· Reverted change to light sizes when monitor resolution changes. This means airplanes look the way they did X-Plane 10.5, 10.11 and 10.20.
· Fixed pitot heat switch on new C172 in 3-d cockpit.
· Updated Cessna with new, improved art files and flight model tuning.
· Fixed dim airport lights when using 4x SSAA - HDR SSAA no longer affects light brightness.
· Fixed crash on start-up on Japanese Macs.
· Fixed edge cases where facades could draw junk or incorrect paths.
· Fixed OBJ accuracy for scenery where 0 AGL is very close to Y=0 in the local coordinate system. This fixes bad object placement at KROC.
· Joystick tracking cross matches mouse location when flying with the mouse, even when joystick curves are applied.
· Fixed crash on Mac when running the CRJ plugin or resizing the window. Other plugins may have crashed too due to this bug.
· Fixed curved non-closed facades to not loop back on themselves.
· Fixed brightness of custom light billboards when HDR is on - they now match non-HDR.
· Included 2013.04b data cycle, which puts back DMEs.
· Fixed landing gear rendering in Plane-Maker.
· Fixed visibility in hard-ball IFR to be a little bit higher.
· Latest (April 2013) airport and navaid data included. This data fixes a number of navaid bugs inclusing the KSFO glideslopes.
· Kingair windshield wiper animation fixed.
· Cockpit-object attached spill lights now light up only the inside or outside depending on the cockpit object lighting mode; this matches the behavior of all other plane-maker-attached objects.
· Default heavy-metal compass backgroudn art realigned.
· Frigate ILS and VOR are displayed on the local map screen.
· Autopilot disconnects completely if the airplane has no flight director switch.
· Knots/mach mode is reset to knots on loading a new airplane - just in case the airplane has no mach/knots switch.
· MTBF frequency fixed - it was previously misinterpreted to fail at 10x the rate displayed in the UI.
· Magnetic heading for glide-slope fixed in the navaid editing window.
· Fuel consumption correctly decreases when flying with an external instructor's station.
· Fixed wind interpolation from NNE to N to circle through NNW.
· Changed default number of flight models per frame to 2 to improve aircraft flight dynamics.
· Improved wording on rendering settings screen.
· Autogen in rural towns remapped to houses and not warehouses.
· Fixed error in scenery shift that caused the airplane to move 4 feet and crash when landing at KGDM runway 36.
· Added aliases to the audio monitor commands - this will allow v9 plugins to continue to control the audio monitoring system.
· Moved libfreetype for OSX back to 2.2.1 - fixes font spacing on Mac, which was too wide in 10.20.
· Fixed default gear light instrument to not light up when bus power is off.
· Fixed AI aircraft to not reset AI planes when a plugin overrides the AI autopilot.
· DSF allows facades and bezier control handles to hang outside the DSF box a little bit.
· Fixed memory scribble when apt.dat contains an ICAO code longer than 4 characters.
· This patch fixes the hole in the fuselage of the Kingair, and adjusts the taxi light on the Baron. No changes to the code.
· The Kingair and Baron have both been updated again.
Bug fixes:
· Airports with invalid runway configurations no longer crash ATC - instead the error is logged so authors can fi the airport data.
· Lua memory management interface changed for Windows and Linux
· Fixed crash on GP60 RC plane - airplanes with very, very, very small wings were crashing.
· Automatic crash reporting improved; in a few cases where X-Plane would have said "please report this to Laminar" it now bring up the automatic crash reporter so we can more easily collect the data. This only happens for cases where something has gone horribly wrong in the sim (typically due to an X-Plane bug, driver bug, running out of memory, or an invalid third party add-on).
· The Kingair and Baron have both been updated.
Bug fixes:
· Waste-gate has been fixed for turbo-charged recip airplanes with a waste-gate. For example, the Carenado Mooney will now develop 190 HP on the runway, not 40 HP.
· X-Plane won't recommend safe-mode just because Plane-Maker is open.
· French translation updated.
· Fix for crash in custom scenery when using library objects on sloped terrain.
· Fixed crash when using ppjoy virtual devices with analog hat switches. (We do not support analog hat switches, so do not set one up. But now they won't crash the sim.)
· The installer will re-launch the sim in the same mode (64-bit or 32-bit) as you had before when auto-updating. Note that this will only work on the first update _from_ rc1 to a new update.
· Worked around black sky on Intel HD GPUs in HDR mode. Note that these GPUs aren't very powerful, so we recommend running with HDR off.
· Worked around shader compile fail on Intel HD 4000 GPUs.
· Fixed nav-aid saving to not write out bogus NDB.
· Fixed crash on Mac with PS3 controller over blue-tooth.
· Kingair Fixed
· autopilot buttons for Flight Director, Autopilot on, yaw damper and pitch control added.
· Rudder pedals animated
· Several texture refinements / enhancements
· Added stall warning annunciator
· New plugin system build for Linux/OS X avoids junk in the log.
Bug Fixes:
· Fixed missing gravel at 70S airport.
· Turbulence turned down for some METARs.
· MP pressure fixed on helicopters
· Reduced network bandwidth for multiplayer.
· Map placement bug fixed where the plane was not set up at the right speeds when clicked in the upper right corner of the iOS window
· Holding down AP knobs while sim paused still selects AP at high speed
· Mach-IAS button picks right mach number.
· Missing wings fixed for RC planes
· Safe mode starts with global shadows off.
· Fixed loading of BK117 plugin on Linux.
· Fixed crash on Linux with VirtualGL.
This build features a new plugin system DLL:
· bit Plugins that incorrectly link against common static libraries will generate log warnings.
· Plugin-induced crashes are listed against a specific plugin; crashes in X-Plane's threads are no longer attributed to plugins.
· Calling XPLMRemoveMenuItem on the plugin menu works reliably.
· XPLMGetNthAircraftName works during airplane unload message and airplane plugin unloading.
· This build includes a few more global terrain textures.
Bug fixes:
· Fix for missing base loads in electrical system.
· Some keys fixed on German keyboard layouts.
