and a bunch of parameters direct these behaviours, and values like physical attitude, shape, wind, weight, engine performance etc. would deliver the variables. Pretty simple, right? To build an airplane model you simply have a look at planemaker, that program does the modelling by whatever numbers you enter.
Oh, you thought it was more complicated?
Nope.
Now, to get you something like make the models usable as first person interactive kind of thing, you would add a world, an interactive 3d-world, so you can see your model actually being flown around from place A to place B.
you place your object (your airplane) somewhere on that world bowl and ready you are for take off.
And you need a control surface, GUI, a user interface that parameterizes settings, so you can tell where to start, what your graphics card is and how much of this and that you wanna see. for example autogen houses. And of course it adds the interaction control, your joystick.
That's pretty much what it is.
Now, you wonder what exactly is the difference to X-Plane11?
Laminar, the guys who build x-plane, have realized they would not need to build their own world (like Asobo did), but that they could simply import a ready-to-go 3D world available on the game market. And that is what they did. The game world is called 'unreal engine 5' and almost every game developer out there uses it. Even competitors like PREPARE.
Unreal engine includes water, clouds, trees, pretty much everything you now see in x-plane12. Replacing xp11's world with unreal takes about 3-20 months, the time laminar took from being completely smashed by MSFS' introduction in August 2020 until their first responsive release of X-Plane12 in 2021.
Additionally, the planemaker program, in which developers build up their airplanes has been receiving a bit of a cosmetic, for the reason of covering up heritage mistakes and secondly to update the graphic look. Most planes would not transfer from 11 to 12 without the need for some re-engineering. Most freeware got lost that way. 10 percent of payware stuff got upgraded so far.
That wraps it up, that is pretty much the Job Laminar has performed to make a switch from x-plane 11 to 12, trying to satisfy the unhappy community with their gigantic list of requests and feedback.
From that suggestion list (which included over a thousand user inputs and votings) an approximate 20 percent has been responded to by the x-plane12 solution. 80 percent from that list were ignored and not accomplished.
Based on this transformation - as you now have learned how it was done - in comparison to what was expected when looking at both the community feedback list as well as the competitors' solution like MSFS, you would not be suprised to see where the disappointment comes from and why user numbers have decreased so dramatically. Developers who transited from FSX have left X-Plane again and a number of legacy x-plane developers made their decision to leave as well.
It is proven argument that x-plane12 is not less not more than x-plane 11.60.
This migration process tells that the accomplished degree of true innovation is in fact zero and that MSFS is way too attractive to ignore. But yes, switching the world-model and tweaking some stuff on the core would bring a bit of a better experience to the remaining users, the flights feel a bit smoother and things look a bit better than before.
Comparing this achievement to the innovation degree over at DCS and MSFS which is somewhere at 50-80 percent, you wouldn't be surprised to hear that x-plane user numbers have decreased by more than half in 2 years. The X-Plane10-to-11 hype has been reversed by half, counting daily. A considerable amount of users have not even upgrading from 11 to 12, but still run X-Plane 11 on their PC's.
To summarize the conversion you could simply tell, Austin Meyer wasn't willing to innovate. He advised his team to find a way of rebuild the environment while core components remain the same. His ignorance against innovation is basically built on his convincement that the flight model is the decisive element and that proof users would appreciate that feature no matter what. Austin is well known for abandoning critics while building his understanding of things on a rather small group of realism-oriented users who look for a good aerodynamics solution.
Based on these perceptions the balance in the flight sim market has found its way back to where it was 10 years ago. Microsoft 90, DCS 5, Laminar 3 and Prepared 2 percent market share. The only number that has changed is the total user number, climbing from 1 million to 5.
2 March 2023 mk
The gap between sim platforms seems to increase significiantly and growth numbers of Microsoft's Flight Simulator rise exponentially.
Just like water forms landscapes, the microsoft team seems to work down drop by drop of mishaps and shortages of their flight simulator. Frequent updates mean something, each solves issues and brings new features. This consolidates not only experienced flyers that migrated from x-plane or P3D but boosts the non-PC devicers like the x-box, the entry gate from the very large home gamer segment into flight simulation. Pipelines into the sim seem wide open now.
X-Plane still proves better interaction and has done its piece of work to not completely lose their base with its overaged product. X-Plane 12 has adapted much of the unreal game engine to provide better environments and some default aircraft were added. But for misterious reasons the customer base gets smaller and the community became silent. Apart from planes being upgraded, the big driver of success seems somehow absent.
In our attempt for a better understanding we discovered that the visual quality of Microsoft's simulator is a key driver for attention, which affects plane texturing as well as the World's Design. Despite known issues are being worked down, the flight feeling never matches X-Plane, but this seems simply not good enough of a deal to the majority of users considering of the overwelming mass of features. And it gets even tougher for X-plane. Former developers known to be the stars of FSX - temporarily offering airplanes for X-Plane11, have announced their massive plans to introduce plane after plane into MFS during the next 12 months. Extremely photorealistic designs and study level systems would cover civil and military flavours at a quality never seen before. Newest example is the company MILVIZ - rebranded to Blackbird - who delivered large numbers of planes to FSX in the old times, then worked for commercial customers and now gets contracts from governmental agencies to design their simulation products, which also will be introduced into MFS. These commerical segments, including the military branches seem to connect the MFS platform over XPL. The previews of Blackbird's latest projects C-130J, MH-60, UH-1Y, MD-530F, SR-71 just blow one away. Or, quoting Armstrong: a giant leap for the simworld is in the happening. screenshots: https://youtu.be/xex-K3vdu-M.
Considering Asobo figures out a greatly improved flight dynamics profiling for both fixed wind and rotor this current outlook could mean MFS being the allstar place for all segements of simmers and set back all competitors to absolute minority.
20 Nov 2022 mk
It was assumed XP12 hitting the market would boost user numbers from 150'000 to 300'000, but total numbers go down instead, orders surprisingly retentive. Just a momentum or signs of fail? We search for answers:
Expectations
Hopes were rising during the evaluation and feedback process assumably featuring a competitive world design, matching standards of DCS or MFS. The screenshots published during the final development stages however meant to satisfy some old guard x-planers but not the younger crowd which was in Austin Meyer's focus and which would have built a new customer base to carry x-plane into the next generation. The beta-releases brought some disappointment instead.
ATC
Despite reservations on behalf of customers, Laminar decided to re-enforce their ATC module and even copy past microsoft's menu style. The result was nightmare. Total rejection and dislike from the users for this what we consider being a total fail. Customers clearly argued about the misconcept of legacy ATC interaction compared to real life, but this was obviously ignored and ended in a disaster. 9 of 10 users avoid A.I.-ATC.
Instead online servers with real controllers at the other end seem to make a good alternative and their user numbers climb.
Clouds
Main attention went into XP-12's new 3D-World, namely Clouds, Water, Vegetation and Autogen were in the customers focus. The reactions upon laminar's first release were somewhere between disbelieve and disappointment. "Far from expections" so the summary of consumer feedbacks.
Despite, some improvements have been noticed and rewarded, such as a dynamic water surface. Then there is the 3D-Trees and somehwat better ground textures in the airport landscape. Graphic renderings have improved compared to xp11, but can not keep up with other simulations or games. And then come the clouds, the visual key for a flight simulation. While the colorization has much of what we know from real life, the scapes and shapes remain in hope. Not a total fail, but not what was expected either. So is the Weather. A lot of requests went into weather dynamics, asking for local winds and real life conditions, but hardly any of that is being seen in xp12. nicely designed puddles across the airport tarmacs do not bring an overall weather situation and the rain effect on the windshield are subject to further improvement. Hard to know whether the world design will undergo further developments or whether this is it, for the next 5 years. Rather successul seem the season's changes which finally bring winterscapes into this sim, apparently there is spring and autum color adjustments as well. Yes, much has changed in the 3d-world department, it just hasn't blown minds. In comparison, remember those open jaws when FS2020 was introduced. xp12's world renewal can be pimped up with ortho imagery just like its predecessor, but it won't hide inproper road systems, same old autogen style and yet a fade appearance of the overall environment.
Broken Planes
A considerable number of planes would not carry over to the new version. Only a few developers have published an update yet, and it seems every beta release would again break some of the elements making it unusable. It is expected that a very large number of xp11 planes will go obsolete respectively not get developed further. Instead, some new planes are in the development trying to make full use of some of the new features.
Missing Features and Tool Modifications.
You may find feature after feature no longer being implemented. No more C-130 Air refueler to start with. Numberous plug-ins are no longer in the game, from marine traffic to weather engines. X-plane becomes more and more a narrowing specialist for its flight modelling and systems. If that will be helping user numbers is doubtful. Hardcore simmers and developers will try and catch up with the updated planemaker tool and the increasing requirement for non-default coding to keep up with digital cockpits.
Competition
While Laminar worked on their update, Microsoft and Eagle Dynamics have not taken a rest. Just the opposite, their development curve went steeper and faster. DCS meanwhile features abnormally realistic cloudscapes, dynamic and multiplayer capable. Their water design has been top notch and is being refined to excellence. Microsoft has worked down on issues and finally introduces helicopter dynamics. Great 3rd party aircraft are rolling out almost daily, and in combination with their excellent graphics engine look like the real deal. Emotions across the user crowds are clearly noticable and their numbers take another major milestone. It is obvious how the asobo team pushes flight dynamics development and it is expected that they are catching up with x-plane within the next 24 months. Yes, MFS still has some issues but the rise of attention is gradually obsessive by the crowds and the influencing editors of independant websites. Their innovation curve is steeper than Laminar's, the launch intervalls of newly created add-ons is 10 times higher and the multiplication factor of it all would take grounds from X-Plane. We noticed x-plane developers switching over to Microsoft. Some moved from FSX to XP11 and now return to MFS.
The community today runs all 3 sim platforms simultanously, and the sim hopping becomes a market sensor of its own. If we would summarize the current migration events we would give it the same state as before xp12. Stakes prove: There is no loser in the game, but DCS and Microsoft are clearly winners in regard to user number increase. Much of this increase comes from new simmers, not only from migration.
Recharge
What x-plane12 delivers is very much predicted by Austin Meyer should have named to version 11.60 to be truthful. The new 12 upgrade would cost the users another $60. This paywall with a wishlist for improvements not shortened much has kept purchases releatively low.
10 Sep 2022 mk
Despite X-Plane's 12th upgrade the list of shortcomings is getting bigger and bigger.
While flight dynamics have been and remain laminar's key advantage in comparison to other sim platforms the increasing amount of competitors
have started a push and pull situation that questioned laminar's future.
Flight Dynamics alone however can't hold a product in the market for long, unless you keep narrowing the customer base
down to aircraft design fiddlers, not considering any other feature of simulation as relevant. The community had spoken, and they wanted the rest
of it all. Better world design, better creation tools, better atc, better traffic, better airports, better graphics, better clouds, better weather systems,
better effects. A perfectly simulated aircraft in a perfectly simulated world.
The list of things to compensate was so long, laminar got into releasing a new version thus knowing they could not deliver it all.
Giving it a new number would automatically increase expectations. Other than standing ovations the outcome would keep the community response relatively quiet, some sort of disappointment was going through the crowds minds. Expectations were set too high.
What happened? What did elevate these high expectations?
Two main events have changed the game for serious. Microsoft's FS2020 launch shocked the simworld and rewrote the rules completely.
While laminar re-organized its developping mind and showed readiness to get back into the race. other sim platforms quietly went on with imporoving their content. Naming eagle dynamics' DCS came along with a whole new weather system and proved it can be done. At the end of 2022 DCS would have the best ever seen represention of cloud, weather and water, beating microsoft and any other platform by true design capability.
Laminar has slow development processes in comparison. X-Plane's stability is among laminar's most watched elements, and nothing should
get a risk over that. That is why X-Plane has much fewer bugs. The downside of stability is lack of innovation. It's the attitude of preserving against exploring the new and risk unwanted interfearance. From that perspective, x-plane 12 has not a lot of being innovative. It's basically replacing the world model and pimp around some of the modules like ATC. Most first person game engines have adanced world design features for long, including dynamic waters, 3d forestry, and much much more. This is why it seems laminar has gone the lowest possible effort to keep up somehow. Austin Meyer's promotion would do the rest.
What x-plane12 delivers is very much predicted by Austin Meyer as to name it version 11.60 to be truthful. The new 12 upgrade would cost the users another $60 but the wishlist for improvements has not shortened much.
Everything for a lively experience: AI-Traffic, Ground Services Movements, Animated Jetbridges and Dynamic Lighting. But where is the crowds? The crews, the passengers?
X-Plane11 has introduced road traffic in 2016 which received top reward by the customers, the sim started to become alive somehow, you could pass a busy road on your final approach and you would see ground vehicles moving all around the airports. This was the basis for what should become an overall lively environment, considering the presence of AI-Plane and Boat Traffic in the air and on the seas, complementing it.
The customers now seek the next steps in development: A more accurate and wider translation of Life. Not only that road traffic gets realistic upgrades, people queing up and embarquing planes, trains and buses, you would find up to 150 busy passengers inside your plane, while you fly. Staff loading cargo, walk and work role chosing, be an ATC-controller, a mechanic, a bus-driver?
where are the limits and why do they exist?
Detailed Interiors coming with Airport Sceneries - but you will never be able to take a walk around these facilities
7 August 2021 mkImpressively detailed interiors being delivered by scenery developers. Hundreds and Hundreds or work hours are required to model and texture these beauties. But Flight sims like X-Plane or DCS don't even allow first person walk arounds.
