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  1. 2 points

    Version 1.0.0


    Rest in peace Stan Lee, you will be deeply remembered. So that's why i both made a livery for you on the Norwegian Airshuttle AND I sent a mail to Norwegian about this case, waiting for answer. But so far it is positive. This is for the true marvel fans. This guy have made super heroes and made them come to reality. Sadly he passed away in the age of 95, not a bad age if you think of it. He lived a long good life. But sadly you passed away. Luckely you was able to record you cameo in Avangers 4 which everyone are looking forward to. But sadly the last as well. Hope you guys enjoy this livery. Hope to see this in the sky or screenshots by you guys.
  2. 1 point
    Wondering how to get better frame rates with shadows in X-Plane? Jagged and blocky shadows doing your square head in? Wondering if tweaking X-Plane's shadows are even possible? If the answer is a resounding YES to any of those questions, you're come to the right place! This guide details everything you need to know about modifying aircraft and scenery shadows in X-Plane 11. WARNING: X-PLANE 11.30 IS SET TO MODIFY X-PLANE'S CORE SHADERS. THIS MAY BLOW UP THE DATAREFS USED IN THIS GUIDE AND CRASH X-PLANE. IF THIS IS THE CASE, PLEASE PM ME AND I WILL INVESTIGATE NEW VALUES/DATAREFS! WARNING: MAKE ABSOLUTELY SURE THERE ARE NO OTHER .LUA FILES USING THE SAME DATAREFS CONTAINED HERE WITHIN. PERFORMANCE ISSUES CAN BE EXPECTED OTHERWISE! First of all, we need to understand what actually draws these shadows. And the simple answer is: it's your GPU. For reference, my GPU is an MSI GTX 970, which can draw shadows on a medium-high setting. Faster GPUs will be able to draw better shadows in terms of distance and quality. Back in X-Plane 10, we had quite a bit of control with shadows in the settings menu, but with X-Plane 11's new UI, all we can do is choose whether we want shadows on scenery or not. This guide will detail several datarefs, all of which can be modified through FlyWithLua, and tweaked to your preferences. Like any good recipe for delicious results, the ingredients required are: At least 60 minutes of time (recommended) FlyWithLua COMPLETE edition* A text editor. I'd recommend Notepad++, as it can read and format .lua files, but a default text editor also works just fine * Complete edition is a requirement as the datarefs listed below are private, which cannot be modified using the core edition So, let's get started! Firstly, some useful information to keep in mind: you don't have to stick to values I recommend. Feel free to experiment and find what's right for you. Most guides and information just tell you settings you should use, but that's not the case here, albeit there are limits. Also, you can change any value at any time, remembering of course to save the file each time you make an edit, and to reload the script through the FlyWithLua menu. The first dataref to consider is: sim/private/controls/fbo/shadow_cam_size Shadows aren't some sort of computing wizardry. They are in fact a texture, and the primary resolution of that texture is defined using this value. The value of this dataref plays a key part in the overall quality of your shadows, but keep in mind it also affects your frame rate if turned up too high. Some common values you might want to consider toying with are: set( "sim/private/controls/fbo/shadow_cam_size", 1024) -- Recommended for low-tier GPUs/integrated graphics set( "sim/private/controls/fbo/shadow_cam_size", 2048) -- Recommended for mid-tier GPUs set( "sim/private/controls/fbo/shadow_cam_size", 4096) -- Recommended for mid-high-tier GPUs set( "sim/private/controls/fbo/shadow_cam_size", 6144) -- Recommended for high-tier GPUs set( "sim/private/controls/fbo/shadow_cam_size", 8192) -- Recommended for very high-tier GPUs I personally set this value to 6144 for nice, crisp shadows, but it is borderline in terms of a high performance impact. 4096 will give you reasonable results without too much of a performance hit, whilst anything below will start to give less-desirable results. You can use any other value too, such as 3000, 5281 or 16,384, which is the largest texture size most GPUs can support. Here are some comparison screenshots inside the flight deck (click to enlarge): (Note: The colour of the shadow in the first screenshot is not impacted by texture size, and I forgot that the sun moves!) As you can see, the higher the number, the better the quality. Default seems to be somewhere between 6144-8192. Pay close attention to where the METAR display would be, the lower EICAM display knob, the 'MAX. TAKEOFF WEIGHT 78T' panel, the throttle quadrant and the shadows cast around the top-left corner of the screen. You'll notice higher quality shadows pay more respect to objects at closer distances, which can sometimes look quite unrealistic on lower resolutions. Now take note of the same dataref and the same numbers, this time using shadows on scenery: (I learnt my lesson! Sim time is paused now, and I turned off depth of field) In these screenshots, it may not be obvious at first judging by the shadow cast by the wing of the MD-80, but the exterior shadow quality in the