New Microsoft Flight Video
Posted Here! Also have a look at the new FAQ.
First X-Plane 10 Details, Screenshots Revealed
For all of the latest news see here.
Core Engine Improvements
Cities are built from the ground up
They start with the grass, and then add pavement, then buildings (in 3D), placed by an algorithm that allows the building to be placed accurately, which will then build "plausible" cities, and scale up to the entire world using available geographical data.
In addition to this X-Plane 10 will introduce a brand new AI system, that throws the processing of other plane models on each core on a multi core CPU without a performance impact. X-Plane will also introduce an incredibly realistic ATC system, using actual recorded WAV audio files wher eyou will hear other pilots and controllers interacting.
"As X-Plane gets ready to ship around the end of this year, you will want 4 gig of RAM and 4 or 8 CPU's if you want to crank everything up to see all of this, and you can expect more and more high-quality planes to start moving over from MSFS o X-Plane."
Weather Engine Improvements
X-Plane 10 will have weather systems that are unlike anything I have ever seen in any simulator, and I have the prototypes of these systems running now. Here is a word on detail: The weather is far, far, far more detailed than the 2048x2048 radar texture I can use to visualize it, but let's just assume for a moment that the weather was only detailed to a resolution of 2048x2048 pixels. Since of course the weather is 3-D, assuming equal vertical detail, the weather would be 2048x2048x2048 pixels. That is 8.6 GIG. To give you an idea of how much RAM that is, a 32-bit operating systems can only ACCESS 3 GIG! In other words, if the weather was only 2048x2048x2048 data-points, it alone would use 3 times more RAM than all of the memory we have for the entire sim... and in fact the weather is much, much more detailed than that.
So, how do we do it?
The answer is: We use procedural weather. Rather than trying to memorize each bit of air and cloud, we instead develop a fiendishly complex little algorithm that tells us what the turbulence, cloud, precip, etc., will be for any given bit of air.. and then promptly forget what it told us... one-millionth of a second after we used that data to jostle the plane, paint color on a radar texture, or draw a bit of cloud or rain. Using this procedural approach to weather, there is no limit to how far out the weather can go, and how detailed the weather can be in close around the airplane. You will see this when you fly through clouds that have detailed shapes right in close to your airplane, and then zoom the camera out to orbit to see that the weather can encompass a sizable flying area (bigger than the entire map region you are used to seeing in X-Plane 9) with no repetition. With the complexity of the algorithm (based on Perlin noise and other things) the weather looks really realistic... In X-Plane 10, I have seen fronts and cells and cloud patterns that look just like what I have seen in reality. This weather is plausible. As well, because it is procedural and can be evaluated at any scale, it is totally scalable.
Aircraft Improvements and more, for everything see X-Plane.com!
New PMDG Screenshots
Chris: Speed and Angels
Fly About Movie
I just wanted to thank you for mentioning my documentary film FLYABOUT on episode 75 of your podcast. I would've never known if it hadn't been for this nice email I received yesterday from a woman who ended up ordering my film based on your recommendation...
-- Being only a real pilot, I knew nothing about those stores, but am happy to tell you that simmarket.com will in fact be carrying FLYABOUT in the future. Thanks to you and your listeners :-)
filmmaker and producer of FLYABOUT
Checkout the SimMarket page here!
the A-10A for FSX is released and looks fantastic!
You need to get these guys on the show!