While this functionality is basic in ego-shooters, Flight Sims seem to be limited to the aircraft interior when it comes to walk around experience. Instead, their functionality is bound to a view control only, means you can move around the camera viewpoint and direct the view in either direction. What is missing is the collaboration of player and enironment.
Recalling the masses of feedbacks and suggestions provided by the community to x-plane, it has become a very desire for such "walk arounds", including the outside aircraft check, but also being able to visit the modelled airport facilities.
We are trying to investigate what causes this limitation. Is it the choice of game engine? Or is it simply a lack of preference the developers are giving this feature?
Would the futre provide this additional experience and what would change for the user when playing sims?
Stay tuned.
VTOL coming to X-Plane - but which one?
3 August 2021 mkAn X-Plane sequal is ahead and we have a taste of what will be coming to its new default hangar. The Airbus A330 is confirmed so far, and we overheard Austin Meyer's attempt of integrating a VTOL-plane, a real world development he is personally involved with.
We are asking what VTOL can do for X-Plane, or whether X-Plane will do something for VTOL. And we are taking an upclose look at the most promising Concepts out there, of which 2 have gone live already.
Modders leveraging original game ideas to unbelievable heights - The story of a first ego shooter becoming a top military flight simulation
25 June 2021 mkHardly any developer anticipates the sheer power of creative modders turning their game into something that makes it look like a newer and broader version of their original idea. While bound to a narrow planning mode that makes developers stick to their 4year product life cycle, users drag the direction into their own taste bed, a non-linear version if you will, commonly described as "mod" or "unofficial upgrade", lifting both quality and usability by a multi-factor.
A ton of questions arise: While a mod can imply the beginning of an official update release, the developers hardly take advantage of such achievements. In almost any case they draw back to their linear mode and focus on updating the core architecture, which makes 'mods' obsolete.
Reasons can be legal aspects, Modders have a right on their work as much as the game developer owns its hard code. Developers see their products as 'sandbox' from which modders can benefit to create their respective content. Even if the content surpasses the original code and contentquality as much as it does for many products out there, there seems no consent between the parties that would help mutliplying the success factor.
The evolution of game quality is much slower than anticipated. The developers focus on technological advances that carry their original platform ahead, while content creation often remains in the hand of modders.
Summarized we recognize 3 segments of participants: The Original Developers, The Modders and The solid mass of end users.
As a mind game let's shuffle the sequences a bit and imagine modders being involved in the original release works. Would that push product quality and speed?
The answer is simple: Yes, it would.
The way developers can mutliply their success lies in what we would call a matrix revolution, where advanced users interfear with the actual production line by creating the right questions and feedback, providing their achievements that hopefully don't depend on a specific version of the game. Not to speak of 3d-modelling only, the assets lie in core algorthythms, artificial intellgence, game design ideas, content and new functionalities, missions, sceneries, fully functional planes, cars, people, ships, und mostly underrated: Techniques! ("How did they do that???")
Bohemian Interactive seems stuck in that strategic thinking and their ARMA-series therfore has gotten somehow obsolete. They neither updated their core code nor they plan on new versions. The game is kept alive solely by modders.
Microsoft as well as Laminar take advantage of user potential, making them partners or employees. They focus on the sandbox technologies while recognized artists would care about filling it with life. The more real-time and connected this process happens, the expectingly higher the added value in a newer version. Turning 3rd party developers into dependant suppliers may reduce the add-on market size while pulling the lose resources into core competence. The effect is visible: Microsoft Flight Simulator 2020 is based on this collaborative model, and Laminar with its X-Plane Series has done it for years. A new generation version of X-Plane will most likely consume more of that spread competence, may it come from contracted artists, or may it come from a new feedback culture that allows users to be part of the product development.
Following the matrix developement philosophy provides them one huge advantage package: Product Control. And therefore Revenue control, Lifecycle control, Content Control, Quality Control, Continuity Control.
Pictures:
What you see is not coming from DCS or X-Plane, it's ARMA III by Bohemian Interactive Studios, receiving high quality flight content from users.
(Video Link: https://www.youtube.com/watch?v=zVcHYNaDe_o&lc=UgznALhlw943t9xl2Fd4AaABAg.98TlCe53iA19P9GX5mS-aw&ab_channel=Viper1Zero)
Chicago - With the end of Concorde, supersonic jets disappeared from civil aviation, but now, United Airlines, a large US airline, is setting the course for a comeback. The company announced that it had ordered 15 “Overture” supersonic airliners from the US start-up Boom Supersonic. The agreement also includes an option to purchase 35 additional machines. However, the jets are still in development. The first flights are not planned until 2026, the transport of passengers not before 2029. The companies did not provide any financial details. Boom Supersonic says it already has a total of 70 orders in the order book for “Overture”. The plane is reminiscent of the legendary Concorde. The Franco-British supersonic passenger jet had ceased operations in 2003. This was preceded by one of the worst crash catastrophes in aviation history, in which all 109 occupants were killed on July 25, 2000. The aviation crisis after September 11, 2001 finally put an end to the model, which was economically not particularly successful because of its immense kerosene consumption and high maintenance costs.
Fascination supersonic The fascination with supersonic - when the airspeed is greater than the speed of sound in the vicinity of the aircraft - but remained. Time and again, new ideas and projects have been developed in recent years, but none have been implemented ready for the market. In addition to the Start-p Boom Supersonic from Denver, whose "Overture" jets fly with 100 percent sustainable fuel and are supposed to be much more efficient than the Concorde, the US rival Aerion, with the support of Airbus, is also developing a business jet that is 1.5 times the speed of sound should achieve. (awp
the boom. will it make it to flight sims?
The glorious range of aircraft in earlier versions of X-Plane has experienced anything but a smooth transition along Laminar's continous update process on their X-Plane 11.30 to 11.51 history. Most Developers were urged to work on updates to keep things running up the versions. Unfortunately some havn't followed up on the process, due to economical reason, or developer teams split apart if not entirely gone out of business.
One example is the once top-scorer MD-902 Explorer originally developped by Virtavia (former Alphasim) and Dawson Designs.
@ZCG, an anonymous user has brought up the topic and suggested a migration technique which would allow users to revive their favourite aircraft models for the latest x-plane versions. But he got offended by one of that webforum's moderators "Brett_S" with some semi-legal argumentation on copyright and forum rules. @Brett_S however is not a lawyer, nor he may oversee the legal dependancies in a case like that.
@ZCG's updating technique is based on a rather simple re-configuration of the .acf-file that drives the aircraft model, and that is laminar's Plane Maker Tool's output format. It would allow the users who own the aircraft to keep it running in X-Plane11 too. As a flashback: The aircraft was developed at the time X-Plane was on the market with version 10.
Now, there is 3 very simple legal facts about this case: First and decisive is the unlimited use of the purchased product across x-plane versions, which in combination with the obvious absence of the developer would enable the user to undertake the necessary adjustments himself. Which is the second part of the case. Modifications to a product are allowed, even appreciated. There is no constraint that would limit re-configurating or editing any part of the product in any context at all. That is what Flight simmers are actually doing, have been doing for decades: Editing, updating and Uploading edited stuff. And third, never take legal advise from a website moderator nor allow supression of free speech and entrepreneurship.
We imagine that @Brett_S being a small man with a small power over a small red ban button in his little world called the .org. website, so we re-checked with our lawyers to review the case and give proper advise. Since the text is too long, we would like to summarize the case as simple as possible:
"Putting the sharing idea upfront might not be the best way of transfering knowledge or modifications. A tutorial on how to do it would do the job and address those who already own the product."
Having learned that, we feel pleased to publish @ZCG's porting technique in Plane Maker for anyone's adaption here and now. Free of charge or constraint, and without obsessive objections on behalf of little website moderators.
Enjoy:
[Tutorial Video]
We have spoken to the pilot, and his story is remarkably interesting for anyone considering modification or upgrade creations:
@ZCG: "I just kept it alive by continually modifying and saving it in the subsequent versions of PlaneMaker. While I have flown all Hughes/MD's up to the 520 over many years, I have never flown the 902. In order for it to handle the way I wanted it I tuned some of the parameters in PlaneMaker so it would fly the way I thought it should. I have been a commercial pilot on aeroplanes and helicopters for most of my life.
I have done some mods to the instrumentation where possible. I could only access areas available in PlaneMaker as I do not know what tool was used for development originally. Most of it is obvious and will become clear with use. It is very much a personal comfort upgrade and does not reflect reality, but I think it does not corrupt the original. As it is a great machine to do IFR work I thought it would be good to have some of these things like DME's etc. Also the wind indication is helpful as we don't have good visuals for wind in the landscape as in real life. The GNS 430 upgrade is graphically a compromise (especially 2, the top one) but the pop outs work well.
I have setup the aux tank and recalibrated the fuel gauge incl. graphics to reflect the new quantity. I have also tuned fuel usage to best match what is published for the engines as installed and the fuel flow is displayed.
The camera is mainly useful for precise landings on small pads.
One flaw I could not iron out is the overtemp indications on startup, however after that peak all is well.
I hope that all 902 users can get back in the air with this great machine."
Well explained, and reflecting the community's will for adaption and improvement. That carries not only sim platforms from version to version, but also favoured aircraft models and their continous functionality across time.
__________________ legal corner _________________________
What if a developer is gone out of business, What if an airplane never got updated for sequential platform versions? Where do rights start and where do they end? Who would carry those beloved aircraft into today?
Considering the Commitment on behalf the Author making his product available for proper use on any version of the sim platform, the initial copyright stays with him as long as he fulfills the commitment. The customer is not paying for a version limitation and that includes the authors obligation to carry the product along platform versions. What many of you know as reverse compatibility would find a special term for flight simulation, and that is obligation of continuity. When the developer is no longer fulfilling his part of the deal, the rights terminate. This is the matter for engineering products, not a picasso paint art if you will. Engineering products are purchased for their functionality, not for their look. The product category is software/entertainment.
Now, most of the coding elements that have the initial developer the possibility to create his product are not his possession. He uses other people's work to complete his own. No need to explain this even in detail. Nevertheless, the author wants to pull a protection shield over "his" work without a proper legal examination by attorneys. Customers receive a copyright terms and conditions warrant when they purchase the produt, a warrant that is created by the author, and which does not necessarily correspond to public law. So it is a one-side agreement. The user has not agreed. The user paid for functionality, continuity.
What if one party quits his commitment? Can a user pick the base data and make his own functional upgrade?
What if a developer is gone out of business, or no longer fulfills his commitment of keeping the product functional?
Literally almost every single aircraft in x-plane was originally created by artists who don't fly in real life.
They use documentation and data that is publicly available and drag these infos through the creation process. That concludes arts, dynamics, animations, sounds and performance data. The result is a sim type of model that may delight unproficient users all the way, but would it stand against proficiency training requirements?
In order to further improve such published airplanes, a post-production modification with the direct know-how adaption of type rated pilots seems an adequate undertaking that can have positive effects to those who use the product. It is a different story whether developers publish references such as "tested by real pilots" against after release modifications by real pilots. The Flight dynamics, manipulator handlings and object details would most probably end in a much more sophisticated simulated aircraft.
This is not just an assumptive theoretical story. This is what happens daily in the flight sim community. Real Life Pilots levering semi-pro products to realistic level.
Now, we assume the upgrade work being validated as much as the original work, in work hours and in know how input. And that may end in a win-win situation for both the initial author as well as the pilot levering the product to proficiency standard or even study level. Both, the author and the modder get agreed in sharing the recognition and revenue, if there is such. X-plane is full of such examples, where things worked out well.
But what, if the inital author is vanished? or does not respond to inquires?
to be continued...
P.S. we found an interesting argumentation on https://www.thresholdx.net/opinion/csopin brought in by an aviation and I.T. attorney, read below. It very much mirrors the above case and the use of false legal spread related to flight sim products. Summary: the online flight sim newspage tresholdx.net is pushing the community to boycott a developer called CaptainSim for their pricing and dictating practices against consumers.
"However, i am surprised about circling in this 1 developer only.
There is plenty of bad practices in this genre, may it be artists creating their own interpretation of law,
may it be forum moderators banning members or deleting posts, or may it be web editors calling the masses to boycot.
Neither is legal, nor is any of what is circling the genre as terms and conditions profoundly issued by
actual attorneys of law.
Flight simming has always been a genre of steeling, reporting, flaming, banning, boycotting, overpricing,
false commitments, pretention and objection. No one is unguilty in this armchair hero industry.
And no court on earth would even look at such a case.
The conclusion is: There is no Authority over Flight simming. There is no legal base for terms and conditions
other than arts copyright. Which, by the way, is not subject to a developer to formulate, but subject to public law.
public law of the respective country a case is appointed.
Last but not least, you prove me those artists haven't stolen either and that what they claim to be their intellectual property is in fact
their intellectual creation. On top of all, spreading false legal terminology should be drawn to court in the first.
so, folks, never take terms and conditions for granted, even if you sign it, they are most likely gonna go to waste at any court."
and we could not agree more.
Let's start with X-Plane for the reason of the high fidelity of its flight models, which narrows production line and extends production time for those who develop. The list will be published in a few days.
Helicopters:
Fixed Wing Large:
Special Planes:
Seaplanes:
Despite new Sim Platforms and an overall massive Quality Improvement, the total user base is not growing. The slide below explains how and why.
Corona dumped commercial air travel by 75% and the Experts don't expect recovery soon.
Even after Corona Scenarios which form the business plans of aircraft builders and airlines show a redimensioning of the Travel Segment. The Lufthansa Group expects 30% layoffs in the next 2 years, and a massive reduction of their fleet from over 1000 aircraft down to 700 or less. The root causes are not only of pandemic nature but the fact that the economy will both deliver lower numbers and create even less air travel in favour of an increasing use of digital cooperation. Bigger Planes will disappear, and only the fittest will survive. means less fuel burn, higher bit rates.
