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X-plane 10

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X-plane 10 Empty X-plane 10

Mensaje  josf Mar Ago 17, 2010 5:24 pm

Esta a mesesitos de lanzarse la nueva cara de X-plane, que a mi parecer, le va a dar una buena patada a Microsoft y le tapara la boca a todos esos bocones que hablan sin probar Razz

Pues si señores, X-plane 10 ya esta en sus últimos retoques y se viene con cosas como estas:

El video muestra algunos de los aviones que vendrán esta vez Twisted Evil


X-plane 10 2

X-plane 10 27-chicago-at-night

X-plane 10 Img_link_to_X-Plane
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Mensaje  josf Miér Ago 18, 2010 9:00 pm

Mejoras de X-plane 10:
Alguien se tomo la libertad de transcribir un video, en el Cual el creador de X-plane expone en una conferencia las novedades de X-plane 10

En resumen, se preveen muchos cambios en el simulador en cuanto a
-Lluvia
-Meteorología
- Nuevo sistema de ATC
- Tráfico en aeropuertos con procedimiento de aterrizaje, taxi descarga de pasajeros, etc.
-Nuevas texturas
-Aviones más producidos renovando casi que por completo la colexión que traía hasta ahora
-Nuevos sistemas de GPS y radares,
-Mejoras en el refuel
-Posibilidad de múltiples monitores con cabinas 3D
-Efectos de Luz y gráficos nuevos y mejores.
-Mejor control de la meteorología, niebla volumétrica
-Se tocará un poquito más el modelo de vuelo, pero solo un 5%

Y se preparan mcuhas cosas interesantes para las actualizaciones como son, la posibilidad de usar IPads como paneles, en los cuales, mediante pantalla tactil activar o desactivar interruptores, instrumentos, etc.
Un centro de descarga que permita descargar los escenarios de modo automático sobre la zona que se piensa volar
y la verdad que habían muchas cosas más e interesantes como, que se le esta informando a las empresas como adaptar sus productos de Microsoft flight simulator a X-plane y que amplíen su mercado.
Más y más, lean abajo y traduzcan con google si quieren





An Edited Transcript by vonhinx of Austin Meyer's Comments Extracted from a Conference Video of the X-Plane 10 Congress, France

http://congresxplane.free.fr/site/films2010/austinconf2010.php

Austin mostly sits facing the camera with his MacBook Pro alongside a joystick and projector on his desk. Around him in U-formation are desks with the organizers and guests for the Second Congress. For the most part the projector screen behind is completely glared-out; there's nothing worth seeing. Addressing a mostly foreign audience, he speaks very slowly and clearly. This is not the Austin projected by his usually over-the-top writing style. The audio in the room is bad; echoes mask the speech of the guests. The video starts with annoying loud music and titles before Austin's voice fades in mid-sentence at roughly 26 seconds.



"... but Ben Supnik, Alex Gifford, Chris Serio, Javier Rollon, and Tom Kyler are all working very hard on aircraft for X-Plane 10, for ATC for X-Plane 10, and a grand, new meteo [system] for X-Plane 10.

"I can show you a few of the airplanes we have for X-Plane 10. This is the new Space Shuttle that we have for X-Plane 10. It is a little bit hard to see the detail on this dim projector [nothing shows in video] but you can begin to see the incredible detail that the airplanes will have. And this is the level of detail that we will have very possibly for all of our airplanes.

"So what we will really make perfect will be then ... an amazing Space Shuttle, amazing X-15 dropped from B-52 with much more realistic aircraft. Okay so here's a look at the B-52 which we can use to drop the X-15 - again, an incredible level of detail. [We can see nothing]

"The aereo model is fine now in version 9. We are not changing the aereo model and we are not doing a 3-D cockpit for the B-52 since we see the B-52 from the outside when we are dropped in the X-15. The B-52 is somewhat interesting because... The same flight model as always.

"We have the Cessna 400, with me inside. Yes, this is exactly like my real airplane - amazing. We do not have G-1000 right now but I hope to add G-1000 for X-Plane10. The first time I saw this airplane in X-Plane I thought I was having an out-of-body experience."


Responding to a comment about a copilot


"[I want to] add her next. I was not married when the airplane project was started, but now I can send the airplane back to the author and have him add Lane on the right side of the cockpit.... She won't mind.

"Extremely realistic. I can also show you an amazing new airplane that Javier [sic?] has created ... an SR-71 that is simply stunning. And you might remember that the B-52 and the SR-71 in X-Plane 9 are very, very boring; very minimal; very plain. But we are taking all of these airplanes up to this amazing new level." [Problems with the demo]


On a suggestion about including a U2:


"Yes, perhaps we can add a U2 so you can fly the SR-71 and the U2 and they both have the same altitude but are completely opposite to fly. That is a great idea. ... Okay, email that to me, will you? And it will certainly have the flexing wings. Just like a real SR-71 - look at that!