· Fixed incorrect layout of some autogen blocks.
· Fixed broken 32-bit QuickTime record.
· Foreflight output rate changed.
· Cloud puff bases adjusted again.
· Fixes missing library paths in the autogen (again).
· Runway lights tweaked slightly.
· New tropical terrain textures
· Beta 8 works with the newest update to Xavion iPad apps.
Bug fixes:
· King-air 3d cockpit fixed
· Windows XP machines should get their IP address without failing.
· Fixed METAR parsing with time-stamped winds.
· Fixed reversed scroll wheel for plugins.
· Fixed by missing line segments at EHAM custom scenery and others.
· Fixed keys not working with Romanji keyboard layout.
· Fixed height of type 1 facades.
Bug fixes:
· Fixed crash on scenery load when runways were set to 'flattened'.
· Mac & Linux: Re-exported libpng to the 32-bit builds of X-Plane
· Missing library paths: this wasn't actually fixed in beta 6 due to a source control mistake; should be fixed now.
· Kingair switches fixed.
Usability:
· Livery is saved as a preference - when you reopen a plane if there is no option to pick a livery, the last one you used is opened.
· New button in Open Aircraft dialog box to just change the livery.
Plugins:
· Fix for LuaJIT compatibility on 64-bit Mac integrated - see here. Plugin authors working on 64-bit Mac plugins should be able to continue with development without any special test builds.
· libpng, libcurl, and libfreetype2 symbols have been stripped out of the Mac and Linux versions. Please test your 32-bit Mac/Linux plugin; if it will not load, please report this ASAP! (The problem might be with your makefile.)
· Fixed system_window dataref. This should fix the 32-bit TrackIR plugins.
Airplanes:
· Prop heat and inlet heat expanded to up to 8 engines, with new datarefs. This should not affect existing airplanes, but please recheck your icing switches.
· Custom prop disc cross-fades fixed. If you use the prop disc override please confirm that your add-on works!
· Eagle claw landing gear dataref added.
· Fixed RGB light field in Plane-Maker exterior lights screen.
· Fixed IAS indicator showing airspeed when a plane is flying backward or stationary in a tailwind.
Scenery:
· Fixed incorrect library paths in autogen - this should fix a bunch of custom scenery packs not loading.
· More new terrain textures from Albert.
· Fixed texturing of type 1 repeating fence faces. If your facades still have texturing problems but used to work, please file a bug ASAP!
· Helipads like NK39 don't float in the air when sloped runways are turned off.
Bug Fixes:
· Fix for some Intel HD GPUs causing the sim to quit with an error.
· Fixed crash on Mac with Chinese input methods.
· Fixed hang when filing certain ATC flight plans.
· Bottom of cloud puffs should be closer to assigned bases.
· New commands for directional gyros.
· AI planes keep igniters on to avoid flame-outs.
· New autogen from Alex. This is not the complete autogen work he has done; it is an interim step.
· New terrain textures from Albert.
· Bug fixes to the Kingair and KSEA from Tom.
· New 3-d exterior on the Harrier from Javier.
· OpenAL sound is now initialized before any plugins are loaded. This changes which OpenAL implementation will be loaded for globally installed plugins. Please see the OpenAL technote for details. This fix should conflicts between Gizmo-enhanced and SASL-enhanced airplanes.
· OS X 64-bit: the app's zero page and base address have been modified. This allows LuaJIT to function on 64-bit OS X. Please note that LuaJIT will still fail frequently with out-of-memory errors once the sim is running. If you are working on a plugin that uses LuaJIT and have not contacted Ben, please do so.
· Vsync now functions on OS X. The vsync setting now takes effect immediately, without restarting. Please note that on ATI Windows hardware with the Aero theme enabled, Vsync locks to half-refresh rate; we think this is a driver bug.
· A bunch of features relating to airport ICAO IDs now work on 64-bit. This fixes real weather and the FMS/GPS ICAO entry on 64-bit.
· Multiple identical devices now supported properly on Mac.
· Native TrackIR fixed on Windows. Plugins that use TrackIR are not yet fixed, due to a plugin SDK bug.
· Log correctly identifies 64-bit versions of Windows.
· Fixed unresponsive keyboard and mouse on OS X when X-Plane is started in full screen.
· Fixed fatal shader error on older Nvidia cards on Windows and Linux.
· Fixed spinning ball cursor on Windows.
· Fixed OpenAL 64-bit library on Windows.
· Fixed a number of log warnings.
· 32 vs. 64-bit build is shown in the about box and startup screen
· The 747 plugin is not 64-bit safe yet, so some 747 nav systems will not operate in 64-bit mode.
· The current installer is not updated for the new file naming convention and will always launch the 64-bit app (Windows/Mac), or fail to relaunch the app (Linux). You can simply restart X-Plane from your desktop after updates.
· Fixed intermittent bug on Windows where some objects would randomly generate LOD warning and not hit the fast hardware path.
· Fixed intermittent bug on Windows where some objects would randomly generate LOD warning and not hit the fast hardware path.
Bug Fixes:
· The constant hail from rc1 should be fixed.
· sRGB disabled for ATI Catalyst 12-10 drivers - it works in some cases but washes out the UI with HDR on.
· Put up error alert when x-Plane runs with Gallium drivers on Linux - we only support the proprietary ATI and NVidia drivers on Linux.
· Disabled HDR when the GPU can't support it _even_ if prefs have HDR enabled.
· Bumped version on situation format - the 10.05r1 situation format does not work with 10.10 and 10.11; this version change stops the files from being loaded in a corrupt manner.
· Updated car generation pattern - traffic should be more even and levels should be higher on high settings. Remember: traffic really hits CPU, and it takes a few minutes for X-Plane to generate the full traffic you have requested with your rendering settings, so turn the setting down if fps get bad.
· New German translation.
Bugs:
· Fixed missing runway through 747 windows.
· Fixed corrupt landing light after livery change on C400 Corvalis.
· Fixed corrupt cloud geomtry with HDR and ATI Linux drivers (by disabling pinned memory optimization). We'll work with ATI to see if we can get pinned memory working on Linux.