default screenshot is worse than the 1024. MUCH WORSE, in-fact. Recall what I mentioned above, about how shadows with a higher resolution pay more attention to close objects. Now observe shadows under vehicles and under EGKK's Skybridge (floating because the airport is not flat). Makes sense now, right? I'd like to introduce to you interior and exterior shadow quality. You'll note the shadow cast by the wing in the 1024 screenshot looks abysmal. Like... REALLY REALLY BAD!!! That's why in the interior cockpit views, two shadow qualities exist: interior shadows and exterior shadows. The interior shadows have, be default, a higher resolution than exterior shadows, because we want interior shadows to be more crisp and exterior less crisp. That way, we get satisfying results without too much of a performance hit. But to complicate things even more, there's a third shadow parameter in the middle. This is the aircraft's volume-rendered shadow, calculated based on the .obj files initially loaded. It helps to explain the situation with the shadow of the wing. You can see approximately where this is with this screenshot, using the 737-900ER: Below the red lines, we have crispier shadows, compared to above where the shadow gets a bit pixelated. Brain a bit frazzled? Maybe this diagram will help clear things up. I know this is an external view, but let's pretend that we are looking out of the passenger window for the purposes of this handy diagram: This summarises the boundaries of shadows in X-Plane. The interior/exterior boundary is pretty self-explanatory, and moves with the interior camera location. The volume-rendered shadow is fixed with the aircraft. All of these play a part in the quality of your shadows in X-Plane, and the remainder of this guide explains further datarefs and their usefulness in customising X-Plane's shadows. Coming back to the interior and exterior shadows now, these are their respective datarefs: sim/private/controls/shadow/csm_split_interior sim/private/controls/shadow/csm_split_exterior Like shadow_cam_size, these adjust the overall quality of interior and exterior shadows, respectively. These datarefs can take integers between 1 and 4, with higher values giving more desirable results, but poorer frame rate. Prior to X-Plane 11.10, these values could be set as high as 8, but unfortunately they now only go up to 4 (before you hit fatal OpenGL errors), which is high enough in my opinion. Unfortunately, the exterior dataref has a slight problem: it only looks good on its highest value (4); else it is slightly or moderately pixelated. This is of course only really beneficial if you use shadows on scenery, and can seriously degrade fps. Another dataref you may consider using is: sim/private/controls/shadow/cockpit_near_adjust Take a look at the handy diagram I added above. This dataref is very simply the size of the green sphere on the diagram. Inside this sphere is of course the interior shadow quality. I'd recommend setting this value between 1.5-4, which is ideal for all cockpits. 2 is good enough in general. This dataref adjusts the distance the interior shadows become exterior: sim/private/controls/shadow/cockpit_near_proxy Be wary that the higher this dataref goes, the worse closer shadows become. You can see this dataref's effect by turning interior quality up, exterior quality down, and messing about with this number. It's all about fiddling around with these datarefs. And finally: sim/private/controls/shadow/csm/far_limit This dataref is the distance at which shadows will stop drawing. As simple as that. Same units as cockpit_near_adjust. Well, there you have it. All the datarefs you need to get sublime shadows in X-Plane. Use the format below to easily copy and paste the datarefs into a new or existing .lua file (sorry if you've already done it!), taking care to ensure it really is a .lua file: set( "sim/private/controls/shadow/csm_split_exterior", X) --(Integers between 0-4) set( "sim/private/controls/shadow/csm_split_interior", X) --(Integers between 0-4) set( "sim/private/controls/fbo/shadow_cam_size", XXXX) --(Integers between 0-16,384) set( "sim/private/controls/shadow/cockpit_near_adjust", X) --(Values 0 or greater) set( "sim/private/controls/shadow/cockpit_near_proxy", X) --(Values 0 or greater) set( "sim/private/controls/shadow/csm/far_limit", XXXXX) --(Values 0 or greater) Also, take note values can be decimal numbers. But not integers. Here's what I'm using right now: set( "sim/private/controls/shadow/csm_split_exterior", 4) set( "sim/private/controls/shadow/csm_split_interior", 4) set( "sim/private/controls/fbo/shadow_cam_size", 6144) set( "sim/private/controls/shadow/cockpit_near_adjust", 2) set( "sim/private/controls/shadow/cockpit_near_proxy", 1.5) set( "sim/private/controls/shadow/csm/far_limit", 1000) Remember, I'm using an MSI GTX 970, so what I have may give you a small or humongous performance impact. PLAY AROUND WITH THE VALUES!!! You can get shots like these then: I hope that you found this guide useful and appreciate the effort I put into making it. Please post any corrections/queries you may have, and I'll do my best to address them. I will be certainly be making more of these in the future!