"We are going to have an incredible KC-10 to refuel the F-22 and we need to make sure that the KC-10 as well can refuel the SR-71. We will have air-to-air refuelling that is very good as well. And the KC-10 will be the same quality as the B-52 so it will look just like the real airplane from outside.

"The opposite of the SR-71 ... this was done by Massimo Durando and he did it without telling me, and then he showed it to me and said, 'Would you like to include it?' So I said, 'Okay.' But, there was no plan in this at all but it's a real model - very, very good 3D."

[Probably some Cessna Corvalis excursion from the flight envelope]

"There you go, okay. So, in X-Plane 10 I have improved the dynamics of the spin and the stall a bit. So the high angle of attack of the spin and stall may be a little bit better.

"And then, of course, if you have followed my design, this is clearly experimental - a very simple model. This is the X-1 drop... [Demo problem]

"Oh, you see, it can also happen to me.

"So these airplanes that you saw: the B-52, the Bird Dog, the Cessna... this is the quality of airplane that we will have in X-Plane 10. New meteorology, new weather, new Air Traffic Control.... And all new scenery: new DSFs, with new pixel-shaders to render fog and sunlight and rain; with a wonderful rendering on top of the new DSFs; wIth a new airplane while talking to a fully interactive Air Traffic Control; X-Plane 10 will be a whole new experience. But we will only change the flight model five-percent; just a little bit.

"And, of course, all of the existing airplanes and scenery files will work. So we will get a whole new experience but we will not lose the DSF sceneries and airplanes that we have now. ... So we get a whole new experience without any loss and very little risk. ... So I'm excited about X-Plane 10 but it is taking a very long time because of the Apple iDevices that [are worked on]. But we have five to six people working full time even while I travel. And that is what I can show you now. If anyone has any questions....


[When?]


"For Christmas. ... Hopefully Santa will bring many X-Planes. It will be ready so that Santa Claus can pick it up well in advance of Christmas. ... It will be ready before December 23rd."


[Dornier?]


"Ah, the Dornier 328.... There is a Dornier-328 and a McDonnell Douglas MD-80 made by Sergio, and Tom Kyler is attaching all the gauges, and flight [bits] and datarefs so that Sergio's incredible artwork, with Tom Kyler's amazing datarefs and detail and plugins will get a Dornier-328 and McDonnell Douglas MD-80 that are incredibly detailed; not just good-looking like the B-52 but incredibly functional."


[???]


"I don't know exactly; maybe 10.1? For Version 10.0, with new scenery, airplanes, DSF, weather, Air Traffic Control, we can deliver an incredible experience to many thousands of people. For the more particular details: the FMS, G-430 (Garmin-430), Garmin-1000... these types of details for more professionals, they might be 10.1. That way we can deliver 99-percent of the entertainment rapidly, and get the remaining one-percent, or ten-percent, of the accuracy for the enthusiasts shortly afterwards."


On a question about the traffic on airports:


"The traffic? The trucks on the ground or the airplanes in the air? I can give you half of what you want for 10.0. A new Air Traffic Control made by Chris Serio... Yes, the other airplanes will follow these instructions: from taxi, takeoff, fly, land, taxi-in, go to [the] gate, disembark passengers; the airplanes will follow the instructions of the Air Traffic Control for the entire planet. So you will see them taxiing to follow the flight from one airport to another [as you fly]. We will have this in 10.0. However, we might get the trucks - the baggage trucks, the fuel trucks - to drive around for 10.2."


On a question about a light version of X-Plane for those upgrading from legacy versions and a suggestion to perhaps make that for the iPad:


"Yes... perhaps they should get the iPad - that is a good idea. Many times people ask me X-Plane Pro and X-Plane Basic. Many people ask but it seems to add a lot of complexity to the product line for very little gain. Somehow it does not seem... it is as if Laminar Research will do twice the work so that half the customers will only learn half as much. Is this what I want to do? I don't think so."


On a question about usability:


"If anyone can tell me exactly how to make the user interface more friendly without losing flexibility, so that people from Microsoft can easily learn to use X-Plane, please tell me how to make the user interface more friendly and maybe I can do it. But we must now lose our own flexibility with your suggestion. ... A better user interface is more valuable to the simulation community than a version of X-Plane with less power."


On a question about the manual:


"We do have a manual but it always seems the manual is a little bit older than the simulator."


On a question about multiple monitors:


"We can do this now. One X-Plane can have a cockpit that is a 3D cockpit across three-monitors; no problem. Right now this is possible...."


[Much banter about what the question is about]

"I see, I do not currently have planned. However, I do believe that we need to make X-Plane 2D details to be be easily designable and runnable at 2048 by 2048 so you can get a large 2D panel (2048 by 2048) and display that in one computer with three monitors to get a high detail instrument panel, but I do not plan to drag bits of the panel to other monitors."


