X-Plane 11 Public Beta 1 First Look

Ok, wait wait wait… I think I missed something:

X-plane is supposed to have global scenery doesn’t it?
I read that north of 60 degrees there isn’t scenery but that’s ok, it is a bug.

But then others wrote that north of 70 there isn’t anything at all, in XP10 as well?
How do you fly the Greenland route then??

Well…this is how I did it last year for the Mudspike Christmas flight:

http://secure.simmarket.com/hsimulators-greenland-mesh-v1-x-plane-10.phtml

Thanks!
I initially didn’t want to fiddle around with mods and stuff, but that is the obvious solution.
Will download it before the next flight!

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Good luck with it - by the way, I found the Aerosoft servers for those scenery area links tend to be the fastest…

ie: X-Plane HD Mesh

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I just tried the Beta 2, and it seems my G940 is working now!
Some axes are inverted, and the name of the stick is not showing, just a number.
But that’s no problem, it calibrates and all buttons and axes work. :slight_smile:

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FYI, when I first loaded Beta 2, it displayed my Warthog Stick this way until I unplugged it and plugged it back in. Then it displayed properly.

Ok, I’ll try that when I boot it up next time.

Btw, has anyone tried this in version 11? Does it work?

Oh, and I installed a Frankfurt scenery so I can see the scyscrapers. Now Frankfurt looks a bit more like it should!

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Too bad the scysrapers have no lights. They look really bad at night. :frowning:

It works!! Will post a screenie soon

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Love the HD Mesh, looks really awesome! Might get UHD for some of the Alps once XP11 is out of beta…
How long does a beta typically take for X-Plane?

Quick 'n dirty shot of Valkenburgse Meer in the distance

I pressed PrintScreen a few times, of course it remembered my ugliest shot. :confused:

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Is that Leiden CS? To be fair I am having a hard time identifying the streets.

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I flew over my home already. If you find Leiden CS and the Singels, it’s not too hard. Although the tiny bridges don’t render that well in the HD Mesh

Xplane 11 is beta until they announce xplane 12

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Here is an interesting post from Austin - delivered in his usual, unique way…but what he is talking about is quite interesting…

OK maybe my sense of humor is all screwed up after 2 weeks of straight coding but this one is just too funny:

For X-Plane 11 beta-3, I just solved a bug (pointed out by Vit Zenisek) that has actually been in X-Plane for 20 years… and only affects the motion of the airplane when it isn’t moving.

Got it?

Here’s the dynamics of the non-dynamic situation:

The tire force model in X-Plane is good enough to use in a driving racing simulator, as it actually gets right down to the vector along which the rubber is dragged across the pavement on the contact-patch of the tire. The dynamics are really quite good, especially in X-Plane 11 where I have taken tire-modelling updates from Stradale.

BUUT, this physical model has fatal flaw: The model that simulates the detail right down to how the rubber interacts as it is being dragged across the pavements…. only works WHEN THE RUBBER IS BEING DRAGGED ACROSS THE PAVEMENT! DUH! So when does it NOT work? WHEN YOU ARTE STOPPED!!! HAR!!!

So, whenever an aircraft in X-Plane has been STOPPED, I simply ‘locked the airplane down’, bypassing the tire model altogether.

No motion? No flight model!

This SOUNDS fine, right?

WRONG!!!

During the run-up, the plane is indeed motionless, but the forces acting on the airplane, via the landing gear, are HUGELY important!
As you add power, for example, the force opposing propeller thrust is COMING FROM THE TIRE CONTACT PATCH FAR BELOW THE PROPELLER!
This aft force, far BELOW the prop, opposing the forward motion of the prop, creates a torque that LOWERS THE NOSE when power is applied with the brakes on!
You sure feel this on short-field take-offs, when you add power, holding the brakes, and the nose hunkers DOWN
Then, when you release the brakes, the nose POPS up as the nose-gear strut is unloaded and it is off you go!
So, even though the airplane is NOT EVEN MOVING during the run-up or power application before brake-release, the forces on the landing gear and resulting aircraft dynamics are CRITICAL to making the X-Plane aircraft behave, and feel, like the real airplane!

SOOOO, how do we BUILD a tire model that is based on MOTION, so that it works when the plane is STOPPED?

SIMPLE!

We simulate a WELD!

When the plane is stopped and the tire forces are adequate to HOLD it there, we imagine that the tire contact patch is WELDED DOWN TO THE GROUND right at the center of the tire contact patch! The force on the airplane from the tires is a damped spring that opposes any displacement of the aircraft from that welded-down spot! Any (small) displacement from that world-point of the tire contact patch is due to the flexing of the tire sidewall, allowing the axle to move ever so slightly fore and aft as the tire flexes under the loads of the engine, wind, a sloped runway, or whatever else it is that is trying to move the airplane!

SO, when STOPPED, we weld the tire contact patch to the ground with a damped spring simulating the tire sidewall that holds you in place with, indeed, some FLEX!
Then, as the brake are released OR the forces on the aircraft EXCEED the braking allowed by the tires… we switch over to the rolling or dragging dynamic tire models as needed!

Cool!

The whole thing happens seamlessly, and the effect is really quite amazing.
With the Cessna 172, for a short-field take-off, get all the way on the brakes and go to full power… the nose starts to dive under the thrust!
Then, get OFF the brakes and the nose POPS up and oscillates as the nose strut unloads, over-extends from the aircraft inertia, and oscillates a few times until the motion is damped out, as the airplane starts to accelerate down the runway!

It feels JUST like the real plane!

You will get this starting in X-Plane 11 beta-3, and I am really annoyed we have not had this for the last 20 years!
(Because in the version of X-Plane you have right now, all of this is missing which SUUUUUUUUCKS!)

So grab X-Plane 11 beta-3 when it comes out (soon) and try some of these brakes-on, full-power, brakes-off short-field take-offs in light airplanes… it finally feels real!

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Good improvement!

Have any of you guys had trouble spawning in turboprop a/c with engines running in beta 2? The Carenado PC-12 and now the Thandra Kodiak both hot start. Happens every time. And if you switch to a recip, say the default Baron 58, it will be burning as well. The only way to kill it is restart X-Plane and not spawn a turbine a/c or spawn cold and dark.

I’ve only been using the Q400 since Beta 2 and have not had any problems with it (other than birds)…

Lemme check another turboprop and I’ll get right back to you…

Hmm…I just spawned in using the Epic E1000 and the Twin Otter and neither had burning engines when I switched to them. Then switched to the Columbia 400, no problem. Same with the Carenado B200…no problem spawning in with engines running. Do you maybe have an axis that is being assigned to something that is causing a spike or something right when you enter the sim?

I think that you’ve found the problem Chris. I’ve suspected my controller, TM Warthog, but thought that it was a bug with beta 2 since I had calibrated them recently. Will calibrate all again tonight and report back here.