Same time different place: The global security counsil expects a growth in the military segment due to rising competition between China and the West. Shorter production cycles and wider product ranges.
Third segment: Space Travel. Progressive developments pushed by the private sector.
Fourth segment: Recreational flying. Classic platforms will give way to newer concepts. E.g. electric and vtol.
Should flight simmers be concerned? Would a kid of 12 years buy a classic sim plane in 10 years despite it's never seen one?
It seems that the flight simulation community is spread into 2 groups, and they are persistent. The mass of rather aging professionals who fiddled around beautiful replication of analog devices into the virtual world is slowly overbeaten by an even bigger crowd of youngsters whose preference for digital displays becomes more and more visible.
The flight simulation platforms Microsoft and X-Plane have carried either intrument type over the last 20 years, DCS would promote 4th generation fighters with mostly analog gauges and something like multifunctional displays running on 368 DOS. But while analog gauges have a limitation by their physical shape. digital displays are continously devloped further in real life in terms of what they visualize. And they visualize a software in the software. Any newer plane or helicopter would replace analog with digital displays, and flight sims reflect that.
Old School pilots and instructors can get grumpy on this development as they fear a new generation of ADHS-students looking for gatchet playing, rather than flying the airplane.
One consequence of this development is that we see more and more fake sim products whose substance is purely gatchets and plug-ins instead of great dynamics modelling. This evil trend started with the Trident Bell412 and is currently with stage Cowan MD500E, both promoted aggressively at high price and both of poor value for actual aviators. Bad aerodynamics, excused by electronic stabilization systems. All possible with these Digital Cockpit Devices. But true fakes for actual pilots. That sort of developers' networked distribution and facebook partners make the situation even worse since they push the promotion and allow going for the money instead of competence. These folks have zero real time flight hours, and they start creating the new rules for flight simming. Consumers lose orientation and common sense. Every purchase encourages developers to follow that shameful practice.
A new generation of dummies is growing, victims of false information and badly designed products.
The only way to stop them and expose their bad attitude is creating better products. Laminar, Eagle Dynamics and others in that league can propose quality with their introductionary models, and communicate hard about what makes the difference. And they do a great job. Nevertheless i should not receive promotional e-mails from Laminar proposing one of these bad products.
United Airlines' 1 billion Investment into Archer drags the Air Taxi Business to Life and Wall Street creates a never seen hype about these fully electric, autonomously flying objects and that will pull every player in the aviation business into this segment. Skies will never be the same again.
Yet, they are not good enough to carry masses of passengers, but they will change the look of our skies. They are not big, but they come in large numbers, in dense scheduling and they will be everywhere. They connect Cities with Airports, and they connect Airports with Airports in a 1000 - 3000 mile radius. They fly as fast as 300 knots. The hotspots will be Singapore, Central Florida and California. These initial test tracks will provide an outlook for the rest of the world.
Bad news for pilots, they are no longer needed. The sky taxis are fully controlled by digital presets to fulfill their mission: flying safely from A to B on a given route. Wind, Turbulence, Traffic, they deal with it, fully automated.
Where does all that data come from and why havn't we seen any of these new players testing in X-Plane?
stay tuned.
Microsoft introduced 3D-scanning to flight simulation - as an act of efficiency and accuracy in modelling their content. IPACS soon followed with its EC-135 and X-Plane will soon have its FF's Boeing 787.
What seems a sophisticaed game changer in creation is expected to soon extend its usability along other elements of simulation production, whereas 3D-modelling software take a central role and become more and more important.
How does the scanning work, which gadgets do you need to purchase and what techniques are known?
a) scanning the real
if have access to the real aircraft, this will be the most accurate production process. Both the exterior as well as every detail inside the plane can be scanned and processed in a 3D-modelling software, adding textures and fine tune the shapes to your needs. 3D-scanners are very affordable and do not require huge static scan installations, the devices are as small as a smart phone and you can move around objects easily while you scan the shape.
b) scanning scale models
Collecting scale models had been common in the last 30 years. While digitaliziation takes over this hobby too, those models don't mean a waste. Use them as scanning objects! The upside is phenomenal: You don't need access to the real aircraft, or if you model a fighter pilot, do it from your desk.
Even more advanced is the foto-patching, which needs as little as a smartphone cam and a convertion tool that creates a 3D-model out of photos taking from various angles.
It becomes obvious that such techniques are very useful for the gaming industry, and it will not end with static aircraft models. You can scan crews, small equipment, and so on. Specialized artists can act as supply chain for those in need for raw models, and that is almost entirely the gaming industry.
The next innovation steps will be expected in the motion capture and in the digital processing landscape. The whole production process will become more accessible, easier and as always: more affordable in regard of equipment and time savings.
it has been 12 months when Microsoft overruled the flight sim market with what was supposed the most innovative leap in the last 25 years. Its graphics, weather visualization and photogrammetric and satellite imaged world would extuinguish anything out there considering itself as competition.
The hype softly turned into disappointment and cleared the skies for the reason of undone content, bad GUI, and the still overall presence of legacy FSX flight model algorhythms. Same time different place: Laminar Research slowly recovers from its coma, reconsidering its qualities and areas of survival act. Flight modelling and crossplatform, Mobile and Vulcan. What seemed a frustratingly waste of focus for the 95% desktop users, the race in the core desktop sim seems to be anything but over. In contrary. As the FS-dust cloud has settled and x-plane's 4-year publishing cycle has reached the next gate the world is observing their look into the future. Desktop brings the users, and it brings the money, right?
The first answer came with Tyler Young's Invitation to the community to express their ideas and suggestions for further developments. The guest book filled fast, and the masses started to stand up for their wishful thinking. Not a surprise they want to see new graphics, new world, and improvements of the current content and functionalities. And Laminar listens. Unclear whether the sheer quantity of innovation requested may be handled on top of the Xp-11 engine or whether it needs a proper XP-12 refreshment. Since X-Plane 11 works properly there is always a risk of losing functionalities when introducing an overhaul both are thinkable. Bringing new graphics, new world, and 1000 other core elements into the next decade, X-Plane 12 becomes more assumable. Less looking at laminars publishing sequences of the past, but considering laminar's financial resources, a cycle refreshment becomes highy probable. 100'000 users spill a quick 7 Million Dollar Check into laminar's creator pool, and that pays off a 10 brain equipe over 4 years easily and allows Austin to fund new playgrounds like vtol or patent lawcases should x-plane bore him to death. (inside humour)
We have the impression X-Plane founder Austin Meyer steps back from his original idea of keeping things simple. The growth in numbers and content quality of his digital baby speaks its own language and does not less than please a fast growing user base looking for all thinkable features to spend their value time on. This helps the Laminar team learning about market-driven development, users directing the path to a friendlier product that sells in higher numbers. As the blindness disappears, chances for new content and functionalities arise. Where users call for boat and vehicle driving being part of the sim, dynamic ocean surfaces, exploding aircraft engines and walking crews, this ain't no longer pieces of resistance facing denial and underrating sceptics.
Resistance commonly disappears when any of the sim platforms does a first step into the unknown. Soon the others follow. This habitude may appear as ignorance but has a simple background. Proof of Concept! means: it can work, and it looks in fact just really great. So adaption becomes real and pushy to catch up. Laminar's attitude of being the underdog, copying from the big brothers, can finally turn into a self-driving innovative behaviour, being first in doing something. Taking leadership.
To name a few attempts: X-plane11 first introduced spilling lights, road traffic and a new age interface design. Yes, these things are overruled already, but they are proof how drastically positive these innovations affect the masses' taste, growing in leaps and being thankful. Most and for all Laminars introduction of these innovations gave them so much self-confidence, they proved things to work and they received very positive response from the market over the last 5 years. This new self-understanding will eventually result in a brand renewal, new staff hiring and a load of projects on the drawboard that could turn X-plane once and for all from a copy-paste into a Leader. And taking lead means innovate. Be the first in something.
Laminar's entry ticket to pole position will be new intelligent plug-ins, scripts and particle vizualisation systems, a total renewal of their graphics engine, weather system and world design, intelligent airports, atc and traffic, multiplayer platform and a massive improvement of their tools interfaces for the add-on industry.
Article in Preperation
Some of the latest Previews of . We take the chance of compiling the last decade's experience and analyses current and future releases against their quality and overall contribution potential for the sim landscape.
Let's categorize them into Aircraft and Scenery.
Rotatesim
FlightFactor
JARDesign
Quality
Contribution Quantity Pricing
Developing an aircraft add-on is taking years and a lot of know how. The life cycle of the actual sim platform may even overrun add-on projects, and the reason is clear. It takes Resources to not only begin a project, but keep it proceeding through the struggling process of finding solutions for this and that. Often, the idea is brilliant, and the projected aircraft is highly anticipated by the market, but the lack of team and knowledge resources simply burry it half way. Facebook pages disappear, teams split apart, time and money is enough to make it. After all, most developers conduct their lives outside the simming world, and the early motivation turns into a thoughtful recognition of reality, whereas making a living is topping playground. The 2020 pandemic has seperated hobbyists from professional developers with a budget.
Some projects we observed we want to find out what it struggled with and what would have been the trick to get it done, despite all odds:
VRibeiro X-Design's CH-53 Super Stallion for X-Plane:
started September 2019, died in September 2020, state of progress: 50%
Laminar's C-130 Hercules for X-Plane :
started 2014, died in 2017, state of progress: 25 %
Ever since X-Plane11 was released, a handful of modules like the C-130 have not gotten a good for use label, instead hang around with a "ghost status".
Some other of these unfinished businesses are the default airplane models KC-10 Tanker, the Boeing 707 and the X-1. All 3 exposures of a more military like content that many users wish to see in X-Plane.
The biggest construction place seems to be not planes, but scenery related content and interactive like ATC, being named a grave before it began. Why? Because it tries to come with an interaction system brought up by FSX decades ago instead of lay out a modern way of how atc should interact with the user. They chose to build a hirarchial database of standard speeches where it is the user's part of work to pick the right sentence, no auto-detection, no intelligence. A product of minimalism and narrow mind in the laminar team, not the coding, but the concept, the lack of vision.
Lucky timing for the gaming industry, most titles exceed their expectations in terms of purchases and usage time. So do the 3 big players in flight simming: MFS, DCS and X-Plane. While purchases have raised marginally, the usage time has nearly doubled as a result of the worldwide pandemic, urging people to stay at their homes and find home activity. Time for Innovation: The boom has its effect on the developers' will of creating new content and improve their current product quality, as they expect to stabilize the customer base at high level for the year coming.
You will have control over your prefered plane at some time, being a pro. But what now? Finding a better purpose of Flight Simming than just fly from A to B?
Flying the airplane will certainly not become boring enough, considering the many plug-ins that come along with it, and which provide challenges in the weather and aerodynamics behaviour. Still, things seem missing, you are tired of shipping the Stone Familiy from Boston to Providence. It is about the "what do with it" aspect that often becomes subject to the users' search in the add-on market and wish lists. Jobs, that enrich the flight and give it an overall sense. Do developers understand this aspect? or does it need some flash.
One way of giving flight a sense besides flying is adding functionality: from sling operations to firing weapons. Another way is breaking up the lines between what is supposed to be drive, ship, shooter simulations and let things interact with each other, game-like. While residing at core flight sim status adding mission sets help out.
We are giving the thought a chance and walk through the possibilities of adding additional jobs to your flight, and provide ideas of what could add to the experience. These examples are available in the X-Mission Series, a total of 50 jobs you can chose from. All missions are real, they really happened, and things can indeed go wrong.
Example 1: You are part of the Hickham Airbase security unit and ordered to air patrol Honolulu's Airport during Obama's Air Force One Arrival with a blackhawk helicopter. The flight challenge is to keep the airspace clean and divert intruders out, by use of force if necessary. You communicate with the airforce, the Tower, and Secret Service in a very nervous environment. The mission creation challenge is movable units, object creations, sounds and timing, working weapons and interactive response of participants. The flight takes about 60-90 Minutes and ends with Air Force One taking off successfully.
Example 2: You are search and rescue the US Airways flight 1551's emergency landing in the Hudson River with a Bell 429 NYPD Police Helicopter. The time is real, so is the massive traffic of helping forces around the sinking plane whilst 150 passengers standing on the wings crying for help.
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Example 3: Drug Boat Hunting off Key Largo's Coast with the U.S. Coast Guard by Helicopter. The challenge is to find them and coordinate a successful embarkment by your boat crew. Expect heavy action and even use of fire arms from aboard the helicopter.
Example 4: Transportation of Ivanka Trump from Nellis to Las Vegas. This flight has it all, security and show elements, as Ivanka will be landing on the Trump Hotel premises in the middle of the Las Vegas Strip, where masses of spectators are expected to attend the annual auto show. Ivanka will be flown in as VIP to hightlight the grand opening of the spectacle.
This is where flight sims, combat sims, drive sims and ego-shooters overlap. This is where flight sim provides like laminar need to look into and find possiblities taken from the game market into their flight sim.
Example 5: Miami Crime Control, keeping Downtown and the Beaches safe.
Example 6: Night of the Sicario - Invade mexican cartell.
Example 7: Operation Geronimo - Intrude a seal team in Bin Laden's mansion.
The sim landscape attracts variable interest. Some look for IFR flight with a deep sense for navigational tasks and deep systems, others look for military planes and helicopters with operable weapons and a third group is very much into VFR flight with a focus on flight physics and scenery enjoyment.