On a question about flattening terrain and scenery tools:


"Ben Supnik creates the terrain... I will ask him if we can include this...."


On what is Ben Supnik working on:


"New DSF files where I have required for Ben that I'm only happy with the DSF files if they meet the following requirements: Every bit of scenery must be plausible. There cannot be a texture with a road drawn on the texture and then a real road going across it at a crazy angle. There cannot be a house that is drawn across a road on a texture. In other words, I cannot guarantee that the world [will be] exactly like reality but I do require - to be happy with Ben - that a person looking at the scenery cannot see anything that looks like a problem. And this is a fascinating problem because we cannot have city textures with roads and parking lots because the buildings would not be in the right place or the roads would not run in the right directions across the texture.

"So we build the cities from the very smallest blades of grass. We start with a grass texture; build the roads, the parking lots, the sidewalks the buildings, the signs, the trees, the bushes.... We build every city from the first blade of grass for this to work. It sounds like a simple thing to say I do not want bugs in the rendering but in reality we are building entire worlds from the tiniest detail so that there can never be an error. There is no city texture... no city textures."


[...]


"[It's] plausible, with artificial textures and carefully auto-generated DSFs with a huge amount of artificial intelligence and a huge number of databases, will generate a world which has no rendering errors. Is this completely accurate? Maybe not, but from looking at it, you cannot see a road going across a house tile.

"That is a requirement: a world that looks real - and a world that looks real with pixel shaders; with rain, fog, snow, and ground fog sitting down low in the valleys; and shafts of sunlight, and volumetric fog where you can zoom out to see a weather pattern across the entire South East United States - or all of Paris - with no repetitions in weather; that will give us the tiniest detail of a sidewalk on the grass in front of a building that is accurately generated, and lets you zoom out to orbit to see entire nations without repeating weather."


[There's no drink on Austin's desk, and he could use one now]


"So we use all artificial intelligence and databases and a lot of [map?] for a plausible world. [Looks under table for a drink.] And these are the building blocks that will let X-Plane 10 be a world that feels like it could be real. Then, for X-Plane 11, 12, 13, 14, 15... it is simply a matter of refining closer and closer to the real world using the same technology of X-Plane 10."


On a question about tools:


"Ben Supnik would have to answer that question."


On a question about Marginal's whereabouts and Blender script:


"I think Jonathan Harris... he seems to disappear sometimes. We cannot always find him. I do not know why he did that but moving forwards, we are absolutely always trying to embrace all Microsoft flight-sim developers to tell them how to easily convert ... Microsoft Flight Simulator aircraft and sceneries ... convert all of that to X-Plane. It is very important for people to easily convert from Microsoft Flight Simulator to X-Plane, and to generate aircraft and scenery packs for X-Plane. I think this is extremely important. But as for the details on how that gets done I have to say that you need to talk to Ben because Ben does the scenery creation."


[...]


"That is true. It is getting more difficult to make new scenery and airplanes as the standards always go higher. What I would love to see would be a scenery library where there is a model of the world with all the custom sceneries, and anyone may upload any custom scenery to any area, and anyone may vote [as to how many] stars they give the scenery, and there's a continuous internet connection between this database and your copy of X-Plane so that the best scenery is always downloaded for anywhere you fly. And anyone on earth can make all the scenery they like, and, as well, perhaps attach a small price in Euros or dollars to each little bit of download.

"That it is exactly like building apps for the iPhone, except now it is building scenery for X-Plane. And we'll simply watch the world become more and more realistic over time as each person contributes the scenery they wish to contribute. I do not think we can have this ready for version 10.0 but it is something I would love to have done - so that you'll simply go to user interface in X-Plane, check what you want to download (and you'll want X-Plane to take the best scenery for anywhere you fly) for the maximum amount of dollars you want to spend. I don't know, but an interface where anyone can upload, charge what they like, and download so a model of the world is built by the users over time, and can only get better over time. That to me really [unintelligible 48:27]."


On a question probably about Sergio and auto-generated airport scenery:


"Sergio has had problems with his health. So we are not even asking him for anything. His health is most important. So we are doing incredible work but we are not pushing pressure on Sergio. Sergio may make [more] scenery and airplanes if he likes but we are not asking him right now to finish anything that he started [for version 10]. ... Those decisions are for Sergio, not me...."


On a question about custom startup screens made from screenshots:


"It must be possible, yes, it must be possible. We have not thought of this. It sounds plausible. Does he require that the camera takes a picture and that is all? Or is he willing to find his own screenshot, copy/paste/rename and put the file...?"


[Banter probably about uploading a picture of the user as an avatar or even live for online flights subject to preferences]


"With X-Plane 10 there will be more weather being processed in the background. There will be more scenery loaded in the background. There will be a greater benefit to having two or four cores... because all four cores will be running around changing scenery, loading scenery, changing weather, figuring out how to plot the clouds.... The more processors you have the better off you will be.