· Fixed shadows out the window for the C172 with shadows on "3-d on aircraft".
· Fixed squashed preview icons in airplane chooser dialog box.
· Fixed possible corrupt geometry in low level weather code.
· Turned down maximum brightness with HDR mode slightly.
· Fixed ejection seat camera sequence.
· Fixed export airplane to .OBJ in Plane-Maker on Windows.
· Fixed broken materials with shadows on Falcon 7x.
· Fixed inability to refile a flightplan after cancelling IFR
· Decreased nag timer on ATC handoff checkins
· Updated car generation pattern - traffic should be more even and levels should be higher on high settings. Remember: traffic really hits CPU, and it takes a few minutes for X-Plane to generate the full traffic you have requested with your rendering settings, so turn the setting down if fps get bad.
· New German translation.
Bugs:
· Fixed missing runway through 747 windows.
· Fixed corrupt landing light after livery change on C400 Corvalis.
· Fixed corrupt cloud geomtry with HDR and ATI Linux drivers (by disabling pinned memory optimization). We'll work with ATI to see if we can get pinned memory working on Linux.
· Fixed shadows out the window for the C172 with shadows on "3-d on aircraft".
· Fixed squashed preview icons in airplane chooser dialog box.
· Fixed possible corrupt geometry in low level weather code.
· Turned down maximum brightness with HDR mode slightly.
· Fixed ejection seat camera sequence.
· Fixed export airplane to .OBJ in Plane-Maker on Windows.
· Fixed broken materials with shadows on Falcon 7x.
· Fixed inability to refile a flightplan after cancelling IFR
· Decreased nag timer on ATC handoff checkins
· Fixed complete anarchy in the electrical system file-io code. Believe it or not, this fixes the roll in the 747 and other airplanes! Authors using 10.10, check the electrical system pages in Plane-Maker carefully in 10.10r2! See more here!
· Fixed import of v9 airplanes made on a PPC mac into v10.
· Fixed unclickable P-180 cockpit panel.
· Runway lights are visible when off-axis, e.g. on base.
· Fixed shadows disappearing in flight when set to "3-d on cockpit" for the P-180 and other planes.
· Fixed disappearing spill lights (when made by an OBJ and attached to an airplane).
· Fixed black boxes around LIGHT_CUSTOM lights in HDR mode.
· Electrical systems such as the Hydraulic, Vacuum and Gyro systems no longer "overspeed" when the bus voltage is over nominal (ie. a charging bus).
· Changing Axis assignments in the Joystick dialog, no longer throw away calibration data.
· EGT fixed to be scaled properly based on the appropriate N1 or N2 speeds.
· Command-line framerate test fixed
· We have disabled the wing import function in Plane-Maker - it can crash Plane-Maker (causing you to lose your work). We may put it back in a future update if enough users want it. As a work-around, you can copy wings with a text editor in X-Plane 10.
· Fixed ATTR_diffuse_rgb when used with global shadows.
· Fixed pre-fill optimization on NV Mac drivers.
· Fixed pre-fill for non-shadow objects.
· Fixed spill lighting on runway lights.
· Fixed anti-ice system failure labels in Plane-Maker.
Aircraft Changes:
· Default Aircraft startup times drastically improved! Sometimes on piston engines, you may even need to crack the throttle to get the aircraft to start...just like real aircraft!
Starter:
· The starter has been changed quite a bit; airplanes from v9 and 10.05 should now start as expected. See this post for details.
Bug Fixes:
· METARs with variable winds no longer create wind-shear/turbulence for low wind speed conditions
· Slung Loads are no longer defaulted ON...this was preventing the B-52 from flying properly!
· Mouse wheel scrolling now works in the Aircraft Livery panel
· Weapons drawn correctly in Plane-Maker
· Plane-Maker can import .inst instrument files.
· Light billboard color-space fixed; the runway lights should be quite a bit more visible now.
· Fixed misaligned roads.
· Fixed road bridges crashing into each other.
· Improved ramps going into road junctions slightly.
· Fixed P-180 panel going black when P-180 is used as an AI plane or HDR is turned on and off.
· Fixed missing landing light in 2-d cockpits and forward views.
· Jets will hot-start if __N2__ is below indicated value in Plane-Maker. Plane-Maker used to use N1 for jets, which was difficult to work with.
· No more crashes or other odd behaviour when you run the battery down to nothing
· It's just like beta 10, but with the 'extra aircraft' folder properly included (this is where some of the old v9 aircraft and experimentals now live) and with code signing hopefully fixed.
· Supersonic engine thrust model improved to go from total pressure recovery to normal-shock recovery as you move towards the max inlet efficiency, and pass air subsonically to the compressor behind the inlet. This is still not a perfect inlet model since different inlets work in totally different ways, but this is the best superonic inlet model we have ever had, and the supersonic drag is now the best we have ever had as well. The supersonic drag model looks at each polygon of the acf model, finds its' normal vector and area, and treats it as a plate with a compression or expansion fan, and should now do a perfect job of tracking every single poly in the airplane.The new supersonic model, like ALL of the dynamics in X-Plane, considers all of the various bodies that you have created for the airplane. That is: ALL of the fuselage, misc bodies, nacelles, etc, are considered to be exposed to the airflow. This means that if you have multiple bodies one inside the other, the aero effects will be DOUBLED compared to reality! Also, if you have one body hiding right behind another, or behind the fuselage, then the drag effects will be DOUBLED compared to reality! This is why with the latest beta, some planes are not going supersonic that should: We are now computing the drag more accurately on each body, and having multiple bodies one behind the other simply add up the drag based on the frontal area of EACH BODY! A very simple case of this is an F-104 Starfighter model that uses a fuselage for the FRONT of the plane, and a misc body for the BACK! In this case, the front of the misc body is acting like a big flat-plate exposed to the air.. surely enough to keep the plane subsonic! So, to design a plane properly, do NOT use misc bodies and fuselage and nacelles stacked inside each other, or behind each other in a row. This will simply erroneously add up drag! When designing a plan e for X-Plane, the rule is really very very simple: Each fuselage, misc body, and nacelle has the local air aciting on it. That's it! So it is actually really simple. Now, there is ONE exception: Engine nacelles for jets. Engine nacelles for jets are assumed to NOT produce any drag. This is because the thrust for the engine that you enter in Plane-Maker is considered to already be based on installed thrust losses. So, if you want your ACF model to be accurate, then do not have hidden-away misc bodies with frontal area inside another body, and certainly do not have 2 bodies one behind the other to make a long body... the frontal area of the aft body will still be exposed to the air in X-Plane! If you want really detailed geometry (read: more than you can get out of a body in X-Plane, so you want to hook multiple bodies together) then it is time to build an OBJ for your airplane!