While all 3 segments gather a combined interest in excellent flight simming, individual special interest may have come short in development.
Looking thru at Developers' Feedback and Request Forums a considerable amount of user requests seem far from implementation. Is it caused by low demand or by developer limitations?
writing....
We are talking to Steve Goldberg who works on replacing X-Plane's native camera system with a powerful solution called ABC ("a better camera"). His plugin is available to anyone willing to experiment and scouting new ways of adding special views to the flight experience. The plugin is free and a promising sandbox.
But hold, what exactly does ABC do? how simple and effective is it, and where is it going? Does it match my preferences and expectations?
What do i expect from a camera system? answers in this upcoming interview.
Interview in preparation...
Since we are not sure yet whether it will be an audio cast or a written interview, please be patient.
Laminar's X-Plane 11 graphic user interface broke the rule of how aviation interfaces should look like.
Expecting load sheets, weight and balance graphics, seat charts or loading stations calculating range and fuel requirement, X-Plane instead came with ipod-stylish sliders. Laminar's staff somehow got lost in translation while working on apple macintosh hardware. The community has been living with that style for several years now, despite it's clear they wish this thrown to garbage and get x-plane back to aviation like visuals. Even the inflight map comes as mac like nav plate which reminds more of a car navigation device than actual ICAO charts or digital moving maps known from real life airplanes.
But does any of the sims out there understand about the importance of the GUI they throw at consumers? We are comparing some against and back in time, and we take the chance to create a role model of what we think users want to see when they plan their flights. We lay out the requirements and the interaction process.
We bare in mind that 99,99% of the customers are simmers, not aircraft testers like by laminar founder's original vision. As a consequence, the GUI addresses the majority customer base ideally, mixed with a sense for engineering test bed.
Key Condition as always: We see it as it would use as simulation for real life.
Hornet for Macintosh published in the early 1990's:
Excellent understanding of visual translation!
DCS 2.5 current market offer
reduces flight planning to weapon load aspect only, but offers combinations and presets.
X-Plane 11 published in 2016:
starting a music album?
MFS2020 published in 2020:
good for xbox
X-Plane12 expected in 2021:
best ever combination of game and real (artist concept), a masterpiece of entertaining aviation.
Aerofly FS2 released in 2017:
clean from the sketchboard to multimedia
X-Plane10:
not yet a game
FSX released in 2007:
the iconic for over a decade
Aerofly FS2 released in 2017:
clean from the sketchboard to multimedia
Ground Ops and Services in Flight Simulations are currently in their childhood. What is missing is closing the gap between what is goind around your airplane before you land, while you park and when you depart. The gadgets and plugins built into the sims seem to have no relation to the status of your flight whatsoever. They are not linked. Users asking for a full and real airport ops element, so we need to build an Interaction Process that covers both flight and ground and connects them, make them dependant on each other: the actual first person steered flight as well as the independant (A.I.) processes that connects to your flight. A basic scetch of such a process looks like the slide below. It demonstrates how everything is connected, in terms of data delivery as well as timing.
One solution is building triggers into the airport. Triggers are round circles in the geography map, or they can be run by a timer, an if and then co-relation if you will. Nearing ETD means your plane gets lose of catering and cleaner trucks, gets a tug up and ready and ATC spoiling its focus on you. An all independant from you process that works like a clock.
what Sim Developers need to do in order to get a functional airport is creating a ground time process. It starts at the time you plan your flight and deliver the data to ATC. The data then distributes to whoever will be part of the service for your departure. A time and place tracker then releases the events that makes everthing look like in real life. magic.
Current situation in sims equals a tragic silent place with some crazy loading carts curving around, not respecting traffic rules or load schedules. Adding traffic plug-ins like x-life enriches the airplane movements, but they are not interacting with one another. Loading a plane requires hide/show function to make their equipment become alive or disappear. They don't move and they don't atually load baggage.
For some weeks Laminar's Tyler Young and Thomson investigate the community's state against further improvements possibly being part of an upcoming X-Plane12 release. Laminar's 4 year release cycle is way overdue and currently experiences a vivid response culture, in many parts a massive reaction to Microsoft's new Flight Simulator.
The feedback forum (https://feedback.x-plane.com/) is conducting a democratic upvote principle that favours the masses' voice. Out of an approximate 120'000 x-plane users 500 have taken the chance to either speak up or vote up on topics. These range from Visuals to Aircraft Performance.
The top-ranked threads are about Graphics Rendering, Scenery and Weather Visualization in all its sub-elements including rain, grass, winds, clouds, lights, traffic, trees, stars, mesh, roads, autogen, water, Power Lines.
The community's feedback makes it clear. They want improvement on every element of the sim:
Better Graphics
Better World 3D-Trees, animated 3D-water, Volumetric Towering Clouds Systems
Better Autogen osm complete and precise
Better Airports relates to an aiports functionality, traffic and equipment, how airports work.
Better ATC
AI-Traffic
Better Cameras
Better Usability
Better Interface More aviation , less apple: flight prep process with real life material
Better Map ICAO Material, all of it.
Flight Planning the real way
Better Weather Wind Model, dynamic Weather
Better Tools Mission Creator, AI-Traffic Creator, Mesh Editor,
Better Sounds 3D-Surround and Distant sound resonance
Better Physics Ground effect, Wake Turbulence, 3rd Object Physics, Flight Model improvements
Better Store close the .org
Boat and Car Simulation integration
We picked some of the requests, things the community wants to see improved or changed (unsorted):
better autogen, exact match with osm, regional and local house style
3D Trees and dynamic Water Surface mesh
Weight & Balance Setup professionalized
Map: real life ICAO chart material over fake maps, map functions to be extended in range and real data
Flight Planning: from-to, rotatable globe, easy nav-planning
Sim Load Times
AI-Traffic (Airlines Network as well as local VFR and Military)
3D-Sound Design and Audio-Management, Extend Sound bubble for true wider resonance
Ground Effect (currently missing): Take off behaviour, heli hovering over ground,
Controllers Setup (home hardware to better match airplane configurations)
Better Airport Life, Ground Handling and Traffic, moving Jetways
Mesh Editing
Camera Management, changes to external viewpoints, walk mode, role switching (first person)
Adding Boat and Sea Dynamics Simulation
Damage, Crash and Collision modelling, extended Physics Engine including 3rd objects
Systems: ACARS, ____ , ____ ,
Shared Cockpit/Multiplayer
more Military Planes and Functionalities, Continuation of Developments
Specific Aircraft requests: C-130, AH-1W, KC-10.
GUI matters: more aviation-like and more professionalism, less apple-like design
Airport Lighting management
Wind Model (local winds, turbulence and effects created by terrain/topographics, API to real world wind sensors)
Particle System: further development, including evolutionary clouds, explosions, water splashes, smoke.
GUI update, better flight setup processing, converting plane-maker's interface to modern
We learn that the community's anticipation in X-Plane's future is unbroken or even rising and that Micosoft's FS relaunch has even helped X-Plane to gain overall awareness. The old balance between FS and X-Plane is being re-establisheda and the roles identical.
We also learn that X-plane users are not willing to take compromises such as switching to DCS when it comes to military functionalities. Users want it all, in 1 sim. And X-Plane has the highest satisfaction score.
Whatsoever, the list of requests is so long, it is clear that Austin and his team need to go back to the design board and work much harder in the future, recognize priorites, and deliver. Not only new technologies are on the wait, it is the undone, the unfinished, the unsolved, the not so perfect things in X-plane where the community starts losing its patience and asks for action. Our Summary of Requests above is an index of X-Plane's status, not in comparison to other sims, but in comparison to a "should be" status.
We see the masses as critical element to fund the few individual attitudes, and x-plane is trying to satisfy both. Nevertheless the requirements for a modern sim go way beyond just flight modelling, which by the way has considerable leaks and gaps as reveiled in the forum. The users very much want to see Laminar converting into a pro-active and customer-minded innovator rather than administrators preserving legacy code and saying no to every piece of progress.
Our conclusion observing the last 6 months is that a handful of management mistakes or let's say "false assumptions" has put laminar back in their own schedule. 2 of these misassumptions are their massive investment into VR and mobile, which is not wrong by their own, but wrong in terms of leaving out other priorites, which obviously is world design. Laminar's interpretation of Asobo's and Microsoft's ambush assault would let them to step aside and force up their other assets, one of them being multiplatform and mobile. A big stake of their small team resources went into the Vulcan resp. Metal API transition. These in combination have helped to overcome their rival's introductionary phase and all the hype around it.
Tyler's Questionary therefore just came at the right time. Hype cooled down, many users unhappy with FS, heading back to X-Plane's proven assets. It seems the time X-Plane and FS re-gathered their roles and now are at a point of resurrection. For X-plane a point to start from, since every major element of the sim has proven to work and is reliable. Time for invention. Time for the next steps. Time to involve users and listen to their ideas and get lead in the race.
We received design concepts by creative artists and pilots for X-Plane 12, see them here.
For the last 25 years flight simulation has mainly improved on the graphics appearance. Flight modelling, Sound Design and System architecture seemed not moving much. Same folder structure, same few .wav files. Even the graphics improvements are caused by innovations on behalf of video card producers not due to the fact that flight sim developers have worked hard. Flying Legends's DCS Simulator has taken advantage of oceans being modelled very realisticly. Asobo has taken advantage of blender's mantaflow creating phantastic clouds, explosions or fires. X-Plane has not come up with any real innovation for the last 5+ years. Pushing a new GUI and PBR graphics is not considered innovation.
with FMOD a new provider of sound design after works has become popular and builds a reference for all sims out there. We are looking closer into this tool but we also discover the nature of sound and what it can do for flight simulators.
Go to the sound page here.
With the latest flight simulation standards, never seen loads of data are being processed in order to give you the virtual worlds of your desire. But few know how that data is being processed to deliver without crashing the game or stuttering or freeze in the middle of a flight. You just purchased the latest graphics card, added a ton of memory bars you still end where it began.
Assuming you play on a Windows 10 PC, we will try and spread out every single component that can influence your performance and we show you the tricks you need to know to get the PC do a better job.
article in preparation.
For those willing to be part of development projects and Developers looking for help, this database offers the contacts and project insights.
article in preparation.
Re-visiting X-Plane11 after playing around with the new FS2020 has brought forgotten features to light, things that actually do work and deserve more of our apprecitation. One of them is the fully operable and default Aircraft Carrier in X-Plane, originally designed by French Developer Khamsin and ported into default XP11. Let's take a tour of this almost forgotten super nugget, cruising some miles off Maui's shore.
Appearance
Opening the default map shows that either an aircraft carrier or a frigate being around in nearly every part of the world. You find this fully operable platform not further away than some hundred miles off the world's coasts or much closer, performing its silent lethal presence. it floats at some 30 Knots through the seas and carries a full mix of ondeck and lowerdeck warcraft. Not only that it moves, it performs a balancing act against the sea forces and you can actually get sick just by standing on its deck. Lifts move planes up and down to the lowerdeck and i see a bunch of ground staff.
Operability
Approaching the carrier quickly gets recognized by its tower personnel contacting you before you get into defense fire. You better follow their instructions and land by the book. We are checking what can be done on bord, do the landing wires work? the catapult? is there a tower view? can i go to the lower deck? can i start my flight from a carrier? which planes work? any effects like steam or local noise?
Making it your departure airport
writing ...
Possibly Connect the Carrier with 3rd Party Airplane or Helicopter Add-on Products
The carrier is considered to become re-featured with the upcoming SH-70 Blackhawk (Update) and could play a major role in combination with that product, t if the developers decide to do so. It will be upgraded to a whole carrier strike group (Nimitz-Class with Air Wing, Ticonderoga-Class Destroyer, Arleigh-Burke-Class Defenders, Los-Angeles-Class Submarines, and a Logistics Tross to a helicopter's home base.
Some of the default features would then be picked up and extended to a wider range of operability. That includes some ATC additions, up to 7 warships in formation of the carrier strike group), Cargo Supply Operations, AI-planes taking off and landing, giving the carrier its full ICAO/TACAN-identity so you can operate it like a default airport, day and night lighting and you can navigate it from its own Tower office, even into San Diego Harbour if you like, worldwide docking positions will be implemented. It is yet undecided wheather weapons should be able to fire or not.The idea of having a living, fully operable carrier and getting into scenery hotspots will X-plane another upgrade.
docking positions are named:
CVN+nearest ICAO
From what we know, the Seahawk will be able to start off at blade retracted stand. The auto-start will manipulate the sequences from parking to ready-to-fly position. It is not clear whethe the lift to lower deck will be part of this.
Khamsin reveives our 5 of 5 stars review award for their Carrier and Frigate works.
We hope X-Plane 12 will allow us to start a flight cold and dark in the lower maintenance hall. All it needs is hard deck assignment and an ICAO-code for swim city. And a new AI-traffic module that puts life into it.
Design and Texturing of the Nimitz Class Carrier excellent, its appearance is as fearing and powerful like in real life.
Busy Lower deck Hangar, filled with planes in maintenance carts and staff and an actually moving aircraft elevator
Heavily occupied deck with every type of static and moving aircraft, helicopters and staff known from real life.
full approach ATC including call the ball function over radio frequency, working cables, push back and afterburner blockers
A problem Windows10 deals with is its filling cache, the memory place for quite anything that runs on your system, garbling up endless amounts of no need data piles. And before you have a chance to reboot your PC or end the sim, which would clean this pile down to nil, the system decides to end its program for the reason of missing remaining memory storage. This happens even if you have 16GB memory or more. Every second user currently affected by such crashes to desktop with Microsoft Flight Simulator 2020, so it is a phenomena with tremendous reach and rising priority, considering the massive amounts of scenery data that come with the new sim.