"This is similar to what we have right now. Right now, extra processors load scenery in the background. Moving forward, it will become more and more important to have multiple processors, but I am doing X-Plane development on my Macintosh that is three or four years old right now, an old quad-core intel, and I do not know if there will be a new desktop Macintosh before X-Plane 10 comes out. So I do not see any system requirements changing, but the more cores you have the better [off] you will be."


On a question about 32 versus 64bit computing:


"Ben wants to make the conversion to 64bit very, very slowly, so that no existing computer stops working. So he is going to make it so that more and more things can be done in 64 - and 32bit - and then five years from now we finally remove the 32bit when no one else is using it, and so nobody even sees the transition."


On a question about talking to Apple about its drivers:


"Apple do not like me to talk about anything about Apple but I can say that we are always working with Apple, with ATI, with Nvidia, all the companies we can, to let them test X-Plane on their computers and their video cards to improve their drivers. And certainly we have delivered test versions of X-Plane to all of the major, exciting companies.

"If you look at the comments of the source code of the Nvidia drivers, there are comments where they mention things that they must not change because those things must remain as they are to work with X-Plane. So X-Plane is in the comments of the Nvidia source code."


On a question about measuring propeller pitch:


"Many aircraft manufacturers or propeller manufacturers measure the pitch at 75-percent [of the blade], but I use 100-percent to be completely clear about exactly where the pitch is."


On a question about seasonal scenery textures:


"This... I have wanted to do this for eight years. But new scenery textures involve Ben Supnik, Sergio Santagada, Alex Gifford, and approval by me. Trying to get four [sic] people to make such a radical change, and quadruple the amount of textures we make would [mean] a huge delay in shipping the product....

"I would say that Laminar Research would be happy to make it easy for anyone to drop in their own texture sets for some different seasons. We will try to make that easy but if we do all the seasons ourself this would delay 10.0 for another six months."


On a question about iPhone and iPad:


"So the interesting point is that iPad and the iPhone is probably 80-percent of our profits. iPhone and iPod will not change a lot because we already use 95-percent of their resources. But with iPad there is room for development. Apple has allowed users to import and export files on the iPad. So aircraft and scenery, custom development, may be possible on the iPad. Already, Plane Maker for desktop exports the airplanes that I put into iPad. Therefore in our future, I believe the Plane Maker that all of you have may be able to export aircraft for iPad. And we might be able to do the same for scenery so that it is possible that we have aircraft and scenery custom creation on iPad to really expand [X-Plane for] iPad, but the iPod and iPhone are kind of like red-line for now."


On a question about using the iPad as a second screen:


"An excellent idea, and I will do this. Right now you can use an iPod as an external mount(?) or instrumental panel for X-Plane - this is possible now. X-Plane Remote, I think, is the name for the app. Doing the same thing for iPad is natural, and then maybe this is a great way to do the G-1000 or G-430, so that people that build their own simulators can have giant X-Plane scenery [gesture indicating a wide-screen overhead display] and G-1000, G-430 [indicating side-by-side] with iPad on their home-built screens [indicating desk in front of user], touching to use the G-1000 like you would use a real one.

"Imagine how easily you could build a home-built simulator when your iPads let you create any own instrument panel, including Garmin-1000s, and with touch-screens you can touch buttons to use those instruments. I have the framework in place for this program now; I just don't have the details."


Response to a joke:


"Wait.... The MD-80 has the galley where the food is prepared in extremely high detail... so yes."


On some question about moving or zooming maps, or even GMap in the cockpit:


"Javier...? I do not know what would be involved in doing that. My priority is to replicate the instruments of the real moving map of Airbus and Boeing; the real primary and secondary flight displays; the real ECAM; the real EFIS... that is a higher priority than importing images from Google. But again, that sounds like a very good point."


On a question about terrain radar or terrain-following:


"We have this now, in version 9. I do not know if the F-22.... There is an auto-pilot that you can add to the instrument panel in X-Plane 9 that is a terrain-following autopilot mode. I haven't tested it in a while; I do not know if it is in any of the airplanes that ship with X-Plane, but the autopilot mode does exist. The button is something that you can select ion Plane Maker to add to any aircraft you like, and it does terrain-following." [Attempts to find and add button to 2D panel in his laptop]


On further clarification of the question:


"Oh, you mean the autopilot but the screen. Oh, okay... For the Dornier I think we have a side view of of your flight path that shows, I think, the terrain and the fixes in the profile case, but it is not a terrain-following radar; it shows the profile view of your flight with elevations.

"Sure, after we're done show me what you have and I will tell you if it's possible." [Must be talking about radar terrain-display, which Austin seems unwilling to acknowledge or discuss.]