· ForeFlight support! Grab ForeFlight version 4.7 and you can now use X-Plane as a "GPS" to practice your flying.
· New commands: Spot lite on, off, and toggle... kind of sorely missing before!
· Helo rotor rpm trim runs 0 to 1, so it is an interpolation between the lo and hi rotor rpm trim. This way, motion of the trim always DOES something, even if only a high OR lo rotor rpm trim is entered in Plane-Maker!
· Automatic crash reporter no longer catches crashes that occur because of plugins. This is important so that plugin authors can get crash data from their users without us stealing it from them.
· UI Buttons in all products have been improved to be...well...like every other button you've ever used outside of X-Plane. Actions happen on the up-click, not the down-click giving you a chance to change your mind while also giving you visual feedback of the press itself.
· Aircraft
· Fixed Vacuum pressure and Oil Pressure gauges in the default C-172
· Fixed SR-71 flight model
· Shadows
· This build should fix the bug where the shadows would jitter and shake wildly with HDR enabled; the shadows should now be about the same with HDR on or off. (Global melt your GPU looks better with HDR on.) Some airplanes that previously did not shadow properly are now fixed. I am still working on shadow tuning.
· Bug Fixes
· Joystick Dialog now consolidates axis display so more device axis are visible. Important for people with many devices.
· Joystick calibration ranges from 10.05R1 are now blown away to prevent corrupt axis on an update. NOTE: This will require EVERYONE to recalibrate their devices on updating.
· Fixed broken "alt" button on Windows
· Fixed buttons on some home-cockpit devices such as the MJoy16-C1
· You can now save a situation and then load it again without exiting X-Plane to re-scan the file list.
· Landing lights and all other lights should go across to the external visuals now.
· Much less turbulence in light to moderate precip... but same trubulence in major (red) precip
· QuickFlight startup does put you on the ramp now, if set up as such in Operations and Warnings window.
· Weather goes to ALL the external visuals now, not just a random ONE of them! ;-P
· Right Click/Zoom no longer control the sim from IOS station.
· Fixed bug in planemaker causing resource copying to create invalid files on Windows.
· Fixed dlerror __stack_chk_fail_local on Linux machines. Ideally, plugin authors should be compiling with -fno-stack-protector but in the meantime, this will let them run again.
· Roads shouldn't cut into buildings at low view angles.
· Fixed crash when starting up with IOS enabled and quick flight showing on startup.
· Fixed cursor being hidden in joystick calibration wizard.
· Fixed cut-off object names in Plane-Maker main screen.
· Fixed prioritization up/down buttons in plane-maker misc objects screen.
· Added error checking for airplanes whose use of panel texture is inconsistent. You can't mix and match ATTR_cockpit and ATTR_cockpit_region!!!!
· Plugins are now exempt from breakpad; if a plugin crashes, the normal OS crashes happen so that the user can send a report to the plugin author, rather than the crash going into our database.
· Fixed camera instrument to not turn green during the day with panel regions.
· Red/White Flashlight added!
· "Mouse-Look" Re-implemented in a new way...Double right-click and the mouse will lock-in as camera control in any view. Change views or right click again to disable it.
· Quick-Look view prefs have been renamed from *_prefs.txt to *_view_prefs.txt. If you already had quicklook commands set, they will not be used until you rename them in your aircraft's directory.
· Additional improvements to terrain textures. Albert hopes to have these finished by the end of the beta run.
· WE ONLY CALIBRATE JOYSTICKS WHEN THE JOYSTICK WINDOW IS UP NOW! So, to calibrate your joysticks, you have to go to the joystick window... you cannot just wiggle your joystick around to let X-Plane automatically find the joystick extrema... you have to be in the joystick window!
· Flight model refined a hair: There will be no measurable difference for any reasonably conventional flight, but now we handle sideslip angles of even 90 degrees, or backwards flight, on wings with crazy dihedral and sweep and incidence angles,with more geometric perfection... even though this does not represent a flight regime where you ever operate in a conventional airplane, we still nailed the theoretical geometry down just get mathematical perfection there.
· Also, the supersonic dynamics improved a hair in computing drag over the fuselage.
· My Evo is now in the EXPERIMENTAL folder. There s no external model, and the panel is a joke, but it FLIES right. Of course, we will improve this over time to be a good model of the aircraft!
Bug Fixes:
· Fixed quick-look views so they no longer reset back to "center" when changing views in cockpit
· Fixed a bug causing ATC to crash if "AI Flies Plane" is selected
· Fixed a bug causing ATC to crash if an airport without a proper flow was selected.
· Scroll wheel now works in all sections of the quick-flight and open aircraft dialogs.
· Fixed powerlines that fly up at DSF boundary near EHRD.
· 747 airspeed indicator fixed.
· Sectional map shading and water fixed.
· Water fixed in HITS instrument.
· Camera instrument fixed.
· Datarefs for object drawing location are now in OGL coordinates. This fix makes v10 work the way v9 did.
· Control-click acts like right click for Mac users with old one-button mice.
· Fixed jitter and shake of cloud shadows when HDR is enabled.
· Fixed ATTR_lit_level to properly scale lights during the day.
Aircraft Authoring:
· Plane-Maker now has a popup UI to show/hide objects and the visualizations of interior and exterior lights. Since the exterior lights are now drawn as cones (with small discs at their source point) the 3-d view can get messy. Simply turn off the visualizations you don't want to see, or hide your objects to get a better view of what is going on.
