![]() You may know Dovetail Games is going to sell a new flight sim, rather similar to FSX or prepar3D even if, apparently the product is not backwards compatible… Maybe this is a little bit off topic but as we speak about new features, I was wondering about something… There also some files modified files to eliminate lights at highways in europe, just like real world.Īnyway, the Winds aloft in 10.50 is something Im waiting to try, combined with Real weather connector and Skymaxxpro we can have an amazing weather experience in Xplane! I managed to do that eventually, now cities and villages are propely lit to my taste. * I did some tests on this file while trying to force Xplane to load more street lights nearby more types of roads. ![]() I found out the file*, maybe there is some sort of setting in this file?īecause to me it seems the engine is actually capeable of rendering lights to a further distance, it works in a custom scenery pack, even using the objects that comes with the simulaotr. My conclusion was that the limit applies ONLY for the auto-placed lights nearby highways, or whatever kind of road. I took some of them and placed in a custom scenery I created, just to test. Then I though maybe it’s something with the default objects for street lights. I made some tests a while ago, airport lights actually renders in the far distance. Maybe I didn’t understand what you mean by “limited by how far out we build the 3-d at all”, but the limit of the draw distance for light billboards doesn’t apply to all lights. I still have about half a dozen items on my todo list to get to a 10.50 beta, so I haven’t worked up complete release notes yet. Those are just the “big” things – there’s some huge number of other changes, some of which may be really important to some of our users. More Airports from the Gateway: as with all releases, we’ll include the latest airports from the X-Plane airport gateway. These planes use the new manipulators for their 3-d cockpits. Update King-Air and Baron: we have, however, redone the Kingair and Baron, fixing a number of issues and getting them to a whole new level for IFR flight. The feature here is the capability in the engine, for us and third parties to use.) (We have not rebuilt every 3-d cockpit in our fleet. New Manipulators: We have added a few new manipulator types as part of an effort to make 3-d cockpits more usable. Global Winds Aloft: X-Plane 10.50 will use global NOAA data for winds aloft, rather than a US-only data source.ĪTC Fixes: X-Plane 10.50 has a number of ATC bug fixes to make ATC a lot more usable. WED 1.5 will have new features to edit this information.įor airports created before WED 1.5 (which is nearly all of the approved airports), we are working on tech to auto-upgrade the gateway airports to use the new static aircraft third party scenery will simply not participate in the new feature until updated by the authors. X-Plane 10.50 will ship with a bunch of additional static aircraft models, and third parties can add more via the lbirary. New Autogen: We have new US tall building art assets that will make cities look better.Īpt.dat 1050 with Static Aircraft and New Models: A new revision of the apt.dat file provides information on parking spots so that we can place static aircraft models inside X-Plane, based on the library and rendering settings. This is not even remotely complete, it’s just some “headline” features that I can think of now the release notes will be comprehensive. ![]() So here’s a partial list of X-Plane 10.50 features. (Instead I put off writing a blog post until it’s really late and then decide at 11 pm that I’m too tired and I’ll do it tomorrow.) Basically, the more we are doing, the less I manage to blog about what we are doing. I’ve been way behind on blog posts over the last few weeks. ![]()
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