On a question about what makes the new features possible:


"Time and money. I have hired three people that are amazingly good, and given them a year to work very hard at whatever rate they charge."


On a question about post-launch rollout of future improvements a la X-Plane 9:


"Very few of those improvements are needed because we have been rolling [out] these improvements into the end of version 9, sometimes in secret to test new features to make sure that they are ready for version 10. So we are not needing to add very many features to make these few aircraft. The plugins, the ability to export models from Ac3d; these are the technologies that we already have in X-Plane 9 that let us create the amazing airplanes for X-Plane 10. But things like bump maps, and aircraft that shadow themselves, and different degrees of reflection of light off the airplane, these are the things we are putting in now."


On specular and reflection maps:


"Yes, and this is the type of thing that Ben is working on right now. Yes, the airplanes in X-Plane 10 should be completely self-shadowed. And... I am not sure about every detail of shadowing and lighting, but there are many more technologies including bump-maps, self-shadowing, various reflections... so that natural [light] reflects very well and looks metallic. These are the types of things we are putting into 10."


On adding another UV channel:


"Email that to Ben. He should take care of that. He always does what he wants; it doesn't matter what I want. But if you ask him there's a good chance he will... uh, you can get that in [smiles sadistically] as that is also his part of the work."


[Video ends and presumably they all head out to eat and drink crushed grapes]
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X-plane 10 Empty Re: X-plane 10

Mensaje  Gonzalo Martínez Miér Ago 18, 2010 10:36 pm

Se agradece la noticia, habrá que esperar su salida y que caracteristicas reales tiene.
Slud2

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X-plane 10 Empty Re: X-plane 10

Mensaje  737Dragon Jue Ago 19, 2010 10:22 pm

Gonzalo Martínez escribió:Se agradece la noticia, habrá que esperar su salida y que caracteristicas reales tiene.
Slud2

Añadiria , q abra q esperar a las primeras correciones despues de q salga al mercado...pero tiene buena pinta...muchas gracias por la info josf
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Mensaje  patxi Vie Ago 20, 2010 12:53 am

joder joder pero que pedazo de foto esa de la noche con las luces de pista, habra que probarlol en cuanto salga, se podra actualizar la 9 a la 10 sin necesidad de comprar el software entero otra vez?


sea como sea valdra la pena seguro

gracias por la noticia
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Mensaje  josf Vie Ago 20, 2010 4:55 pm

se podra actualizar la 9 a la 10 sin necesidad de comprar el software entero otra vez?

Y a mi me parece que no vithe jejej Razz
Vamos a ver como hacemoooooooooooooo Rolling Eyes
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Mensaje  737Dragon Sáb Ago 21, 2010 12:55 am

josf escribió:
se podra actualizar la 9 a la 10 sin necesidad de comprar el software entero otra vez?

Y a mi me parece que no vithe jejej Razz
Vamos a ver como hacemoooooooooooooo Rolling Eyes

Esta pregunta es de Pat verdad?? ...madre mia pareces nuevo.......a pasar por caja tocara Evil or Very Mad
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X-plane 10 Empty Mas noticias sobre X-Plane 10

Mensaje  FAE_Gargola Miér Abr 06, 2011 10:38 pm

Cacharreando por ahi he encontrado esto. Lo copio aqui por si lo quereis leer. El original está en :

http://www.avsim.com/pages/0411/XPlane/10.html

Pero recomiendo estas dos fotos para ir abriendo boca :

http://www.avsim.com/pages/0411/XPlane/747-400_23.jpg

http://www.avsim.com/pages/0411/XPlane/747-400_21.jpg

AVSIM was offered the oportunity to submit questions to the development team about the upcoming release of X-Plane 10. Here is what they had to say about this highly anticipated release.

1. What's the status of the real "simulated" X-Plane "world". Is it more realistic than before? In other words is the X-Plane world reflecting the real world with all its ins and outs?

In a sentence, X-Plane 10 will have a plausible, scalable, dynamic world. Enter the plausible world for X-Plane 10. We will build every city in X-Plane from the first blades of grass upwards.

Here is how it works: We will start off with grass or field textures for the entire world, including the cities, and then build up from that. We will take each individual parking lot and place it on top of the grass. We will place each building on the parking lot, in 3-D. At no point will the painting of the roof of a building appear on the ground. This will never happen. Every building will be a real 3-D building, planted by an algorithm in a location that is at least physically possible.

Do we know where every building on earth is? Of course not. But, we do have incredibly detailed road databases, and we have the algorithms to place parking lots, sidewalks, buildings, and etc all alongside these countless roads. This means that our artificially-intelligent city-planning algorithm will build plausible cities. Cities where you would fly over them at 5 miles per hour, 10 feet above the ground, in a helicopter, and never see anything that looks 'impossible'.