· ATTR_cockpit can be used in any attached object. This has always been true (despite warnings in the docs) but the implementation only worked some of the time.
· The cockpit object can now be marked as glass, as well as interior or exterior. Mark it as glass if you need to use panel texture in your windows. X-Plane will attempt to guess whether the cockpit object should be glass on older airplanes to maintain compatibility.
· Spill lights only affect the interior if they are attached to an interior object; they only affect the exterior and world if they are attached to an exterior object. Use this to fix problems like landing lights flooding the cabin or cabin lights illuminating the runway below the airplane.
Beech Baron 58 Fixes/Improvements:
· Wing landing lights added with independent control switches for left/right
· Revised Autopilot and annunciator panel so all modes work, including APPR
· ADF 1 added
· HSI now uses Nav 1, Nav2 and GPS
· Nav 2 VOR added
· Flight model improved
· Wing Ice light works
· Clock added to yoke
· Instrument night lighting fixed to work. No more lit instruments when power is off.
· Avionics fun doesn't come on when power is off.
· Dash annunciators improved and work properly
· Taxi light added to nose gear, aligned and working properly.
· Fixed broken hot-spots on Altimeters
· Fixed broken adjustment on attitude indicator
· Fixed 3/4 deflection on Joystick Axis page on some devices (Saitek Flight Stick, Epic USB, etc.)
· Fixed "sticking" hat-switches that would sometimes not turn off once pressed.
· Fixed Joysticks with missing buttons/axis on Windows such as the Logitech G940 or G25
· Bump maps now work in .ter files again.
· The HDR pipeline has been severely thrashed in an attempt to improve the look of translucent scenery. While there are still translucency artifacts in HDR mode (and all airplanes should use the "glass" option in plane-Maker for windshields and canopies) translucency should be better than it was before.
· Fixed ugly blue glowing water at night.
· Added back 3-d cockpit toggle command to match v9.
· Airplane is converted to metric before plugins are run.
· For seaplane starting locations, X-Plane should pick the closest seaport it can to the airport you have selected in quick-flite, if you do not select a real seaport
· Fixed crash at night (take 2, the fix in beta 3 was in itself broken).
· Fixed cockpits going dark and camera angle moving at night.
· Fixed support for Epic USB and other devices that send unsigned axis data but have LogicalMax with the signed bit set. 0xFF vs 0x00FF.
· Improved update screen dialog so users can reject updates without a crash.
· Liveries can be selected.
· Barometric pressure knob fixed on C172 and other panels.
· Plane-Maker won't prompt for safe-mode after an X-Plane crash.
· Fixed crash if previous flown airplane is missing when X-Plane is next run.
· Fixed sun glare on landing markings at KSEA when bump/normal mapping is disabled.
· Interior geometry shown for older planes. Note that showing the inside of the fuselage and misc bodies is not recommended, not possible in airplanes saved for v10, and will be dropped completely in the future.
· Fixed washed out cockpits on older airplanes like the CL415. Blog post coming soon explaining what this was, why authors might want to update their planes, and what's coming in the future for cockpits.
· Fixed erratic joystick behavior on windows that prevented proper calibration
· Fixed linux joystick problem preventing the detection of rudder pedals/trim wheels etc (NOTE: If it still doesn't find your device, you'll need to UDEV your /dev/input/event* device to give X-Plane permission).
· Fixed roads shooting into the sky at LSZA. (There are a lot of the roads on this planet and we can't check them all by hand, so if you find yet more roads shooting into the sky, please file a bug!!)
· Sim won't go into 'safe mode' after an auto-update.
· Aircraft carrier wake doesn't show through carrier.
· Fixed crash at night with C130 and other planes with no 3-d cockpit.
· Fixed heat blur to not show up in first class cabin of 747 and other interiors.
Bug Fixes:
· Fixed crash on startup on Windows caused by some Joysticks
· Joysticks no longer have a negative impact on frame rate.
· Roads no longer shoot up into the sky at DSF tile ends.
· Fixed crash with v9 DSFs with powerlines.
· Hedges and bushes in autogen no longer stick into the street.
· 4x SSAA HDR mode fixed to not draw into 1/4 of the screen.
· Fixed blue and red artifacts in HDR mode on Windows machines.
· Fixed white box around bomb craters in HDR mode.
· Fixed blue flicker when QuickFlight carousel spins.
· Fixed night water reflections in non-HDR mode.
· Fixed brightness of lights reflected in water.
· Improved UI tile scrolling in quick-flight dialog.
· COOL NEW STUFF
· New oil rig... see it in the oil rig approach... really amazing detail.
· New plane: Columbia-400!
· Piaggo Avanti updated to be really nice, and is our default airplane for now.
· Updated scenery textures. New textures for dry regions and Volcanos, as well as enhancements and refinements, including color adjustment.
· New lights - the light texture and table of colors has been tuned up for better night lighting.
· More "stuff" in the airport library.
· (Autogen improvements are still in progress and will be available in a later beta.)
· RENDERING ENGINE
· The entire HDR pipeline has been rewritten to fix bugs and boost performance. It may be a bit before the bugs are all thrashed out.
· Tone mapping in HDR mode now features dynamic exposure as you move the camera. The dynamic exposure is set to very small changes for now; we'll tune it during the beta.
· Night lighting performance has been tuned considerably.
· The "ATI Windows" issue is fixed: the ATI Windows driver is a bit slow to map memory compared to other drivers/platforms, so we use an alternate code path. This should provide lower CPU use for clouds on ATI Windows systems. If you still have slow clouds, then X-Plane is slow or your machine is slow or your settings are too high.
· SCENERY SYSTEM
· X-Plane creates a .ini file in Custom scenery to manage your scenery packs. You can reprioritize scenery without renaming folders by editing the file. This feature is meant as a base; someday we'll get a UI in front of it. Disable a pack you don't like by replacing SCENERY_PACK with SCENERY_PACK_DISABLED. New packs will be added to the .ini file automatically as they are found, so you never _have_ to edit this .ini file.