The trick one fiddling Adam comes up with is very simple: get the system to clean the cache once a minute or so. Flying from L.A. to San Diego can easily fill the cache with some gigabytes half way. Once the sim calls up LOD (Load San diego area) the cache reaches its limit and quits the game.
Since this is a total flight simulation killer, each and every simmer out there and even the sim makers themselves should be made aware of this issue, and hopefully get microsoft to rectify this windows problem. For the time being, try the folowing solution. Beware that this is a user's recommendation and we don't take liability in any way.
We tested this method and confirm that it works like a miracle. We tested X-Plane and FS2020, both in the SOCAL region as described: The results are magnificiant. Cache empties every 5 minutes and you can load anything you want coming towards you.
We give this solution a 5 of 5 star review award.
tool download location:
https://wj32.org/wp/software/empty-standby-list/
how to video here:
screenshot: the 4.4 GB in the cache clears down to a few KB every 5 minutes, just by adding the cache cleaner into the Task Manager.
Sales of VR headsets struggles and remains a small market. Most users prefer a free look over their flight controls over carrying some head mounted helmet thing that would provide them a seamless ingame look around experience. Taking Laminar's user analytics board as a reference, VR is used by less than 2% of all users, a nightmare for the tech giants' products like Oculus, HTC, Pimax, HP, etc. who put great expectations on their investment. But just like google's glasses were buried to grave, same happens to VR headsets now.
A handful of tec fiddlers found an easy way to get smartphone cams reading your head movements and translate it into the sims. All it needs is their app which opens a network, connecting the phone with the pc or mac. setup is done in a minute, and off you go.
Smart ideas with small effort have been killing big market players since man has rised, and this new tracking method will do so as well.
Does it need a game or simulator that is VR-capable? Actually no, this tracker even surpasses such blocks of coding and uses freelook mode to get its job done. The result is astonishing. It works seemless, without any additional device or complicated setups.
The most convincing feature is its cost. Against a headset's price label starting at $500 rising into the thousands, a track app costs does it for $9,99.
this innovation receives our 5 of 5 stars review award.
While SmoothTrack requires an iphone, another product called FaceTrack No IR works with a PC's webcam, and is also avilable for less than 10 dollars. A completly free product is AITrack, which we will explain in a few days from now, just below this article.
Comparing VR, TrackIR and Cam Trackers gets the Cam Trackers high notes. Their limitations begin when looking too much to the sides, happening when you fly dogfights in DCS. VR does not have that directional limitation despite performance limitations exist too. For the regular flying VR is way overdressed considering that facecams seem to do the same job for less. And TrackIR seems having not so good results in reliability and cost. Since it works with reflections of light instead of face recognition you better use it in a dark room with one single light source. The overall winner is the freeware cam tracker, it offers the best value and is continously developed further.
You may some limitations which may be a bit annoying, especially when trying to operate the autopilot or interfaces. All of the gears lack on the possibility to hold the view momentarily to operate instruments (stop-and-go). For those who feel any of these look around gears and apps are too nervous, we recommend the good old free mouselook which works in all sims, in combination with a plug-in called XPRealistic, but which works in X-Plane only. And again, only X-Plane has this simple but sophisticated right click function of stoping the freelook and then go on with the lookaround.
how motion is generated comparison:
VR headset physical movement from default point $500 - $2500
TrackIR infrared profile $150
CamTrackers face recognition $0-10
Free Mouse Look hand/mouse moves view coordinates free
John Goering demonstrating his "Smooth Tracker" for iphone.
X-Plane's "water depth transition” definitions using masks and satellite imagery to get underwater landscapes visible while the water is behaving like actual water, a wet mass apart from land that can sink your plane, but on which you can land and stay on surface. What sounds so easy and self-expected by simmers, seems a huge struggle for Microsoft's Partner Asobo to accomplish.
The best stuff usually comes from creative users who fiddle for improvement. Getting X-Plane satellite imaged was a simple guy's way of settling old style default techniques and get some photoreal sence to virtual flight. His name: OscarPilote, a french man escalating entire sim platforms to new heigts with hand tailored tools like Ortho4XP for Satellite-imgaging. Ever since, x-plane users build their own photo landscapes and bring X-Plane to a better sense.
We pronounce the french tool developer "Oscar Pilote" being the starter of what would affect all platforms', including FS2020's attempt of rebuilding the world was a consequence of knowing this techniqe. He found the sources, and techniqes and built his own tool that is able to retreive high resolution imagery from any source and drag it into X-Plane's world in a structured, multi-depending way, including water transparency. Belows Slide explains the components of how water transparency as part of the satellite imagery implementation process works and the screenshots prove the tremendous impact to the visual flight experience. But he is not the only hero here. Without X-Plane's architecture this would not have been possible, and that is where Asobo struggles with its FlightSimulator2020 and where their users - reading their forums - keep spinning around in a big don't know how to wheel...
Oscar's data compilation technique explained by its data tree
Oscar's data compilation technique explained in 2 picutures of some screenshots of what it achieves ingame:
See the most beautiful beaches on earth being available to VFR pilots - currently in X-Plane only.
Screenshots:
Waikiki Beach, Honolulu, Hawaii (non-textured downtown buildings are part of a creation process, ignore them)
Miami Beach, FL., U.S.A.
Clearwater Beach, Gulf Coast, FL., U.S.A.
Napali Coast, Kauai, HI., U.S.A.
Ipanema Beach, Rio de Janeiro, Brazil
Marathon Key, FL. U.S.A.
Clearwater Beach, Gulf Coast, FL., U.S.A.
Marco Island, Gulf Coast, FL., U.S.A.
being written right now....
The revival of Microsoft Flight simulator has raised questions about what is missing in the other sims, and why it was not accomplished to date. We are looking into 3D-Vegetation, Moving Seas, and Cloud Design Techniques which could be part of X-Plane's next look. 2 pictures of how it should look like, and more pictures of other platforms with their respective solution.
Why is Vegetation important for Flight Sims?
Even you fly an Airbus A380 at FL35, at some time you will have to land. The Terrain Design will welcome you with on your final and tell what level of realism the Sim offers. How far can aircraft quality and Terrain Quality be apart to remain accepted by the simmers? It seems users have been suffering from bad autogen vegetation while no developer has really come up with a good solution. More than 10 3rd party devs offer their version of 2D-billboard Trees, and no one makes the users happy.
With a focus on VFR Pilots, including helicopter pilots, the low atltitude look of the world gets its own special attention, the distance between cockpit and the next Tree can be as tight as 2 meters. Same with the tarmac surface, or the grass fields, or sandy beaches, or water surfaces. What we are talking here is a VFR world that suits for both low alt flyers as well as High Flyers.
A special focus has to be given to satellite imagery and vegetation. Trees and bushes are not only important to their individual appearance, they need to be placed correctly. hand placed if you will. To achieve this, there is only 3 possibilities:
Create an A.I. engine that does the placement, and that differentiates place and vegetation type
Let Bangladesh click farms do a hand job.
Create a tool and let the users do it. (Conceptual UI above)
Here a Comparison of Vegetation (Trees, Grass, Bushes) in the various sim platforms and the techniques explained:
DCS: will be added
X-Plane: will be added
FS2020: will be added
ARMA III:
Crashing a plane is not a bad thing. Not if you want to see, test and experience the turbulent last moments of a many million dollar investment. Like NASA searches for the moments before the Big Bang, we search for the moments after your Sim tells you: "you crashed" and resets you to take off position. Why would we look for something like this? Does it have any value for entertainment? Or would it help understanding Physics? Or is it simply a mandatory part of the flight simulation process which to understand is as important as flying itself?
It's been 20 years ago when i did my PPL, and even before my first solo cross country flight i broke a propeller in the attempt of parking the tailwheeled GA-Plane in front of the hangar. At that late time of the day it got so dark and my instructor was talking so much, i somehow missed the very thin red line painted on the ground, centimeters before the closed hangar door, when the still running propeller got a tiny bit too close. The next few seconds would not only be material for a hollywood movie, it branded my attitude for the rest of my life. The noisy bang of a propeller crashing a wall with extreme force, breaking into pieces and swirling around your head is one of the most violent and impressive things to experience.
To date, Flight Simulations have a limited way of presenting the after life sequences. We tested a few and we found that X-Plane 11 does have the potential to make accident physics available. Crashing a helicopter (screenshot) would actually let you see an approximate 1 minute sequential of its main body jumping and rotating around along the ground till it gets to a rest.
This play of mine has indeed a real life connection. Hundreds of Military choppers crash every year. so do civil airplanes, mostly GA-planes. And we had to learn that even fully mocked-up multimillion dollar Military Simulators do not have - i say again: do not have - any sort of accident simulation. But wouldn't it be great student material to show off bad ending flights as they happen and to get you see what failures led to what kind of accident? Designing the afterlife is not more and not less than explaining the consequences of failure, and the variety is large. A crash does not always ênd in flames, you might end bottom up with your cessna while trying to get the rid of the door in order to leave the wrack. The more i think about these moments, the more i believe, they should be modelled.
Now, if we want to see a better, a more realistic damage modelling in the future, what does it need? Whose developing part is it, and how are such physics implemented? And what does "damage modelling" stand for in the community's understanding of terminology? We are asking Austin Meyer, founder and head of Laminar Research for his expertise and we go and visit some developers as well as flight sim users about their interest for such additional features.
Stay tuned.
Article found on facebook helisimmers by user @Henok
"crash" modelling only vs. the much wider area of "damage" modelling. Crashing a helicopter for 2 reasons: testing survivability and for the actual experience in contrary to a common flight reset. This comes in place where the flight model algorhythm is no longer to execute its code due to some failure, which to define is a developer's option, 3rd party or Laminar. I am trying to understand 1. where x-plane's native code would initiate such failure, 2. how the "after failure" sequence is done and by whom. If you develop a helo, 3. would you as a dev create that crash sequence (e.g. animation, particle, etc.) or would you leave it to x-plane's code? either of these, 4. how would it be done? and 5. Who decides when the crash sequence is terminating? and how?
Article found on feedback.x-plane by user @MAC
crash modelling should be added as forensic understanding of failure. no doubt.
Both, the 3D-model of the aircraft breaking apart as well as the timely sequences of the crash dynamics need to be designed as a consequence:
-by aircraft type
-by crash type
not every crash ends in immediate explosions, often the aircraft fuselage survives and slides along the site while broken rotors or even engines swirl thru the air.
https://up.picr.de/39785023pg.jpg
another aspect is the damage to other objects. Good luck in modelling these. To date x-plane comes with soft buildings, so objects would not hit anything than ground once their throw gets to its end.
As much as i would love to see Accident Phyics become part of X-Plane's features, and i have no doubt it's a mandatory feature, as much i see priorities to be taken here.
First and immediate implementation must be the addition of an impact dust explosion.
Without exception any accident produces immediate and considerable dust clouds.
Laminar has to create such animated particles and build a library.
Second and immediate implementation is aircraft authors to deliver their models in pieces if you will.
Based on crash animations which need to be mastered in a dynamics software and added to the flight model as a special event.
The event is released at the time the airplane is no longer under control of the pilot, seemlessly taken over by the crash algorhythm performing its slow dying show that can take minutes.
whatever is being undertaken in regard of implementing collision physics, it will not only be Laminar's sole responsibility to perform this. Sure, they must come with a showcase scenario that gets 3rd parties understand how to do it.
Last i want to mention is the authors' lazyness. To get realistic model breakage, they would need to re-model their 3D-aircraft and explode each and every component of it in a 3D-program, then give it their dynamics. The result will - and i hate saying this - will not be what the creator of this thread had in mind when wishing. The quality of such crash scenarios will be low. Not because it's difficult to do it. It's because those who create aircraft for x-plane in many cases take the fast lane to make a bug or two.
My suggestion hereafter is the following:
Support freeware creators in the main. Their motivation is not the money (speaking of those cashing in lousy stuff at $80). The freeware fiddlers share the desire for experimenting and achieving salute! They should be led a default way of creating such things and port their results into x-plane without big pain.
one way of helping is to go thru the steps mentioned above: create dust explosions, and make it easy to add these. (nobody understands current particle system really). Then, add 2 samples. 1 fixed wing, 1 heli. Provide a sandbox of 5 frames which file a sequence each (broken model status and position on crash site).
Both dust explosions and 3d-aircraft breaking apart can be modelled in blender.
the internet is full of crash footage, analysing them in frames allow to re-model broken planes and give them the appropriate most probable dynamics.
No need to say that accidents come with distinctive sounds which also need to be created and implemented. a crash is a crash when sounds tell you it's a crash. ok?
Picture: A good start for crash modelling is providing the aircraft model in segments. Just like in real life the blackhawk helicopter is produced in hulls and attachments. As by the brutal force of hitting the ground they get lose and start their own animation.
send in your favourites with ICAO info and a screenshot now: picaiolo123@gmail.com
The Hawaiian Islands ranking somewhere on top. The screenshot shows Oahu's Mokapu Departure route from Kane Ohé MCAS PHNG. Screenshot taken in X-Plane 11.
The current 5 Flight simulation programs out there share a common interest, reproducing reality as good as it gets. Delivering all there is in real life must hold back due to technological limitations and the lack of developers delivering such content. However, processing power gets better, graphics engines get better and the developing techniques have been evoluted over the last 20 years. Seems, nothing is impossible any more.
We are forming some product ideas here that could be worth being developed, but we are also asking: Why do things not move quicker?