Everything will be completely 3-D. Every city built from the first blade of grass. There will be no discoloration, blurriness, satellite mis-alignment or 2-D Escher-illusions… all of the cities will be completely plausible. If you turn down your rendering options to zero, then New York will be empty green fields. If you turn them up to max, then it will be a sea of 3-D roads and buildings at a level of detail that you could drive in a driving sim, and Central Park will not be an overlay… it will simply be a part of the field that they have not put buildings on! This is the plausible world, and it is the first step towards a really detailed and convincing virtual reality.

As well, X-Plane 10 will be scalable. While you will be able to taxi right down the roads, with plausible intersections at every crossing and only 3-D buildings off of either wing, you will be able to zoom out all the way to space and see the landmass from orbit. You will see the reflections and lighting of the land and sea from space, with smooth transitions all the way from space to sitting in someone's front yard, never with any sudden switch-over to a different rendering technology. Everything is done with level of detail that delivers smooth transitions from street-view to orbit, all in 3-D.

The weather system will be detailed enough that you will see cloud wisps right around your plane as you fly through clouds, but will go hundreds of miles in every direction without any repetition. This will let you have fronts and thunderstorms, areas that are VFR and IFR, clear and cloudy, all at once, depending on your location. If you want to fly like you would in reality, you will work through/over/under/around those thunderstorms and fronts getting from one place to another, since the weather is not homogenous or repetitive. It scales from local detail around your plane clear out to region-wide fronts and storms visible from orbit. Totally scalable across a tremendous range.

As well, the X-Plane 10 engine is dynamic. I have now, for X-Plane 10, made it so that each flight model runs on its own CPU. Here is what that means: If you have 20 processors, then you can run 20 AI planes with basically zero frame-rate hit. Crank the number of planes up to 20 in X-Plane 10 and watch what happens to the frame-rate. Try it now: Set the number of planes to 1 and look at the frame-rate. Then set it to 20 and look again. See the hit? That is because all of those flight models are running on One CPU, one after the other, in order. With X-Plane 10, each flight model can run on its own CPU, all at the same time… if you have 20 CPU's, running 20 planes it is no slower than running 1.

Now, most of you don't have 20 CPU's, but if you have a quad-chip dual-core (per chip) Mac like I do, then that is EIGHT cores… and they can handle 20 flight models while hardly breaking a sweat… the frame-rate impact of 20 planes is small: We have eight cores splitting the work! As well, we have optimized the RAM-use of each airplane to be considerably lower. This means that there is less RAM impact to having 20 planes flying at once, making it much more
feasible to have 20 planes at one time. So, X-Plane 10 will use less RAM, and give more frame-rate, than version 9 when loaded up with planes (all other settings being equal, of course).

So why do I care about all these other planes so much? Well, we have hired a full-time programmer just for the new ATC code for X-Plane 10. This new ATC will control all the planes in the sky, including yours, to deliver incredible ATC realism. Using pre-recorded WAV files, you will hear the controller giving instructions to the other planes, and see them following those instructions on your TCAS and out the window. The other planes will all take-off, land, taxi, stop on the ramp, miss approaches and do touch-n-goes, all while taking commands from ATC, all of which are audible on your radio.

Of course, all of the other planes will use the same accuracy flight model as your plane, so you will see them move perfectly realistically across all phases of flight, from flying right down to taxiing. Put in a strong wind or turbulence and see how they handle it. It might not be pretty, but it will be realistic. Set enough wind and an icy runway, and they will all blow right across the ramp. Watch out.

So, this is the plausible, scalable, dynamic world that we are building for X-Plane 10, all of which sits on top of an object-oriented, RAM-optimized, CPU-optimized, multi-core-capable code-base. You will SEE these results as X-Plane 10 reveals incredible detail, motion, and accuracy at all scales … while the activity bars on ALL your CPU's run up into action.

Now, if you only have 1 CPU and a little bit of RAM, you will still be able to run version 10 just fine, in fact you may see it even run faster and with less RAM than Version 9! But, you will have only one airplane, and the cities will be simply grass fields, and the air traffic controller will have very few people to talk to. But, if you get the 4 gig of RAM to load up the rendering options, the 8 CPU cores to run 20 AI planes with full flight-model at once with minimal frame-rate hit, then you will start to see the whole world enrich and come alive. But there is no way that is happening with 2 GIG of RAM and one CPU. This type of world is all about parallel-processing: A lot of stuff happening at once. No surprise it will eat up all the CPU's and RAM (up to 4 Gig) that you can give it.

2. What about the simulation of small, medium and international airports (gates, buildings, aprons, cargo area, etc.)?

These will be generic, but there will be content there. In addition our scenery tools will allow 3rd party developers to build out custom airports, with gates, vehicles, and buildings.


3. Will not only developers but also customers, be able to use there 9.6x aircraft models in version 10?

Yes

4. Related to the previous question; is this also applicable for previous 9.6x airports, scenery and other enhancement add-on software?