· Scenery packs in custom scenery can be symbolic links, short cuts or aliases to other hard drives. Link the pack - that is, put the pack anywhere, and put the alias in custom scenery. draped objects work without specific LOd
· The road rendering code has been overhauled to not put roads up in the sky and to avoid putting powerline towers on roads when possible. If you see a case where a road goes straight up into the air, please, re-report the bug against 10.10b1. But note that we are still tuning and fixing bugs in the roads.
Other scenery system bug fixes:
· Line-style forest rendering fixed - the lines could be garbled.
· Facade roof textures flipped horizontally - they were wrong before.
· Placement of tiles in autogen strings improved.
· Objects with draped geometry work even if there is non non-draped geometry and no LOD instructions. In 10.05r1 the default LOD was miscalculated. To ship scenery that works with 10.05r1, just use the explicit ATTR_LOD_draped command.
· IMPROVED FLIGHT MODEL
· controllable ram-air recovery for propeller engines assign the ram air recovery percentage for your recip or turboprop engine installation, and see what kind of power boost you can get at speed with a properly-designed inlet! this used to be hard-wired at 10% (pursuant to flight-test in my Cirrus) but is now controllable by you per-aircraft.
· electric motors are limited on torque and power, so if you exceed redline rpm, the torque will be gin to fall off to hold constant power! electric motors can have efficiency as well, indicating what percentage of the watt-hours coming out of the battery make it to the prop! electric motors can re-gen power as well, if you enter a re-gen efficiency in the engines screen of Plane-Maker (Spool-Up tab.. where the engine efficiency mentioned above is also set) the re-gen model causes the prop to go into re-gen mode if the throttle is at idle, running the braking torque (and thus battery charge) up linearly with rpm until braking torque equals max allowable drive torque at redline prop rpm. These things are designed to make electric motor simulation really run well in X-Plane... even well enough to plan how a real electric airplane will perform!
· manifold pressure tweaked still more! I am sorry to keep twiddling this one parameter, but i sure do want to get it right! we now DO use the max manifold pressure that you enter into Plane-Maker, so you should be able to control the results well.
· when you fail the left or right flaps, they simply stay in the position they were in the moment the failure occurred. this makes it possible to fail the flaps when extended, so only one side RETRACTS! rather interesting for go-arounds with failed flaps on one side when you start to clean up the plane!
· The weight and balance predictor in Plane-Maker (designed by me to test out real airplane designs!) now has a different weight and balance entry for each fuel tank, so you can see CG ranges at all possible fuel tank load-outs.
· Metal coefficient on concrete increased a bit... this will reduce skidding on helos a bit, and make dynamic roll-over more likely!
· More refinement of the transition from subsonic to supersonic flight model, with input from an F-18 pilot that spends time flying in both speed regimes. In reality, the air accelerates to (and beyond) the speed of sound as it moves around the body of the aircraft... even BEFORE the airplane makes it up to the speed of sound. We now start to emulate that effect a bit, starting to move to the supersonic flight modeling as the aircraft speed approaches Mach 1, with drag rising as shock waves form.
· You now enter the starter HORSEPOWER in the engines screen, and it's behavior should be more realistic in flight. As well, starter current draw should be a lot more realistic now, and the starter torque should fall off as the rpm comes up due to power limits of the starter and it's associated circuitry.
· New variable in Plane-Maker: Prop pitch time to enter beta. Enter a value here (in the Engines screen, Spoolup tab) to set how quickly the propeller can move. While you only enter the time to move from idle to beta, this prop speed is then used for ALL propeller operations.
· AIRPLANES
· Translucency is fixed in HDR mode - translucent glass should look the same in forward and HDR renders. If you have a model whose translucency changes, please re-report a bug!!!
· V9-style lights don't "leak" - landing light affect exterior objects and global interior spill affects interior.
· Prop disc overrides fixed.
· X-Plane won't reset your livery choice if you turn HDR mode on and off.
· NEW STUFF FOR AUTHORS
· Textures can now be up to 4096 x 4096 pixels. Use good judgment as this can eat a lot of VRAM!!!
· A new OBJ attribute GLOBAL_no_shadow excludes an object from shadow calculations. This is both good for performance and gets rid of ugly shadows on objects like grass that should not have shadows.
· Autogen and roads can have attached objects that appear more often in higher rendering settings. Our artists will be using this to tune rendering performance.
· Draped geometry in an object now has all of the same shader options as a road or autogen tile. Docs on this coming soon!
· PLUGINS
· Changing weather datarefs will not regenerate cloud puffs unless cloud-related datarefs change.
· The sim no longer tests for a "crashed" airplane when the sim is paused. This test was causing the sim to believe that the user had crashed the aircraft when a plugin changed the airplane's position in the world. So now writing the airplane's position should work correctly even for far-away locations.
· PLANE-MAKER
· The screenshot command still works in Plane-Maker.
· SMALL VISUAL REFINEMENTS
· landing lights light up the rain and snow now... kind of a nice detail
· heat blurr moved according to the exhaust location even with tilting engines for VTOL ops...nice if you want to try something like a JET V-22 type aircraft.
· less water spray effect form hovering helos over wet terrain, as per reality.
· no more brakes hanging on free-casting nosewheel craft. (oops!)
· the LOCATION of the jettisonable load on the aircraft is now considered on all aspects of the flight model
· in the weight and balance screen, add a nice big jettisonable water load and put it out on the wingtip! let the fun commence!
· GENERAL OPERATING REFINEMENTS
· situations can be saved even if you just loaded a situation to start up with! kind of convenient. situations within situations.
· mouse controls rudder again, as desired, when no joy controls found
· new file-open is nice... try it! should be much quicker to use. as well, new livery selection is nice... it is integrated with the aircraft-open, and always remembers what was the last livery used for each airplane, which is kind of convenient.
· more failures that do not apply to your airplane are culled from the failure UI list
· new command: "sim/flight_controls/brakes_toggle_auto" to toggle auto-brakes, as requested.