UX/UI
Getting a flight sim started is different than getting a flight up and running in reality. The process of chosing a plane, checking weather, weight and balance, fueling up, filing flight plans and pulling the plane out of the hangar remains to be improved in the next 2 years. Also, the interaction with the environment and the objects is yet on a historic low experience level. Where Asobo Studio has finally brought a some basic walk around feature, the other sims really need to look into this. It is hard to understand why a pilot can not even walk around his very airplane and fuel that thing up, open and close doors, walk to the office and fill out some forms, while ground traffic is moving, poeple are walking around and planes are crossing the overhead. Bringing first person games together with flight simming is a big next wanted feature. So is a better Interface and a better way of presenting content for the whole of the flight process. Intuitiviy and intelligent response to customers' need.
Physics
Trees don't move, and my hair is not blown away by the propellor's wind force. Why?
Do Developers have a clue how objects and forces interact with one another? Why do we don't see wake turbulences yet, or true flight physics that shake the plane with the turbulence like in real life. Imagine passengers falling from one side of the cabin to the other when banking the plane while trim and weight and balance changes? Such basic stuff is missing in any of the flight sim products despite it is mandatory class for real life airline pilots.
Whoever comes up with object interaction modelling will be the winner of the next flight sim decade and is considered a mastermind with a real understanding of things.
Hangar
Answering what's next regarding Aircraft remains adapting what's out there in real life. As real as it gets. Or is prototyping a thing? Looking at Sikorsky's Raider i wanna go and model it right now! But finally it's the sim makers hope to be attractive to 3rd party developers.
Fly - Drive - Ship - Walk - Touch: Everthing that has Dynamics
The future has no merci to those old dogs classifying flight sims as flight sims only. Getting these simulated envionments to the next level will for a like or dislike of some of those stiff brains come with fly-drive-boat anything that is dynamic and has a steering wheel. Can we expect someone finally crushing this door and provide us with fully drivable cars and boats in their virtual world, which currently is reserved for flight only. And could, if they wanted, make even a Carrier steerable. And ATC-Tower Personnel could become playable. Where FSX ended with some of these features, none of the others picked it up.
Why do things don't seem to move quicker?
30 years in flight simulation reads like evolution of man on a 10'000 year evolution of man axe. Slow as it gets. The answer for this inflexible, longurous habit has a simple background. Preservation of code and stability. Every new model, every new feature would interact with the sim's core program and could potentially result in a catastrophy. That is why ducksitting is the main business style of flight sim developers. Can't help but i see Austin Meyer sleeping with his little black book under his pillow. Another aspect is the working method: Laminar as an example works de-centralized and gathers achievements by individual isolated contributions. You hardly see community members or developers sitting in the same room spraying their thoughts onto a white board. This de-centralized gathering of content prevents from going faster and better. Writing e-mails from one place to another does not provide the extensive discussion needed to get things right. As a result, the process is: 5 people do a thing, send it in, they chose what they think is best. It's not a co-development, brains are not connected during the creation. That is why we live with rather low quality achievements over a too long period of time.
5. Damage Modelling
A helicopter crash looks unique in real life and provides an extensive picture of what physics is. Flight Sims end where real life crashes start. If X-Plane wants to be a test bed, why not simulating crashes for forensic purpose and a feel for the possible when everything fails. Airplane it needs developers breaking their 3d-models apart, design and calculate the crash dynamics and build events.
Impersonating/Role chosing
Flight sims have a stiff understanding of a first person character. There is no possibility to swap from one actor the other, and that is why multi-crews remains a thing to tackle, thinking of a blackhawk crewset with various jobs to act. Total camera control and first person enrollment are required to interact with objects and the environment. Flight experience should not be limited to holding a flight control stick and push some knobs, but handling everything in and around an airplane, indluding opening a hangar door.
Experience Extension
Flight Simulation has its roots in commercial and military training, whereas huge 1:1 hydraulic mock ups have given a pass to everybody's home PC to do the same. However, Commercial Simulation is limited to cockpit handling, that may limit the understanding of home sim developers what other than that can be part of the experience. While Boeing and Airbus today build their visions in a 3D-virtual environment, including cabin management, Cargo loading and Emergency Operations, the home sim developers missed to catch up with that content. Minding the previous notes on UX/UI, the actual simulation should develop all those missing parts of flight operations in and outside the airplane.
Better Worlds
With FS benchmarking a new way of presenting the flyable world, the other sims will need to find their solutions to catch up with this new user standard requirement or disappear from the market on the long run. DCS and X-Plane are way way back now in that regard and could lose customers on the long run due to the lack of scenery technology. Whoever you ask what should be improved, they would tell you "world" before anything else. World means sat imagery, high resolution mesh and terrain, 3d-trees, photogrametrized cities, intelligent auogen, volumetric clouds and excellent bright graphics.
UH-60 version 3.0
One of the attempts of the team that modifies the original BFDG blackhawk model is bringing the proportions and angles of the cockpit to its right position. Panel size, shape and tilt are now going with the official measurements taken from a real life scan. So are the crews being scanned initially, and their animations added in a sequential step. This will bring in action crew representation rather than those stiff still seating passenger-like soldiers which we know and hate from previous versions.
New Product Branding, global meaning of the product (28 nations)
Cockpit Panel, doors and Interior Cabin completely overhauled
4K Textures with PBR reflections
U.S. and international model A and L-variants now, representing 2500 active real life operated models
New Control Menu, for model variant config, view cam sets, crew chief operating, unit patches, mission planner, etc.
Weight & Balance now directly affected with configuration changes over the internal Control Menu
Integrated Helicopter-specific Controller Setup Menu: Sensitivity of Pedals, Stick and Collective, hardware profile adjustment, assignable exclusively to the blackhawk (will add own x-plane class of settings)
all levers, knobs and switches now rotate, clack and ping correctly
rotor bone now working, blades now flexible
front gear suspension works now
flights now start fully configured with pre-chosen equipment and payload, ground staff and crew chief in default exterior position
additional systems (middle lower console) now functional: specs here soon.
Dynamic Crew sets with variety of uniform designs, patches and gatches, modeled in detail
Animated Crew
First Person Pilot model on/off function (hands and feet are moving with flight controls)
New FMOD 3D-Surround Sound Set and XPRv2-Profile:
improved sounds for the current 2.5version (not surround) can already be downloaded here:
https://drive.google.com/drive/folders/1Zlao9fhaGj1fjqaT4Y9vV5Eyp320xtLY?usp=sharing
advanced Indoor lighting system (dome light, panel and instruments illumination, crew compartment)
Co-Pilot Voice Assistance for Checklist and warnings, Crew Talk
Missions (fire fight, SEALs ops, border control with moving ground units, carrier ops rescue, marine one, sea pirates defense, airshow)
Ground equipment, movable, with Crew (replaces default ground traffic)
Ground Crew: Marshaller plug-in changes to Military look staff, thatgoes for landbased bases, Frigates, Carriers
retractable fuselage parts for maintnance, access to rotor engine and nose avionics systems, ground technician modelled
character switching (become a crew chief in first person, or ground crew soldier, or machine gunner)
touchable/operable elements (fuel up, ground power, loading cargo)
working machine gun by mouse control while you still can fly with your flight control hardware or assign autopilot
unload passengers or cargo to specific place (activation releases door, starts sounds and moves the objects)
armed blackhawk: working machine gun, rockets, hellfire, chaff and flares (opens targeting window)
added Jayhawk-variant with external anti-submarine pylons and sensors
preparing functionalities for UH-60M: FMS, MC, MFDs with Moving Map and FLIR
paint shop for additional liveries to create
crash modelling
folding rotor blades for carrier or hangar parking
wingman (up to 2 additional helicopters flying with you)
downwash animation for dust and water
in cockpit manual and mission kneeboard (flippable pages)
ingame tutorial flights with instructor (pre-recorded replay with instructor's voice)
preflown aerobatic manoevres as replay study, you sit live on copilot seat and pilot talks!
blackhawk-specific campoints, pre-assigned
an updated aircraft carrier product (by Khasam Studio) comes with the Seahawk bringing additional features (see article further up)
5-6 large airbases with special features will be upgraded with heli-specific details: San Diego CA. USCG Jayhawk Base and USN North Island and CVN-70 in port SH-70 Base, Nellis AFB NV. UH-60 Desert Weapons & Tactics Test Base, NAS Key West FL. , Tucson AFB Border Patrol Base, Hickham AFB Hi., Kane Ohe MCAS HI.. These come with High Resolution Terrain,which combine well with payware sceneries.
users can direct their wishlist to picaiolo123@gmail.com
test flights here: https://youtu.be/b3vTyWLURmY
v3.0 (will have a new Title) Release expected December 2020 USD 19,00 for v2.5 owners, 39,00 new customers
UH-60M Release expected March 2021, free for v3.0 owners, 59,00 for new customers
advanced illumination of instruments are an objective of the project
Speaking of flying excellence, we are picking a developer many of you may not have noticed immediately when entering the X-Plane world. Their hard dedication and committment to both helicopters and test aircraft is unbroken and from great quality. We have tested their Rutan fixed wing and were so enthusiastic about it, we decided to spend a whole article on this developer. coming soon.
We think we found out how to describe the MFS hype best: Their AI-Buildings and Trees is not more and not less than what Autogen was in the past. Just better and with global coverage. But without local modifications you don't get what you know from real life or from what some users have created in X-plane for example. So when you hear the masses yeehaaing about this new flight sim, we want to let them know that MFS is not more not less than L18-Ortho+Bing Mapping+AI housing and predefined 3D-Vegetation and lots of grey appocalyptic looking cloud layers on top of it. From what i experienced so far is that one place feels like the other, no matter where on the globe you are. Venice Beach looks like Honolulu, Honolulu looks like Tokyo, etc.. You don't find Palmtrees in L.A., instead tall tarmac bricks spread all over. Nevertheless this new Bing Game is a good wake up call for the industry to catch up when it comes to graphics and scenery technology. The greatest advance in visual performance is the cloud build. Taking the average system performance required to run a flight sim at this level of graphic representation it is absolutely astonishing how extensiv and quick drawn their cloud systems are. X-Plane's team probably tries hard to understand how Asobo - the maker of MFS - did that, it's every developer's most difficult job to create this amount of processing content while keeping frame rates flyable. The user interface is very much xbox-like and users being into aviation will not necessarily like it.
Customer voices since its 18th August launch read like a usual disastrous Microsoft Fail which we had with all their windows introductions in the past. A great part of users havn't been able to either install or run the new flight simulator. Those who succeeded report crashes and other malfunctioning experiences.
Our summary impression is: If you play FS on xbox you will be the perfect target audience for this concept. The default earth representation is unique based on microsoft's ability to source mapping, housing and vegetaton by artificial intelligence and bing map materials. If you come from another flight sim, first thing you notice is a global world with houses everywhere, trees everywhere and a great 3D-cloud engine. Default planes look a bit synthetic (3D-scanned cockpits with systems placeholders that don't work yet) and the flight modelling may not fully satisfy. Sceneries can get a bit boring over time as they look all the same and not authentic, and the game is full of bugs (Jumbo jets flying along sceneries at 100 feet above ground and other crazy things going on). At launch stage we give it a 6 star reference, out of possible 10, and consider it to be somewhere between arcade xbox game and basic flight simulator. We can not deny feeling the FSX-ghost swirling around in this new FS, It is too obvious that most of the legacy FSX code is still present and dominates over what Flight Modelling according Microsoft's Youtube promotional Announcements were supposed to deliver. FS is far away from the X-Plane Experience and we have to summarize that all the hype is and will remain good for their scenery AI and Graphics. A good starting point for users who will eventually look for a better and transfer to X-Plane.
The FS scenery technology, as mentioned earlier, looks great, but it does not adapt the local feel like if you were using Ortho4XP in X-Plane. Flying over Hawaii is no different than flying over Wisconsin. And the reason for this is Asobo's small Vegetation Library in combination with the all present singular water look. AI-housing does not deliver geographic Variety as expected.
We took some users's flight videos as review reference and compare Hawaii flown in X-Plane vs. flown in MFS:
MFS: https://www.youtube.com/watch?v=1WUVgc2DhB0&lc=UgzktNtt2ZDfauuGyWZ4AaABAg.9BxrMYu1yas9COxbhSXbLa
XPL: https://www.youtube.com/watch?v=Bvetc4JBA5c&list=UUrZI5mghr9bqhNrNkyPbWRA&index=26
Not a single forum we found where users don't start throwing stones at their most hated developers. Top of the hate list is Flight Factor, a co-delopment team with Russia based Ramzzess (his artist name) and German based Philipp Münzel Ringler. Their products range from the A320 to the A350 and the Boeing 757 to the 777 and they are the most expensive on the market. How have these planes performed compared to their high pricing and compared to competitor releases, or where do all the complaints come from? While they start working on the Boeing 787, we wanted to do some research and look for detailed answers among sim users.
Flight sim products and their add-ons have mainly been released by what developers think they could sell. There was never a wishlist or a consumer-driven product idea, unless you want to include the thousands and thousands of user requests going over mail to the core sim drivers taken out of this statement. 4 main reasons for that: one is the limitation of engineering know how, so even if the crowds shout for something, developers just don't know how it could be done. second is the users incapability of expressing their desires, if it doesn't come down to very simple features. 3rd is by speculation that developers are not good listeners or ignorant. X-Plane's makers understand their product as a test bed for flight concepts, they never reacted the way Consumer-oriented products are, and they don't deal with user requests. And last is the huge priority list vs. limited resources developers deal with.