Yes, those will still work

5. What many users missed in version 9.6x is the realistic look of the external model? It seems every model from GA to Jumbo's had clean skins without any dents, rivets, scratches etc. Does version 10.x offer developers tools to create a more realistic external model?

Yes and the screenshots from our development team on X-Plane 10 gives you an idea of the detail now possible.


6. With what kind of scenery does X-Plane 10 come with? Is it a photo-real scenery or, as with FSX, based on ground texture tiles and if the latter is the case, how realistic is it compared to the real world?

See my explanation in question 1.

7. What I personally missed with version 9.6x as writer, is a comprehensive tutorial! The manual in version 9.x offers lots of pages with a bunch of information, but it misses in my opinion a complete tutorial that helps you to understand X-Plane and how to fly with it. The tutorial will take a lot of time to make, but when version 10.x is really so much different, it could be a potential market for MSFS users to swap.

Yes this is true. this has always been a weak point. Someone should write a good manual and sell it!

8. What about the weather generator?Is it based on real data and/or is there a cooperation with REX?

My theory is that a modern personal computer is fast enough to draw clouds that are made of puffy little bits that are each 1 meter across. Not a bad start to drawing clouds, eh? To make it of puffy little bits that is each 1 meter across? Where each puffy bit is 1 polygon? If a cloud is made of puffs, and each puff is a meter across, and each puff is 1 polygon on the video card, then that seems a decent way to build clouds in a flight sim, right? Seems reasonable?

Of course, the max visibility in x-plane 10 is 100 miles. So, the scenery region is 100 miles north/south, 100 miles east/west, and goes from the surface to 45,000 ft. There are 2000 meters in a mile. There are 15,000 meters in 45,000 ft. So, that is 100 x 2000 x 100 x 2000 x 15000, which is 600,000,000,000,000 cubic meters (do the math). So, to render solid clouds in your flying area for x-plane 10, that is only 600,000,000,000,000 puffs of cloud for your video card to draw.

Now, we want to draw these puffs at about 60 frames per second (so we leave some power to draw the stuff on the ground, too!), so that is only about 36,000,000,000,000,000 polygons per second of cloud puffs that your video card needs to handle to do a basic cloud rendering of 1-meter puffs across the sky. As well, if there is one polygon every meter, and you can see for 100 miles up high, then you will clearly be looking thru 200,000 meters, and with one puff per meter, you will be looking thru 200,000 cloud puffs. That does not sound so bad.

Of course, when you are flying through these clouds, then that means that each pixel on your screen will be filled 200,000 times (once per puff of cloud, of course), and if you are running in the very low resolution of 1024x768, at 60 frames per second, then that means your video card will obviously be putting out 1024 x 768 x 60 = 50,000,000 pixels per second. Of course, each pixel is being filled 200,000 times. (once per puff by having one puff every meter for 100 miles) So, any video card drawing this scenery would be filling 50,000,000 pixels per second 200,000 times, which is actually filling 50,000,000 x 200,000 = 10,000,000,000,000 pixels per second.

So, to do the rather basic job of filling the sky with clouds whose puffs, each of which are a polygon, are one meter across (a reasonable size to see up close), your video card for x-plane 10 will simply need the following specs:
36,000,000,000,000,000 polygons per second
10,000,000,000,000 pixels per second

OK, a current video card, say the nVidia GTS-450, can handle:
700,000,000 polygons per second
11,200,000,000 pixels per second

So, with this video card, you would need:
36,000,000,000,000,000 / 700,000,000 = 51 million of them to do the polygons, and
10,000,000,000,000 / 11,200,000,000 = 892 of them to do the pixels.
so, the current video cards are one 51 million times too slow to do the job.

How will we render these clouds in x-plane 10, since I do not want each person to have to buy and install 51 million video cards, since that is a slightly problematic system requirement? The answer is a display of resolutions of buckets.

Imagine this: we have a HIGH resolution of cloud geometry. each puff is 1 meter across. BUT, those puffs only go out, say, 10 meters. In other words, sure, you can see cloud puffs that are 1 meter across. but you can only see them up to 10 meters away. You see the small, detailed puffs up close only. That isn’t many puffs. just 10x10x10, or 1,000 puffs. We can handle that.

Then, for puffs that are 10 meters away to 100 meters away, we draw puffs that are 10 meters across! How many puffs to fill that space? Well, we have 1 puff every 10 meters, we go out 100 meters in visibility for a moment, so that is 10 puffs north/south x 10 east/west x 10 up/down, for 1,000 puffs.

hhmmm...we just covered 10x the space, but without using the exact SAME number of puffs as we did for the smaller area, by making each puff bigger. Sure, the bigger puffs are less detailed, but since they are farther away, you could not see the 1-meter-diameter puffs anyway... they are too far away to see when they are that small.