· the cloud layers can now be as close together as you like
· SLIGHT change in the icing model: you now only need ONE switch for bleed air or pneumatic on the panel now. it will active any bleed air and pneumatics on BOTH wings.
· New command: "sim/autopilot/knots_mach_toggle" This is a new command (assignable to a joystick button or keyboard, and one shat should be used by custom-aircraft makers) that properly toggle between speed and mach number on the airspeed hold.
· New command: "sim/flight_controls/tail_wheel_lock" Toggles the tailwheel lock.
· New commands: ADF 1 and 2 cards, pilot and copilot, rotate up and down.
· Much less turbulence from RAIN... you have to select STORMS or the turbulence slider to get noticeable turbulence,
· or fly into CUMULUS clouds.
· BUG-FIXES
· shooting down other airplanes works.
· lift fans possible, as intended.
· these are insanely fun.
· equip your plane with 1 (or more!) jet engine but set up 2 (or more) props.
· be sure that the jet engine is set so it can be VECTORING! set the vector range in the helos and VTOL screen to at least 90 degrees, and check it as vectoring in the engines screen
· for the props, set them to type LIFT FAN and give them plenty of RPM and make them ducted and at a vertical cant of 90 degrees
· if you balance out the fan speed and radius number of blade and chord to absorb the right amount of power from the jet, then you should be able to get the thing balanced out to fly nicely like an F-35!
· carrier catshot mission won't launch prematurely off the deck just cause you have toe-brakes, and should have better physics in place holding you before the shot
· Carrier landings now work correctly.
· The camera no longer goes through walls in 3-d cockpit mode on the Cirrus Jet and others. (ATTR_solid_wall now works again.)
· The warning message for 32-bit versions of Windows has been moved to the first time you pick rendering settings, and the language has been edited for clarity.
· V10 airplane electrical System and Bus Specs are now read correctly from airplanes. This was broken in later 10.04 betas.
· V9 airplanes electrical systems are read in correctly.
· Bug fix for ATC issuing altimeter on descent.
· Fixed pilot-heading dataref to put sim in command-look mode.
· Fixed parsing of OBJs with hard surfaces.
Clouds:
· Cloud performance has been tuned. The cloud slider is not calibrated the way it was in 10.04b4; please don't worry about the number you see. Tune the slider to get the trade-off of quality and performance you want on your computer. The "100%" mark represents what we think a high-end system might show; you can go past this if you really liked the older high settings from previous betas, but realistically there's no need to do this.
· The far view clouds should look less strange from orbital altitudes.
ATC:
· Controllers now issue altimeter settings to aircraft on handoffs, on descents OUT of a flight level and every 50nm when appropriate.
· Controllers now expect aircraft to fly with the correct altimeter setting and also properly monitors aircraft at flightlevels expecting them to be flying at a PRESSURE altitude (with their altimeters set to 29.92). At this moment, the transition level for the WORLD is set to 18,000 feet as it is in the USA. In the future, this will vary based on region.
· AI aircraft are spawned at more appropriate speeds. In the past, they were spawned too slowly which caused them to stall and lose altitude which caused ATC to constantly nag them to regain their altitude. This was the primary cause for radio congestion!
· Improved taxi routings across the world so they're a bit smarter.
Rendering:
· The 3-d cockpit draws correctly for multi-monitor configurations with offset views on the side.
· Our low-level OpenGL setup on Windows is now done a little bit differently; this change was recommended by people at NVidia who are very smart. But if you are running on Windows and you _can_ run 10.03 but you cannot start up the new beta at all, please file a bug!!
· ATTR_draped now works with objects that do not have any LOD statements! There was a previous bug in X-Plane so that if you used ATTR_draped and did not have ATTR_LOD anywhere, the sim would not draw the draped geometry. This is now fixed, so ATTR_draped really does work as a drop-in replacement to ATTR_poly_os. Docs coming soon!!
Scenery:
· Fixed facades in the airport library that were generating errors on load.
· The roof edge of urban downtown facades should look correct.
DRM:
· We are reworking our installer and DVD detection. If the sim won't go out of demo mode, but 10.03 works correctly, please be sure to file a bug!
MORE COOL NEW STUFF:
· Compressor stall failures are refined, and can be solved by pulling fuel to the engine to shut it down.
· Aircraft icing is now a bit more aggressive and realistic, and flexible with the ability to add 2 switches for AOA heat,
· pitot heat, static port heat, engine inlet heat, prop heat, and wing heat! This lets you control these systems more precisely... and expect the correct results from their operation in flight!
ATC:
· ATC checks aircraft altitude less frequently being a little more patient with pilots.
· New aircraft spawn "silently" which should drastically improve radio congestion.
· ATC should properly inform pilots of their expected approach and runway upon giving the pilot their FIRST vector for the approach.
Scenery:
· Latest version of KSEA demo area has variable density of objects with the rendering settings. If you have a lower performance computer and run at medium object settings, the demo airport should have better framerate.
Weather:
· Fixed black sky and broken transition from near to far terrain when flying over overcast cloud layers.
· Fog coloring tweaked in the clouds a bit... The color should be more realistic INSIDE of the clouds!
· More improvements in the read in of Real-Weather files... now handling more cloud types and report-types, including ones found in Europe!
Joystick:
· Left and right brake BUTTONS should always work, as long as you do not have joystick AXIS assigned to left and right brakes!
· Joystick can now over-ride autopilot, as in reality. BUT, beware! The autopilot will be fighting you with the servos, and the trim as well, and in some airplanes, the trim is stronger than the flight controls themselves!
Misc:
· Fixed white triangles in sky when looking straight up.
· Temporarily disabled alerts for illegally used ramp starts.
· Transition to supersonic engine dynamics a hair more realistic... applies to engine DRAG as well as thrust!
· Spherical and cylindrical projection corrected... See if you like it more! (If you have a pro-use key!)
· (real) Garmin430 and Garmin430 WAAS driven more perfectly now, with the ability to set the OBS on the Garmin unit or the X-Plane panel.
ATC:
· AI Aircraft now climb/hold altitude better dramatically reducing the frequency of hearing ATC yell at them.
