X-Plane releases thread

Probably should be in the XP11 thread, but with regards to my earlier PC-12 post, the Carenado B200 is now broken in that the Condition levers work like fuel cutoff. That will require using a key command or control mapping to reach low idle. Be careful using an axis for fuel, because you can torch your PT6s dumping fuel in a hot engine. Other than this, the B200 is very flyable.

x737 project v5.0.3 and x737FMC v3.22 are officially support XP11 and seem to work well. I flew a short hop yesterday and the FMC worked perfectly, including following a STAR into KLAX. This combination is far superior to the default B738 in X-Plane as many switches are inoperable.

The Carenado TM850 and Thranda Quest Kodiak still have fueling problems. The RWDesigns DHC6 seems to work well other than the vertical stabilizer being visually reversed as previously reported.

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From Austin:

(sic)

“we are locking down the code for x-plane 11 beta 4 now… will probably cut it internally within about 24 to 48 hours. i keep diving into the flite model and finding more ways to have fun each time.”

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Disappointing news from CEO of ORBX John Venema - however, I would make the observation that with such incredible and talented scenery designers such as “tdg” and “Mister X” - perhaps ORBX saw that they really couldn’t offer a whole lot more than what the community was already doing for free? I can understand the business decision behind that. And my wallet is probably sighing in relief…and personally, I will be skipping P3D v4 most likely. I bought v1 and v3 and don’t really see the need to keep shelling out every couple of years for the incremental improvements. * Unless the 64-bit implementation is something worth doing…

John Venema:

"I believe it’s important for a company to share its vision with customers and generate excitement around future plans, and do this without necessarily spelling out specific details in black and white. There are many reasons why we try to avoid showing pre-alpha screenshots and other works in progress; and probably the main reason is to avoid raising expectations too early.

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So Project X, as most of you correctly guessed, was X-Plane. We showed you a screenshot from a 98% complete KCGX Meigs Field which we had contracted out to be ported. The only stuff not working were human animated characters, something I am sure we would have eventually solved. So in this instance we had a real product ready to ship for XP-10 and XP-11, but which in fact was really nothing more than an internal proof of concept.

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We have a few such projects underway internally, trying various emerging sim platforms, different technology partners, new data sources, new development techniques, different engines, and so on. We’re constantly experimenting with ‘stuff’. That’s a vital part of any company’s future; the R&D side.

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So we have to make calls as to which platforms are going to meet our goals that we measure across a whole bunch of criteria; much more than simple metrics about performance, SDKs, community, market etc - an internal measurement which is important to us as a business and team of passionate developers.

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Rather than string the FS community along for many months I’d rather just be Occam’s Razor and nip it in the bud now. We won’t be doing any development for any version of X-Plane for the foreseeable future, if at all.

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We WILL be releasing some beautiful products for Aerofly FS 2 that play into our decade of experience; expect more announcements in the coming months and some major releases by the time FlightSimCon 2017 comes around in mid-June.

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We WILL continue to develop all our new products for FSX/P3D as our continued premiere platform. We WILL install the P3D 4.x SDK and see what it has in store for us. We WILL install the Dovetail SDK when it becomes available and explore options there as well.

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And we will continue to play with new tech and emerging platforms and maybe surprise you all one day. Who knows?"

Wonder if any of that has to do with Austin’s response to the announcement lol.

I was wondering that too. That response was puzzling, and just didn’t make sense from a business standpoint.

Well, screw orbx then if they don’t want my money…What kind of response did Austin give then?

Link is somewhere here but he was basically all “thought x-plane was going nowhere” sarcastic.

Yeah…I think he (Austin) basically dredged up a 3-year old comment from the ORBX CEO that said something to the effect of “X-Plane isn’t going anywhere…so no, we aren’t going to be developing for that platform…” and threw it back in his face. Kind of a dumb move - why not just take the high road and say “We’ve maintained the confidence in our product over the years and are ready to help ORBX move forward with their development for X-Plane…”

Win/Win.

I’m not saying the response was why ORBX decided not to go forward. I think there are financial reasons too. There is an awful lot of quality freeware from guys like “tdg” and “Mister X” that would compete heavily with payware products. And all those free libraries are already out there. I just think ORBX missed their opportunity by not jumping in a few years back.

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Agreed, shame though since for example their New Guinea scenery could find a solid audience in the X-plane crowd.

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It’s a little weird though because their upcoming project announcement seemed pretty firm even though they were using (bad) codenames. Maybe I just read into too much but it seemed like they were finished just not 100% signed on the dotted line.

I mean everything you said is right and their explain action is probably mostly true, but I would think be surprised if that personal conflict played into it at all.

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In my opinion - it should open the door for some startup scenery developer, or at the very least, give some breathing room to those that are already doing X-Plane sceneries. I figure Aerosoft already went through the cost/benefit analysis and determined quite some time ago that it was definitely worth it to do scenery for X-Plane. I really hope we see some other utilities move into X-Plane like updated versions of Air Hauler, Active Sky, Traffic360, etc…

Can’t say I am surprised. This is the flightsim community we are speaking off, big ego’s that use bigger words and threats all the time. It really is a bit of a old white man syndrome thing.

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Sorry, my phone autocorrected there. That should’ve said I wouldn’t be surprised.

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This really seems to be the reason, in that ORBX has made a very good living sprucing up a 10+ year old platform. Add the fact that XP11 looks pretty good out of the box, as well as an incredible catalog of free scenery, and ORBX was probably having a hard time justifying the development cost.

Aerofly FS2 might also be easier to develop for, although I think that sim needs a little more time in the oven. I’ts fun to go sightseeing in AFS2, but frankly it’s hard to get excited about a sim that doesn’t have mixture control. Looking forward to some continued development in that platform.

As good as X-Plane 11 is in beta form, it’s hard not to imagine that we won’t see more high quality third party add-ons for it. A2A Sims and Air Hauler 2 for instance. They are pinning a lot on Lockheed Martin IMO.

@BeachAV8R Look at how gorgeous this is!

Must be a delight in VR!

Haven’t tried it in VR yet, but when you enable the included Winter textures and add the freeware Winter Pack 1.1, it’s as good as anything I’ve seen in any sim. I had to put on a fleece jacket to finish the flight in my home office. :slight_smile:

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Wait what? Winter? How? Please tell me more!

So, if you are lucky enough to find a developer who adds winter textures in their airport, then this mod will mostly complete the conversion.

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Looks like my kind of place…freeware Susi Air Makki (Indonesia)…looks like a good place for @chipwich to run his Kodiak into…!




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Apparently he has a series of these…






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