In the attempt of shaping a homogen conclusion of all desires, thoughts and semi-projects out there, we list the most obvious and crispy things we found and heard from users, things they want to see in future sim releases. Considering users as flight simmers, not engineers looking for a test bed. They are not listed by priority.
Walk around and interact, adoption of first person game engine features into flight simming
Indepth fully working systems, everything should work in the cockpit
integrated flight planning and set up process, GUI/UI/UX rethinking.
co-op flying, shared cockpits
better damage modelling, from crashes to emergency handling and recovery.
living people
Traffic, Traffic, Traffic and next gen ATC engine
Drivable Cars, Trucks, Boats, usable hangars, equipment, movable troups and other living content
better Sound Spheres (3Dsurround, sourced-spots, distant to close resonance, increased variety of sound spectrum)
nonlinear operations processes (stories, missions, in sim interaction, deviation from linear A to B flights)
Artificial Intelligence (smart copilot, etc.)
Real life and lively scenery (moving trees, smoke, moving waters, traffic)
Real looking Massive Tropical Thunderstorm systems and true weather design
Better Effects (compare: "anatomy of an explosion")
Environmental Elements design (Water, Sunsets)
makro-mesh, close up landscape variety around airports or specific flight areas
achievements to date, users love most:
Advanced modelling
Skies going 3D
Improved aerodynamics/flight modelling/effects
Life (road traffic, moving waters, weather)
Lighting System (spills)
Tools/SDK
Overall stability and performance management
Summary of it all is lively experience away from patched modules into 1 homogen experience that gets the rid of old techniques and semi-quality content. "It's like advanced users have enough from things that don't work, or that come from a pre-dino-era speaking of scenery, stiff human models, low sounds, etc.
over 20 companies are in development of vertical take off concepts powered by electric propulsion. German based Lilium reveived fundings of over 120 Million Dollars for its Regional fast flying 5-Seater Concept. Some well known brands are part of the venture, including Tesla and Nvidia. Airbus Industrie and Boeing are in the planning for their own cargo-lifters and multi-mission planes which look somewhere between totally innovative and weird. Whatever there will be soaring above our heads in the future, these concepts are being tested both in the virtual reality as well as the actual reality, and they have one thing in common, they fly independantly. We want to find out how Flight Simulation Products deal with these new propulsion concepts, their autonomous systems and talk to Austin Meyer, a key figure in the flight sim world.
Current Version 2.5 is based on their original Brazilian Airforce variant and receives an overhaul towards version 3.0.
A reduction of workforce and available time has put the developer Brazilian Flight Development Group back in their effort to provide an updated model of its very successful military Utility Helicopter. The increasing public demand towards this benchmarking product might get Project Leader Chuck Amaral rebuild a small team that work on a more international variant of the helicopter. In focus is the model most used by airforces worldwide, particularly by the United States Army. Primary Goals are the reshaping of the interior with major improvements on the cockpit. Other activities include the extension of systems, functionalities of Machine Gun, Cargo Lift Operation and Ground Operations. BFDG also looks into later L-variants of the Blackhawk allowing night surveillance and border control mission capability. As already seen in Versions 1 and 2.5, Version 3.0 comes as land-, sea- and special ops equipped Variants, which can be chosen and configured directly in the game's little control panel. A partner developer is working on the completion of an entire airforce base, fully focussing on providing the ground activities and services for the Blackhawk.
Depending on Amaral's readiness to incorporate external helpers, a UH-60M resp. international SH-70 could be on the project table, the latest fully digitalized blackhawk variant, that comes with FMC, MFD's and integrated digital flight control systems.
picture: the 3.0 refinements of the L-variant.
In partnership with google, sceniQ is providing high resolution foto imaged surfaces of the world's airports, sweetspots and cities. Their initial product called HDG is being made for VFR flyers and visual approach lovers and improves close-up flight operations, Their current method relates to X-Plane's platform and uses a 10 time higher resultion of airport grounds than L19-Satellite sourced Ortho Imagery. The current areas are limited to airports and surroundings and have no fps-impact. 50 Hotspots are in the work, including California, Hawaii, Nevada and Florida. HDG matches with any other ground scenery, including Ortho, Orbx or Default landscape. A planned plugin panel looks for the possibility of ranking surfaces so 3rd party airports can keep their runways, lines and markings on top of HDG.
Compared to FS2020's AI-generated world based on Bing Maps and photogrammetric algorhythms , SceniQ is facelifting the X-Plane world with local high resolution worlds based on Google's Photo stock. The results are astonishing and have a much more realistic touch than building surfaces with draped polygon texture tiles, a method both Microsoft Partner Asobo as well as Laminar Research are using to build their stock airports. SceniQ's Airports are colour true and real world given, the surfaces look incredibly sharp and real from any altitude.
SceniQ's founder Marc Kay: "We saw the tools and elements of both worlds, FS and XPL, and we decided to work with X-plane. The flying is so much better than in FS and the sim architecture so comprehensive, all this platform needs is better sceneries. Today we are far far away from X-Plane's original starting point, where scenery representation came with stock tiles and textures on basic height mesh models. Today's users have gigabytes of L19 ortho imagery loaded with X-plane. Combining it with xenviro weather engine and SceniQ makes it in many ways more realistic than Microsoft Flight Simulator. We didn't want an arcade looking game environment, we wanted it as real as possible, and real airports don't look synthetic, they are dirty, patched and worn out."
Landing a helicopter requires makro-attention if you will. Ground Approximitation and the sensitive feel of flight controls is a good as you can see and judge on ground details. It's a visual thing, you can not autoland a helicopter, and you better don't guess when closing the ground. Textured surfaces don't give that sort of surface detail. SceniQ's surfaces include decaled noise techniques to show off the ground's material. You would instantly understand what you deal with when on approach, tarmac, grass, wood, asphalt. Testers of SceniQ claim they would treat their flight equipment much more sensitive and with more responsibility, just like real life flying. SceniQ's idea is so simple and effective, we give it a five star review award.
When it comes to heli flying, the choice of simulation platform has been and will be X-plane, mainly for the reason of its advanced Physics Modelling and experience helpers like XPRealistic, a very successful payware plug-in and our top award picker in 2020.
FSX and P3D were not very lucky in their attempt of providing helicopter flying. Despite this, there were a few developers who took the risk and came along with helicopter products. There was no alternative to FSX. X-Plane 9 and 10 at that time did not participate in the race for acknolegement within the sim community, living in a dark niche of rather special people who fiddled and griddled about things to improve. Until they released X-Plane11. This was a total game changer in a time where Microsoft retreited from the market and let Laminar Research get into their steps. in a few months only, over 100'000 users migrated to X-Plane and discovered a whole new world of realism. And they still are there.
When Microsoft announced its new FS2020 a shock went through the community, keeping developers just like consumers at high pulse of expection. The E3-marketing show simply took everyone's breath and it would take months to understand what's actually going on.
For the time being, X-Plane falls into a deep recessive Freeze, not willing to take up on the challenge und look for its own niche of continuing the business. Well. One of these niches is their helicopter modelling. So successful, that even Microsoft fears to compete it. Yes, Microsoft has plans to introduce such, but they are rigurosly fearing the requirements of quality needed to actually come up with something that looks like heli-simming. While their overall FS2020 fleet which still seems on FSX- level from an X-Plane user's point of view, they might first look into getting their fixed wings right before even thinking of the complex heli-environment.
Having said so, All points go and stay with X-plane when it comes to realistic helicopter flying. And it gets even better with our choice of plug-ins we want to give reference for: RKapps' XPRealistic Version2 Plug-in for X-Plane. A rediculous purchase amount of 30 Dollars that skips amateurs into professionals and provides the most sophisticated dynamics effects to both fixed wing aircraft and helicopters without the need for VR or hydraulic simulation equipment.
The meaning of having this plug-in is validated so high, the base simulator modelling becomes somehow secondary attention, as without XPR, flying becomes as boring as rail driving. The shaking, the vibrations, the restisances, the sounds, it all is part of flying, and no sim developer ever took this element into their core engine. Roy Kronenfeld, a private pilot and parachuter instructor himself combined his will for better realism with his software engineering skills. He created this plug-in in a short period of time, based on LUA-scripting and later completely in C++. Being part of the beta team ourselves we pushed Roy into the right directions, with no merci. We wanted it right, and he did it right.
Today, an estimated 50'000 users have purchased XPR and they don't ever wanna go back to default. We give XPR a five star review award.
X-Plane's user base is somewhere at 120'000 and FSX had 2.5 Million users at the time it retreated from the market. X-Plane 10 at that time had like 10'000 users and earned an approximate 110'000 number of migrants coming over from FSX to the newly releases X-Plane 11. As these movements are based on presence and version, they do not answer questions related to Market and Quality. In this article we want to find out what drives user numbers apart from timely status?
Time
Looking at the time axe where flight sims came to life and presented their major updates, we recognize that things happen years, if not decades apart. Comparing X-Plane11 to FS2020 is like comparing a Boeing 777X with a Boeing 707. They are the stars of their time and don't represent an actual realtime development status. Today's X-Plane must be compared to FSX at its final stage, or P3Dv4.
The one after the other introduction got masses of users move from one platform to the other, simply because the newer one had better features than the older one. Only a factor of 10% users stay loyal to their sim in use, and mostly due to comfortability.
3rd Party Products
Microsoft's key strategy is being a core platform for anyone who wishes to put things on top of it. Quite obviously FSX was in Flight simming what Windows is in Computing. It's made for the masses and lead by such strategy. X-Plane is a lot of fiddeling and user-provided feature environment, the classic underdog. The sheer innovation of highly talented users able to break a sim's architecture apart so they can add what's missing, is X-Plane's actual asset. Despite Laminar claims to offer their great development tools like Airplane-Maker or World Editor, it was the user's creations that brought most of the breakthrough. To name such: Overlay Editor, Xenviro, etc.
FS2020 appears to come as rather finished product. 3rd Parties worried about their legitimation since sceneries,. weather and airplanes seemed already in the box-release. If 3rd party products are not the driver, what is then? Well, there is ground for further development, to name detailed airports and more airplanes. Nearly 50'000 pre-orders for FS2020 tell that. The breakthrough scenery technology provdided by the Microsoft Bing and Asobo Game Design Partnership simply benchmarked a new milestone of scenery representation. Hope and Pure Fascination for the Visual Experience gathers the masses. User Migration goes back from X-Plane to FS, without a doubt.
Priorities and Focus
Who ever delivers will win. To our understanding, one platform took profit from the other. Much content and many techniques were copied from FSX when Laminar came to a rise. But this was only architecture-wise and scenery-related. The key feature that makes X-Plane so good, is its Flight Modelling. A feature, Austing Meyer, Founder of Laminar sits on like a emperor on this golden chair. And Microsoft hates him for that. Their code is just too bad to compete with X-Plane flying. That is why Microsoft attracts users with Visual Worlds rather than core flight physics. Asobo was addressed to pimp the original FSX code in that regard, but things kind of remain on FSX feel level when testing FS2020.
User Profile
Microsoft users are young and new to flight. They come from the gaming world on X-Box and they have no clue what to deal with and what flying means. FSX just like FS2020 build on that pattern. Their customer base comes from gaming (there are 50 microsoft games out there) and some freeze at the Flying Theme. That's where they upgrade to PC and get hardware controllers. The average X-Plane user on the other hand, is 20 years older and has a minimum of 100 flight hours in real life. Or is in any kind involved into some sort of flight career program, naming airforce cadets, helicopter student pilots or engineers. The non-average part comes from other platforms. The realistic flight modelling is essential for them at this point of migration, while scenery technology is something to look after in a second act.
Operating Systems
X-Plane is available on any OS, including Windows, Mac, Linux or Android, while FS is stuck to Windows only. But since Windows covers 93% of the Computing market, it's a short run to FS.
Fiddling and Editing
Flight Sims are used not only for flying. A majority of users discover and develop their creative skills over time. They love to work on ideas and content that improve the sim and give them satisfaction of having created something and enjoy their part of the flight experience. Contributions of that kind are way more classy in the X-Plane community than in FS. And much comes as Freeware. More classy means, you don't just get additional liveries and airports, but essential improvment tools and assets.
Community Mistreat
X-Plane's community communications is dominated by the .org. A privately owned Forum Website dedicated to their product only. However, this website is undergoing investigations of mistreating x-plane users by prevention of free speech. The high number of bans and unpublished contributions drive users away - in masses. Microsoft Flight Simulator was therefore a save haven.
Cost
X-Plane's add-ons are as expensive as the base sim itself. And it needs a few of these investments to detect X-Plane's power really. Once you have found your 3-5 key add-ons, you are in heaven. Microsoft users pay a few bugs less at the beginning, but have to spend 10 times the amount over time, once the add-on market machinery starts going. Piracy is high, since the devs have no clue about how to price things right.
First Contact, Customer Acquisition Strategy
FS performs tremendous efforts in marketing, why it seems obvious to newcomers to chose FS. Laminar has not such a good hand for communications, their style is rather: "Let the users talk". This worked well with user references on Youtube after FSX's disappearance, but not with a live competition. X-Plane will never be the entry point for flight simmers. It needs unhappy users from the FS platform who look for better flight models in order to gain customers. Now with FS2020 things get a bit clearer how the customer stream works, and all participants can adapt their strategy.
Microsoft's game pass acquires the large mass of young users who may get in contact with FS2020 over x-box.
A share will discover their passion about flying and will dive in to the next level, they upgrade to PC and purchase flight controllers. Then they hear about X-Plane, Aerofly and the other flight sims out there. Rumors and Youtube will give them the kick into the desired direction.
And that is where X-Plane comes in.