  3. 1 point

    Version 1.0.0


    Marrakesh Menara Airport, (IATA: RAK, ICAO: GMMX) is an international airport serving Marrakech,[2] the capital city of the Marrakech-Tensift-El Haouz region in Morocco. It is an international facility that receives several European flights as well as flights from Casablanca and some of the Arab world nations. The airport served over 4 million passengers in 2014. Menara Airport has two passenger terminals housed in one large building. A third terminal has been built. The existing T1/T2 offer a space of 42.000 m2 and has a designed capacity of 4.5 million passengers/year. The separate freight-terminal has 340m2 covered space[5] The air terminals (1 and 2) are 22,000 m2 (236,806 sq ft) and designed to handle 2,500,000 passengers per year. Menara is one of the six airports in Morocco where ONDA offers its special VIP service Salon Convives de Marque.[6] Features X-plane 11 ground traffic Accurate building placement Orthoimagery accurate HDR night lighting Custom runway textures 3D grass Accurate taxiway signs with HDR night lighting for the taxiway signs Custom Autogate (Requires Autogate plugin) Libraries used in this package include AUTOGATE CDB-Library THE-FAIB Aircraft Library FJS_Scenery_Library THE-FRUIT-STAND Aircraft Library The_Handy_Objects_Library MisterX_Library NAPS_library PPlibrary RE_Library ruscenery
  4. 1 point
    HotStarts fantastic TBM is working with xEnviro 1.10t61 in x-plane 11.30b1. That is great news. It looks like the xEnviro+Gizmo bug that created a lot of CTD's and such is crushed. No promises before a larger scale test run, but looks like it. ?
  5. 1 point
    finally... a dream of mine since XP11 came out might come true!
  6. 1 point
    Personally, I was introduced to FLIGHT SIMULATION, back in the CGA/EGA/VGA days--when there were only 16 colors max! I "upgraded" to MSFS (Microsoft Flight Simulator) Then FS98...FS2000...FS2002...FS2004...then, FSX. One day, while looking for a more realistic flight simulator--I got to try the X-PLANE 11 DEMO. The graphics were so impressive, I put away FSX and became an X-PLANE 11 simmer from then on!
  7. 1 point

    Version 1080


  8. 1 point
    It has many options. Originally it was a performance tuning script but the gui was to powerfull to stop there so it can handle different things now. If you don't want to use a certain feature you can just tun it of and just use those you really need. The main stuff it can do is: Performance tuning (just stuff that really has an fps impact and is changeable without scenery reload, except extended dsfs) Configure Bird Strikes Configure Shadows Configure Fog (and X-Visibility Haze Control if installed) Configure Controller Settings (deadzone, centerzones, sensitivity, stability) It can make Weight & Balance persistant and has some ohter aircraft related features All settings are stored per aircraft, so you can use different setups in different situations (and always the same setup using the sync function)
  9. 1 point
    On request I added some of the shadow stuff to my tweak utility so it can handle (and store) most of the shadow tweaks using the utility gui (submenu 'shadow control'). https://forum.thresholdx.net/files/file/83-flyagi-tweak-utility/ (I hope it's okay to post that here - there is not intention to hijack this thread)
  10. 1 point
    My first "Flight Simulator" was Red Baron (1990), I always was a kid fascinated by the aircrafts, and loved everything about it. Started Civil Flight Simulation with Sierra's Pro Pilot, then Flight Simulator 98 and followed the franchise until the end, when I migrated to P3D v2 on 2014/2015. By the beginning of 2016 I was a bit tired of the ESP platform, but give a last chance with Flight School and later on with Flight Sim World. When they cancelled FSW, I decided that was it, and moved away from the platform with no regrets. My first look on X-Plane was with v10, but the region I like to fly the most was really bad represented (South America), so I kept it as a second sim, while FSX/P3D were my main sims. With the release of v11 and cancellation of FSW, I moved to the platform with no hesitation, and is now the platform I use. By the way things are going, XP12 will be my next sim for sure.