· Protect against aircraft doing something WAY out of bounds like departing instead of taxiing or holding short.
· Stability improvements
· Step descents dramatically improved
· ATC should now tell the user what approach they're setting them up for
· ATC "Radio" box text color tweak
· Fixed AI aircraft names
Lots of tuning and tweaking to make everything just right here in this release:
· Plane should be able to hold still quite a bit better during runup, and not slowly drift with the brakes on!
· Manifold pressure model is now improved to be more like real planes.
· French and Spanish translation improvements to make the menus a hair more accurate in those languages.
· Better vertical resolution of the NMEA strings for newer (real) moving maps that plot vertical paths as well.
· More resolution in the FDR replays, so even little RC drones with small movements can have their paths recorded perfectly.
· Cylindrical projection should be able to handle changing the screen-res on the fly with no problem now.
· Better metar parsing: X-Plane should not be confused over various comments in the metars about the wind.
· As well ATIS should report the visiblity accuratley in all cases. Earlier versions did not report the very low-vis cases correctly.
· And, an option to re-scan real-weather to go along with re-download.
· The heat-blurr rendering effect is now offset by the exhaust offset specified in Plane-Maker, which is useful.
· As well, the heat blurr now draws for ALL planes, not just the one you are flying.
· As well, you can specify the exhsust offset PER ENGINE!
· Proper cloud textures used even if you have both cumulus and cirrus layers at the same time.
· The yaw-string is visible for the gliders and helos.
· A-I airplanes should be a bit more robust, really adding power if needed to get out of ditches or up hills, and not having systems break, rendering the plane stopped or otherwise motionless.
· TCAS system should only call out guys with their transponder on...and the AI should only turn on their transponder for flight, not taxi! This is getting down to a pretty crazy level of realism, here.
· New failure: brown-out! In the upper right of the first page of failures.
ATC:
· Bug fix for crash when flying approaches into untowered fields.
· Fixed other crash in ATC
Rendering:
· Fixed corrupt geometry at KBTR and other locations. (These were facade roofs being stretched off into space!)
· Sim will refuse to run with a clear error message for old non-supported hardware.
· Fix for hang while flying with AI planes or on startup
· Fix for missing DSF tile on really heavily loaded machine (this is a really rare bug)
· Fixed a Windows crash bug in beta 8.
· Fixed missing runway and city lights at some monitor settings.
· Restored framerate with clouds visible.
· Fixed crash in ATC system on startup.
· Fixed missing sunlight in planet-wide view.
Coolness:
· City lights are better tuned to look nice at a wide variety of resolutions and fields of view.
· Cloud lighting is more accurate, which is really nice, especially for overcast and stratus clouds.
· Aircraft lighting is a hair nicer in cloud shadow.
· Rendering options are streamlined and organized a hair better... with "one-push to set to max frame-rate" button.
Flight-Control:
· Joystick should now be more responsive! You should see a more instant and accurate response.
· You now get help with joystick calibration on your first start-up.
ATC:
· Fixed stability issues in ATC system
· Fixed step descents
· Fixed problems with controllers that had multiple frequencies
Plugins:
· Fixed weather datarefs when real weather is in use
· Fixed airplane loading by plugins on Windows
Weather:
· Fixed disappearing objects when Real Weather is in use
Rendering:
· Fixed diseappearing horizon artifacts
· Tuned shadow options - hopefully they should be a bit less blurry and a little bit faster
· Improved GPU fill rate a little bit in 3-d cockpit view with HDR on
Bug-Fix:
· Now you can take screenshots even if already recording a quicktime movie or sending imagery to EFIS-App.
ATC:
· Fixed bug preventing lowercase routings from working
· Fixed numerous crashes in the ATC system.
· Fixed bug causing AI planes to suddenly taxi through a hold short line wildly.
· Fixed bug causing the view to change while using the arrows to navigate ATC menus.
· Adjusted timers to let users communicate with ATC more easily.
· Adjusted "off course" tolerances to make it less annoying.
· Improved automatic layout generation at KTCM (and hopefully other airports that are long and thin)
Aircraft:
· CRJ and other aicraft cockpits should work at night in HDR mode on OS X Lion.
· Sim is more tolerant of missing textures - the rules now match v9 for OBJs.
· Slight improvement to braking model to aid in erroneous aircraft drifting.
· Baron 58: Added cockpit night lighting. Use the four lighting knobs under the copilot yoke to adjust.
· F4 Phantom: Adjusted the flight model for better in-flight handling and more reasonable manners on approach and landing.
· Fixed seg fault in weight/weapons window.
Rendering:
· Fixed cut-off global lights on ATI hardware.
Rendering:
· Fixed cut-outs in rain when HDR mode is enabled.
· Fixed square white runwy lights in heavy Cat-III IFR when HDR is disabled.
· Fixed corrupt drawing on UFMC when HDR mode is enabled.
ATC:
· Fixed a bug causing bad taxi routings which may have caused ATC to constantly issue new taxi clearances.
· Joystick General Command Up/Down and Contact ATC key assignments now work with the ATC menus.
Instruments:
· FMS should now operate normally.
· This beta adds Plane-Maker and Airfoil-Maker back to the beta - sorry about that!
ATC:
· Fixed crash when taxi routings were short/zero (like being next to the runway)
· Fix to improve reroutes
· Fixes crash with Intel GPUs on Windows.
· Fixes fatal error message with ATI Radeon X1000-series GPUs on all operating systems.
Performance:
· Rendering settings will default based on category of hardware - in some cases this should give better fps on default settings.
· X-Plane now detects cards that advertise instancing but don't have native hardware support; avoiding software-emulating instancing may help fps with heavy objects and moderate world level of detail. This affects the GeForce 8800, 9400, 9600, and 330M on OS X.
· Smoke puff code is optimized - this can help fps with AI traffic enabled.
Artifacts:
· A number of artifacts in HDR mode are fixed.
Plugins:
· Non-fat Linux plugins will now load.
· Some plugins that had drawing problems in HDR mode may now work.