Knowing this, and being Laminar, all it takes to source ex-Microsoft customers is staying accurate and improve colours, scenery, water and clouds. Then, just wait, like a spider. Customer flow goes to X-Plane, like automatic.
Laminar's thoughts about the current race for scenery design technolgy has not revised their attitude for good flight modelling nor it is on their roadmap to think about it too hard. However, the pressure of being somewhat accurate outside the cockpit is momentarily increasing. The Question whether there will be a Version 12 seems not to be only a Laminar Decision, but a Market Decision. No matter of whether consumers stick to X-Plane or not, Laminar's Mindset seems regardless. Their understanding of flight modelling stands like a rock in stormy waters and it will need a major external impact to allow true Innovation.
We have soared through some breathtaking technological advances that could help X-Plane to do a major leap and receive the accuracy that tomorrow's users are looking for.
Scenery Technologies
Usually there is more than 1 key player on the market. Speaking of Microsoft's Partnership Networks who are into a next generation digital living globe product, Laminar does not have any access to these top financed players. However, there is a light coming from Google's Side of the planet. What's not to be considered to be a network could become one. Combining the forces of Google's Earth with Blender and X-Plane could rapidly boost the entire simulation market. Laminar's expertise would need to focus on the integration and how to make the masses of data available to end users while adopting seamless flight. The requirement of doing something to improve the current scenery representation can not be denied. If there is an X-Plane12, it must come with some sort of advanced scenery solution or X-Plane will die, slow and hard.
Weather
X-Plane already has 3rd party developers on hand that deal with weather design. Xenviro, a russian developer, has figured out the key elements of designing realistic skies and clouds for their platform. At current stage xenviro's product is stuck at pre-vulcan level and seeks adaption from OpenGL to this new graphic engine that drives x-plane in the future. Assuming both performance and quantity of dataflow will improve, Xenviro could be the holy grale of creating the next generation weather look. Early August 2020, Laminar's Austin Meyer has fiddling out a new approach towards global weather systems representation. While this still does not answer any questions regarding scenery advancements, it underlines his attitude towards realistic flight. Connecting makro-weather algorhythms to the already great flight modelling would strengthen X-Plane's reputation and would definetly overrun Microsoft's FS product in that regard. I am sure we can expect a much more versatile realtime weather system soon and an even greater flying experience, already in Version 11.50+. What is pending on the weather design axe is a massive augmentation of cloud building. Xenviro's creative brains shout for more access to x-plane's inner values, so that they can tweak on the parameters needed to build those highrise tropical thunderstorm systems we all have in mind. Let's not forget that Laminar has two solid fears in that regard, and that is performance and safe code. A sim is as good as fluid you fly. Users hate stuttering images and flying below 20 frames per second. It is not just disgusting, it kills the element of advanced flight modelling. Once Vulcan is implemented and proof of performance increase is given, the next step will certainly be massive cloud systems, which we expect to be much more realstic than Asobo's fantasy game ash-clouds, and it will allow using some advanced rendering engine for next generation graphics, that ugly x-plane colouring must be solved.
Partnerships and Co-Developers
Laminar's issue with 3rd party developers could eventually turn into a solid partnership, considering each one's expertise is becoming a key element, not only in designing content but being a fully responsible Partner. We see 6 key contributing sources for a flight simulator:
X-Plane's Development Team for the core sim architecture and functionality
Weather Designers, xenviro seems the only capable on the horizon.
Scenery Designers, possibly led by the Orbx Network, while Google's Network could be the ulitmate and immediate shortcut
Aircraft Builders, already in action. Many hardcore projects going on.
Tool Builders, key professionals left x-plane for unknown reason, and there is no good source in sight. Laminar must re-develop their tools to help designers jump on x-plane.
Timing and Variety
The consumer migration in the sim world is considerable. We are looking at a mass of potentially 3 Million users out there who travel from one product to the other and back again. X-Plane is not focussing on FS-customers for reasons explained in an earlier article. X-Plane's customer base has a clear tendency for realistic flying. 2019 to 2020 aproximately 80'000 users moved to X-Plane to build a base of total 150'000. Those coming from FSX will at a some degree go back to FS2020. Nevertheless they will take their x-plane experience with them, and some will go back to X-Plane for a better flying. At the current stage, many users will have 2 sims installed, while FS attracts by their 3D-world, and X-plane by their flight feel.
Key Add-ons
Combining environment design and dyamics modelling is all there is. And there is quite a bit of sub-segments here, which to create at highest possible quality is the winner and gets it all at the end of the day.
Marketing
Laminar is not a marketing company. They don't invest into communications and consumer dialogue. Their way is letting the users do the work, word of mouth and Youtube-Proof if you will. It is like they are trying hard to do the opposite of Microsoft - Big announcement, Low Delivery. Well, Laminar could certainly take a piece of that, maybe it sometimes it needs a bit of a noise to be heard. Their X-Plane12 release will probably create considerable internet chat, as it is expected to reveil laminar's new position on the flight sim market. Laminar themselves will not say much, to remain consistant in their underdog behaviour. We expect a polarized effect upon that new release, either big disappointment or great surprise. All it comes down to is how they will answer the scenery technolgy question.
Google's Sergey Brin and Austin Meyer on the phone, or how Google and X-Plane may become friends.
A few know that Microsoft has always been under pressure to catch up with Google's Earth and Map Products. Bing Maps is used like 99% less than Google Maps. It is astonishing how hard and long Microsoft has been trying to stay in that business. Google Maps has not only more and better information, their 3D-content is hands-on quality. Those who followed Microsoft's Partnership series have learned how many partners they actually needed to build a 3D-environment for its FS2020. Their photogrammetric results turned out so bad that they decided to develop AI-algorhythms to build actual housing across the planet. Something google already had, at much higher quality or where google owns 3d-params for residentials too.
Google has never gone into the home entertainment market, they understand their earth-product as basis for consumer navigation which would be ported over google's glasses. A total fail. Google earth/maps today is a remain of big plans, looking for use. TV-stations use it to show where beirut bombs explode, such things. Google earth has a flight simulator included, most people don't know that, so there is an understanding of using the 3D world for a fly over use. But it was never developed further. That flight simulator however is not connected to any physics, it just lets you move a cam around while projecting basic telemetrics like you know it from a head up display in airplane cockpit.
This is where Google becomes an interesting Tec-Partner to Laminar, where as Blender is already a hotspot for x-plane designers. Connecting Google's planet to X-Plane, with some refinement for moving oceans and piling thunderstorms via Blender-plugins, X-Plane could become the new scenery poser in the flight simulation market. And Google has a useful output for its virtual world product. We are not going into technical matters here on how this is done, but it works pretty much the same like using the internet to connect user and google's map server, the way Microsoft does it with its Azure.
Everyone knows that Google's founder Sergej is X-Plane fan and user, and a reader of this FLOG, and we will see how this adapts to a future co-development partnership with Laminar. All it takes is Austin dialing Sergej. Both have something, and both need something. For example promote the new Google Cloud. Peanut for a marketing guy to boost this by having a woriking flight simulator up and ready.
we have received a dozen plus complaint letters from X-Plane customers reporting their bad experience with forum owners who ban users for the reason of "unliked" comments. Investigations confirm that forum rules are indeed tight and near to a "keep quiet or ban" attitude. We tested 10 well known websites against critical contributions, which were in line with the rules but contained qualified and critical questions regarding incedientially chosen add-on products. The outcome was so scary that we decided to identify the players behind these free speech prevention practices:
X-Plane.org Owner: Mr. Nicolas Taureau, 50 years old, 803 E Georgia St, Tallahassee, FL. (850) 727-8468, office: 2535 Marston Rd
We have a high confirmed number of user bans and contribution removals conducted by Mr. Taureau on the .org-forum and 2 law suites initiated or pending by or against Mr. Taureau in the state of Florida, U.S.A.
The site is not owned by Laminar Research (X-plane developer) nor its founder Mr. Austin Meyer. However some of the illegal practices are known to Mr. Meyer and legal cases could therefore extend towards him as long as Laminar tolerates its same product name associated. Getting commissioned by X-Plane add-on sales is Mr. Taureau's main income source, it is unsure whether he is pursuing a work.
Associated moderators of the .org who practice abandonments and censorship:
Mr. Brett Sumpter, Atlanta GA., pest control and add-on designer, moderator in the .org website
Alberto Salvi, Italy, Head of Trident (creating add-ons)
facebook.com/groups/xenviro Moderator/website owner: Mr. Magnus Lorvik, Norway
A considerable amount of user bans conducted by Mr. Lorvik. No current law suits in the United States. Mr. Lorvik is Norwegian citizen who joined russian developer Xenviro as a moderator for their websites and beta-tester for their weather engine. He also owns the website www.thresholdx.net (names himself "CEO" of that website) where technical reasons obviously prevent his banning practices. It's forum carries external chat engines as disqus implants and are therefore not under Lorviks control.
Such practices are critical once they get publicly known. We understand that these individuals conduct a product communications environement that only allows positive resonance and which is of promotional advantage to them. This prevents from truthful users' expertise and therefore misleads others in their interpretation of things. They actively perform censorship and conduct violation against the 1st amendment, on a daily basis. We consider such practices being used in countries like China or North Korea as highly destructive against democracy and our understanding of balanced oppinion making and exchanging knowledge. Being permanently monitored by these named individuals is an intolerable intervention down to detail. Our tests have proven that both Mr. Taureau and Mr. Lorvik delete user contributions that are completely legit and do not interfear with any kind of common sense rule. It is the sheer quantitiy of deleted posts and banned users that made this issue worth looking at and write about it.
The entire community is affected, and users leave the x-plane knowledge environment for a good reason. We assume that over 70% of the original user content is not visible in the x-plane.org forums respectively on the xenviro facebook site, because they were deleted on the go and never appeared online. It is obvious that the owners of the websites monitor evey single post at the time they are uploaded, and delete it if it doesn't please them. Their filtering fully depends on their personal mood, oppinion, grade of education, will and intentions. Those posts that made it live are a product of the website's personal mind pattern. They hide behind administrator status and pretend running an army of moderators while they perform a one-man-job or a small same-attitude group of clickers. Mr. Taureau's favourite functionality is his warning bar which hits most users before they even write something in the forum: "Your content will need to be approved by a moderator. Because of a warning you received, this content will be hidden until a moderator approves it." This feels like he is trying to demonstrate power.
The concerned users have no possibility to interact with that sort of personal filtering, nor they can let others know that their post was deleted or edited by Mr. Taureau. This is totallity regime handling, worse than China, Russia or North Korea could ever practice.
Some of X-Plane's most valuable geniuses (including tool creators like Jonathan Harris and many other top shots) have left the Laminar world or got banned from the forum by Mr. Taureaus practices. Their contributions were a key to X-Plane's acceptance among flight simmers and their contributions still remain a visible asset on these Terror-Websites. Mr. Taureau's main driver to ban critics is his dependancy on add-on sales. His store maintains a 10% worth for sale products while he keeps promoting so called trash add-ons for the money. Hearing from community members, his personal character can only be described as "insane maniac" whose "erratic behaviour" deserves a ban himself, by Laminar Research, and by the users.
it is strongly recommended that Laminar steps away from such website owners in order not getting legally involved themselves, and to undertake the necessary steps to inform the public about alternatives. For that reason it is recommend that x-plane.org is being forced by laminar to change its domain name. It's additive describtion "the community's website" must be deleted as well, because it is misleading. It is Mr. Taureau's website. He took the name and even registered a company called x-plane.org LLC with it. Laminar's Mr. Meyer has been addressed by users and he has failed of taking action so far. He prefers having the advantages of someone running the forum business and describes the banning practices as "micro management he does not want to be involved with".
Responding to such incidents is the core responsibility of companies dealing with the public and the product owners have a right and a duty of intervening with associated circles of interest that mistreat their markets. Thank them for their work but let them go. Looking into a possible future release of X-Plane 12, an examination of their market environment means an essential step in correcting such legacy destructive matters.
To users and developers it is recommended to ban these 2 websites and use or drive their own store respectively exchange their knowledge on a different platform. Individuals like these 2 can only be defeated by simply not using their stores or forums. Don't buy from them, don't give them your business, it's as simple as that.
If time allows we will publish a complete overview of stores and forums available.
some sources of events:
https://www.reddit.com/r/flightsim/comments/al6qst/owner_of_xplaneorg_has_lost_his_mind/
https://forums.x-pilot.com/forums/topic/13700-psa/
We are publishind some of user reaction here:
by @MAC, September 2020
"the .org should be disempowered, i think many agree.
As an observer i see written content and users disappearing every week from interesting discussions. Must have been hundreds of users banned from their forums?
It appears a few so called "moderators" in the .org , including their owner, attempt to control the x-plane world with active cencorship and conduct a scary user abandoning practice, in the majority of cases for no reason other than personal affectation, powerplay if you will. Why discussing if i can push the red button?
Obviously the community has no other place to defend their interests, because they get banned instantly when speaking up. Being forced to buy products from such a place is rediculous.
One monopoly place like the .org is not good for x-plane.
Tolerating their behaviour makes laminar not less guilty.
Suggestions:
-Force them to change the domain name, gain legal distance and send a clear signal to the community of non-acceptance. "the community's website" slogan, an additive to the .org's website title, must be deleted.
-Make their bans public. That should include either party's argument. Deleted content must be re-established for verification.
-Establish an idependant store/download section and community forum in X-plane itself.
-Give the .org moderators an unmistakable one-time and final warning."
alternate x-plane related websites:
x-pilot.com
simmarket.com
justflight.com
aerosoft.com
X-Aviation.com
xplanereviews.com
more to come...