  11. 1 point
    I also downloaded the mobile version of xplane 10 and within 30 minutes I had the desktop version, yolk ordered...the rest is history ..... lol
  12. 1 point
    I have started 1985 my first virtual flight, with a Spectrum ZX and the only moves you could make than, was take-off and Landind in a black and white enviroment without any outside graphics at all! Only when FS2 came out it was possible to do some "flight", after that the path was propably like for most in my age, FS4-FS9 to FSX, P3D and finaly XP11! I downloaded the trial version of X-plane during a VATSIM flight, after a chat with another pilot who was flying at the same route that night, and he was just "converted" from P3D to X-plane!!! After my landing i tried it out! I took me only to take off with the default 737 to download the full version, and after that i never looked back!
  13. 1 point
    My first flight sim was X-Plane 8.. I remember I was not even able to land that plane and all I did all the time was taking off in the a380, flying around and crashing.. then I started to be an aviation fan and I interested in Flight Sim so I decided to buy X-Plane 11 :)
  14. 1 point
    ive always been into flight simming as a kid - gave it up for many years, stumbled upon captain canada and realized the world really brought flight simming up to date - been in love with xplane (my wallet has too) ever since :)
  15. 1 point
    I think my first sim was on a Sinclair Spectrum, then Atari ST before I started on Ms FS on the early PCs. One highlight was landing a Lear jet on a carrier. But then lost interest. In the mean time I few a bit of DCS then after a very long break I briefly flew FSX on Steam before I discovered X-Plane. Currently love Pipistrel Panthera for GA and taking tentative steps into airliners via Zibo Mod. Very complex compared to GA and so much to learn, which I am really enjoying!
  16. 1 point
    I started simming in the late nineties - what got me going and originally intriuged about XPlane since v8; hesitated cause eye candy was a dealbreaker. Anyhoe, being that ESP is as it is basically being repacked and rescaled. With introduction of v11 in conjunction, with my few years of vacancy...what got me started into XPlane was not primarily the eye candy upgrades & more. It was the physics and flight model...definitively! It feels like you're flying - Remember the Beta /early on... I felt the plane, stickshaking, wind... it all! Was instantly hooked and its only gone up. After growing up on the Microsoft platform, since grown indifferent & sparse to addons. Being that I seem to be lost in mid-2005-07 ish when with MS... around 2011 was burned out... XPlane made me a fan from first day I invested in a mild yoke system and flew the Beta again (after giving away + thrashing my equipment; or some of it either way)... shortly on followed with getting the whole lot - and then as setting up shop, my rig then, not available to resume flight status. I now feel like my little child again! Thank you Laminar! Regards,
  17. 1 point
    I started simming when I was young with MS 2002. I have loved aviation for aslong as I remember! As time progressed so did my simultor of choice. Eventually in 2012 setteling down with FSX. At first I was content with freeware products then as time went by I gopt more interested in more complex and deep simulation so I fell in love with PMDG products. Around the start of the year I joind up to the X plane page on faebook and could see some really exciting stuff that was miles ahead of FSX. I did not want to buy P3D due to having to spend literaly hundreds of ££'s on pmdg again. So I have since jumped and my affiliation with MS products are over. The only thing I miss in X plane 11 is time compression but with everything in life there will have to be a compromise along the way somewhere. X plane is on the rise and the future. I hope there are many happy years on this form to come! Happy simming Scotgr
  18. 1 point
    I started with Flight Simulator X back in 2010. I mainly flew the default 737 on the Steam multiplayer, until years later when I had enough experience to join Vatsim comfortably. It wasn't until November of last year when my friend begged me to buy X-Plane 11. Being a FSX fanboy at the time, it was hard to think about merging over to a completely different simulator, which was way more complex. I was finally convinced to buy it. I was just amazed with the beautiful graphics and physics of X-Plane 11. I was shocked that there was a modified 737 completely for free that had almost all of the controls modeled! I was amazed how you could also changed the default graphics to even better gorgeous ones for free! To this day, I am still glad I have converted to X-Plane 11.
  19. 1 point
    I got xp10 lastyear then i got xp11 at fsexpo what a difffence it has
  20. 1 point
    Hi, I started with Flight Simulator 2004 many years ago, just loved flying, upgraded to FSX and then found the PMDG 737 NG, I was hooked and have been ever since, loaded Orbx world scenery and never looked back, still have it on my old computer, however it appears the program will never be any better than it is now so I looked for an alternative and found X-Plane, after a few flights and using the Ultimate it is now my TGT flight sim, the lights, the feel, everything looks and feels good, and it appears the upgrades will keep coming, Frame rate is excellent, glad I made the move.