Then, from 100 meters to 1,000 meters, we draw puffs that are 100 meters across. We have 1 puff every 100 meters for 1,000-meter range. That is 10 puffs north/south x 10 east/west x 10 up/down, for 1,000 puffs. Again, only 1,000 puffs. But, we are covering a full kilometre! the better part of a mile!

How about we go out 100 kilometres??? Each puff is, say, 10 kilometres across if drawn so far away. That is 1 puff every 10 kilometres for 100 kilometres. So that is 10 puffs north/south x 10 east/west x 10 up/down, for 1,000 puffs.

Again! No matter how big the sky, each level of detail only costs us 1,000 puffs.

7 levels of detail is plenty of detail. We call each level of detail a 'resolution'. So 7 resolutions gives 1-meter wide puffs of close, and huge puffs very far away, as seen from orbit and we wind up with: 7,000 puffs. Diddly-squat for a modern video card.

So this is the trick to the cloud-rendering in x-plane 10: we draw a LOT of SMALL puffs up close, and a FEW HUGE puffs out far away. This gives the detail you want up close, with the general cloud layout visible from 100 mile away. There is no need to draw tiny 1-meter-wide puffs 100 miles away, you could never even see them from that far away!

Our display of the weather uses about 7 RESOLUTIONS of cloud-puffs, with maybe a handful of thousands puffs at each resolution... a total result of maybe a small handful of tens of thousands of puffs.

You don't need 51 million video cards to draw that at all! In fact, you could even use just ONE video card! The perfect amount to fit inside your computer!

But, we are not done yet.

Each resolution contains all the cloud puffs around you... including the ones behind you! We certainly don't want to tell the video card to draw the puffs of cloud that are behind you as that would slow you down for nothing. So we break each resolution down into 27 buckets (a grid, in 3D, measuring 3x3x3... exactly like a rubics cube). But this is a rubics cube that you fly around inside of, with each cube being a bucket.

Of course, we only draw the buckets that are in front of you where can see them! This doubles the frame-rate again, since maybe half of the buckets are in front of you, and half behind... we simply draw only the ones that are in front of you.

So the weather display in x-plane 10 contains about 7 resolutions, with each resolution distributing its several thousand puffs into 27 buckets. This way, we only draw the cloud puffs that are in front of you, at a level of detail that you can see at that distance. This is what makes it possible to run at 100 fps in my Mac with 1 video card with clouds visible. This gives is the detail we want, with the long-range visibility we want, at the frame-rate we need.


9. Is multi-Crew coordination integrated or, when not standard available, does it offer developers the opportunity to create it?

This can easily be done by a 3rd party developer with a plug-in.

10. Apart from Carenado, famous from GA MSFS airplanes, are there other airplane developers interested or involved in creating highly advanced X-Plane 10.x models?

Aerosoft, plus various other developers & publishers are right now getting involved in X-Plane development.

11. I read that a Dual Core 2.0 is one of the minimum requirements

No, it does not require a dual core. It is scalable according to the cores you have, so the more the better. It will even take advantage of 20 cores if you have that many in your machine.

12. Will X-Plane 10 benefit from a 64bit OS?

No, not version 10.0 BUT SOME time in the v10 run, we MAY switch to 64-bit, so we can up the limits on the number of custom scenery files and airplane that can be installed at once.

13. I have seen some of the newer aircraft and what I am most interested in knowing; will X-Plane 10 move away from the 2d cockpit and put more emphasis on the virtual cockpit and its functionality?

YES to SOME airplanes but not all.

14. How many disks will it come on?

We're unsure at this point, but probably more than version 9.

15. Will it be possible to purchase online as a download through a vendor like Steam?

That is NOT planned at this point.

Austin - X-Plane Development Team
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X-plane 10 Empty Re: X-plane 10

Mensaje  737Dragon Miér Abr 06, 2011 11:15 pm

aunq cada vez se retrasa mas, ya queda menos jejeje....

X-plane 10 747-400_23

Ese 747 es 'Made España' es de japo , una pasada de tio , y las fotos son en Matacan, su escenario , todo un lujo....jejeje
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X-plane 10 Empty Re: X-plane 10

Mensaje  FAE_Gargola Miér Abr 06, 2011 11:19 pm

Ya me extrañaba ver ahi esos Hidros tan familiares. Pues me alegro de haberlas publicado. No todo lo de fuera es mejor.


Última edición por FAE_Gargola el Miér Abr 06, 2011 11:24 pm, editado 1 vez
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Mensaje  737Dragon Miér Abr 06, 2011 11:22 pm

jeje..es una pasada verdad???....pasate por este link https://xcockpits.superforo.net/t176-salamanca-matacan-listo-para-descarga?highlight=matacan y bajate el escenario , y echale un vistazo a los otros trabajos de Japo
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Mensaje  josf Vie Abr 08, 2011 10:55 pm

Gracias por la info, a ver cuando se nos da Razz
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