  21. 1 point
    I started with X Plane 10 four years ago. I am now using the latest X Plane 11 and almost always fly the Zibo B 738X. I am loving the way it is growing in complexity and improving in flight characteristics. I have contributed twice and am getting ready to do it again!
  22. 1 point
    Me too,fsx still working well,I use it to compared someplace which I believe it has problem in Xplane
  23. 1 point
    Being a "rusted on" FSX, then P3D user I tried x-plane 8 a few years ago, and tbh, thought meh! Models were average, scenery average, but it did give me better frame rates, but there was not enough CRC to "un rust" me, so like many, I bought addons for FSX/P3D to the tune of around 1k or so and was happy chappy. I was looking thru Youtube a few weeks back and stumbled on a clip entitled real or not, or is this real? (Can't recall the title exactly) It was a passengers eye view of Corfu, and when I saw that it was done on x-plane 11, I thought bl**dy hell, that looked seriously good. Then I saw the default 738, then the Zibo Mod, and the ULT 739, with all the reflections, scenery with natural haze, HDR, and I was sold There is a growing community here, and I suspect at a rapid rate, with sooooo many free addons, authored by talented individuals! I havn't used P3D since, but still keep my FSX install, which is a period install (1970) for "spotting" at EGCC where I spent my pre teen years Loving X-Plane 11 Cheers Chris
  24. 1 point
    I've quickly run it through Google Translate - don't worry about grammar errors, you can blame that on Translate! "I still remember that it was a boring afternoon. I was sitting on the sofa watching a documentary. I was playing the great project - A380, and then I realized that yes, that is what I like. For some reason, I rarely had the opportunity to fly. I was browsing the Internet, I entered an introduction page, of course not xp10, my friend. The pirate version I found on the Internet had a lot of viruses almost destroyed my computer. I became a deep computer user, Q8200 Geforce 9800GT, so running FSX was very difficult. But when I changed the computer, I began to be dissatisfied with the aerodynamic simulation accuracy of fsx. Especially after I purchased the T16000M, I bought xp10 on steam - highly recommended by friends. I regret a bit, because the steam user can't directly upgrade to xp11. But after xp11 is released on steam, I bought it for the first time, and I was pleasantly surprised by its performance. There have never been so many buildings and airplanes that can be presented on my computer at such a good frame rate with such high quality lighting. Of course, Frank's Dolomiti 3D is not the kind of frame rate that is friendly to me. It almost killed my computer and my wallet, but when I was flying in other areas, the performance of 16GB RAM and GTX 970 never let me Disappointed. Now I am trying to join the xp11 landscape suite development. If you are interested, you can check out this link http://www.aericaps.org/?p=17005 . The story of xp11 in China has only just begun, and the future is immeasurable!" Looking forward to seeing more!
  25. 1 point
    I am a student from china,I am not good at English.So I decide to use Chinese to tell my story with story.Google transformer can't speak clearly,and I don‘t want any grammatical errors to cause some misunderstanding. 我还记得那是一个无聊的下午,我当时窝在沙发上看纪录片,当时播放的是伟大工程-A380,然后我意识到,没错,那就是我喜欢的。因为一些原因,我很少有机会乘坐飞机。直到我在网路浏览时,我进入了一个介绍网页,当然不是xp10,我的朋友。在网上找的海盗版带着大量的病毒几乎摧毁了我的电脑,我由此变成了一个深度电脑用户,Q8200 Geforce 9800GT,运行FSX都很吃力。但当我换了电脑后,我开始不满于fsx的气动模拟精度,特别是我购入了T16000M后,我在steam上购买了xp10——来自朋友的极力推荐。我有点后悔,因为steam用户并不能直接升级到xp11.但是xp11在steam上发售后,我又第一时间购入,我为它的表现感到惊喜。从来都没有这么多的建筑和飞机能在如此高质量的光照下以一个友善的帧率在我的电脑上呈现。当然,Frank的Dolomiti 3D不属于对我的帧率友好的那种,它几乎杀死了我的电脑和我的钱包,但在其他地区飞行时,16GB的RAM和GTX 970的表现从不让我失望。现在我开始尝试着加入xp11的风景套件开发,如果有兴趣的话可以查看这个链接http://www.aericaps.org/?p=17005 你知道吗?xp11在中国的故事,才刚刚开始,未来是不可估量的!
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