Annonce

Réduire
Aucune annonce.

8.50 Béta test

Réduire
X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • 8.50 Béta test

    Hello tous,

    Un passage sur la page des versions bétas nous indique que la vesion 8.50 sera bientôt disponible pour les testeurs de tous poils !

    http://www.x-plane.com/beta.html

    Avec notamment un amélioration de l'éclairage sur les plans d'eau !

    "Vindioux, vindioux" :? faudra des bécanes encore plus puissantes !!!

    Pour X-Plane : Mac Studio M2 Ultra CPU 24 coeurs GPU 76 coeurs 128 G0 / SSD 4T0 + En Ext. : SSD 4To + HD Lacie Thunderbolt 6To .
    Samsung 49" 3840 x 1080 / Dell 24" 1920 x 1200 // Saitek X52 ; Rudders Pro Flight Combat
    i'Pad Pro 12,9 (X-Mapper Pro)
    MAC OS Sonoma 14.5/XPlane 12.1.3 r2 (… XP -> XP 6 !)


    " Soyez vous même … les autres sont déjà pris ! "
    "… la fausseté des idées ne se règle pas par les interdictions mais s'asphyxie dans la liberté ! " Marc Bonnant

    Localisation : près de LSGL​

  • #1
    Il n'y aura pas que les reflets dans l'eau en 8.50.

    Le message d'Austin du 18 juin sur la liste xplane-news a été long :
    http://games.groups.yahoo.com/group/...ssage/1337?l=1


    So, you have not heard from me in a long time.
    Why?
    It means I have either gotten lazy and slacked off, or been deep into
    coding the hard new stuff for 8.50.

    So which is it?
    Read on!


    X-Plane 8.50:
    This release is all about shortening and tightening and re-organizing
    the code, increasing the frame-rate, increasing the power and
    flexibility and realism of the sim, and integrating the major,
    structural changes to carry X-Plane forwards with the really big new
    features.

    Here's what's done for 8.50 so far (I expect beta in about a week or
    two)

    Huge New Features:

    This one is HUGE: ALL the aircraft in the X-Plane world now use the
    EXACT SAME FLIGHT-MODEL CODE, and your plane, and others, can have
    weapons systems with proper guidance and countermeasures!
    This is more amazing than you might think: It USED to be that the
    OTHER craft in the X-Plane world tooled along simple, straight lines,
    obviously following a very simplified model... you could tell the
    other planes were really fake. When you would fly formation with
    them, they always went perfectly straight, never moving with the air,
    and never maneuvering realistically. This was pretty weak.
    Now, all that is changed: The VERY SAME FLIGHT MODEL CODE that drives
    YOUR airplane now drives ALL the planes... and you can have up to
    TWENTY planes in the sky with you now. This means the other planes
    fly as realistically as yours, right down to rocking and rolling in
    turbulence, turning and climbing and descending realistically, and
    moving with the wind. Formation flight with them is now accurate,
    right down to getting in their wake turbulence. (As well, they can
    get in yours, and you can watch them roll and buffet as they fly
    through your turbulence). To see this in action, go to the "Other
    Aircraft and Situations" windows in the "Settings" menu... crank in
    maybe 10 planes, and set them all as BLUE team, and set YOUR plane
    (the very top-left check boxes) as RED team. (If you want to live, do
    NOT let any of the other 10 planes be FIGHTERS! You can guess why.
    Select other planes with the little gray box beside the airplane
    name, same as always.) Now, select each of the OTHER 10 or so planes
    to be of similar performance to YOUR airplane. Are you in an
    airliner? Then select airliners or other hi-subsonic planes as the
    other planes. Are you flying a General Aviation plane? Then select
    slower other planes. Once you have done that, close that window and
    get your plane in flight at some medium speed and altitude on
    autopilot. Let it fly for 15 minutes or so. Go get a drink maybe.
    Come back after maybe 15 minutes and switch to the external circling
    view ('|' key) and use the shift-arrows to circle around... see
    anything interesting? Since you have selected a team for those planes
    that is different than your team, they want to chase you down. If you
    had chosen any of them as being fighters... well... try that if you
    like. Now hit the '/' key to show flight model. Now turn on some
    turbulence in the Set Weather window. Now you will begin to
    understand the amount of math that is going on here. Now, go back to
    the "Other Aircraft and Situations" window and UN-CHECK the TEAM
    check boxes for all the other planes. Since they are not on a team
    opposing you, they will no longer chase you down. Close the window
    and try to fly behind them... can you get in their wake turbulence?
    Get in the F-22 and find an airliner at 35,000 feet.. Can you
    intercept him? Fly in his wake? Can you get in a helicopter and
    intercept a slow-moving Cessna? Can you see how his wake interacts
    with your rotor? (Not as much as with the wings on a plane, thanks to
    the high blade loading and hi speed of a helo rotor, but the effect
    is still there!)
    OK, now that you are in a fighter, and can see how to make OTHER
    planes fighters, and see how to put different planes on different
    teams, you can guess where this is going, yes? Grab the "Japanese
    Anime" in the "Science Fiction" folder for your plane and set about 5
    or 6 other planes in the "Other Aircraft and Situations" window and
    set them all to be fighters (F-4, F-22, Japanese Anime... whatever).
    Set them all to be on a different team than you. (Remember, if you
    have NO team selected for a plane, then it will wander aimlessly.
    Select a team to make it aggressive, chasing down anyone NOT on it's
    team!) Now that you have the OTHER planes on the red team, and YOU on
    the blue team, close the window and go flying, and good luck. If you
    are a girly-man, then set half the other planes to be on YOUR team,
    so the artificially-intelligent planes will fight EACH OTHER... you
    can fly around and watch them fight!
    Now, to add to the fun, we have a handful of new weapons-systems
    switches that you can put on the panel (all in the 'weapons' folder
    as accessed by the Panel-Editor in Plane-Maker). As well, you can add
    the 'console' instrument in the 'Weapons' folder to your instrument
    panel... all weapons on your plane will show up there, and you can
    click on weapons to select them. As well, the HUD will show a
    rectangle to indicate your target when air to air guns or missiles
    are armed, and a circular projected-path indicator will show up on
    your HUD when bombs are armed. Arm missiles or guns and use the { }
    keys to cycle through targets... selected targets will turn red on
    your moving map, and guide the target rectangle on your HUD.
    Ok so that is how you shoot others.. but how do you defend against
    others shooting you? Chaff and flares! Grab the chaff and flare
    buttons in the panel-editor from the 'weapons' folder so you can
    mouse-click to deploy them, or just assign joystick buttons to deploy
    them. Select the amount of chaff and flares you have to deploy in the
    "Systems" window in Plane-Maker. Flares confuse heat-guided missiles,
    chaff confuses radar-guided. You can open weapons up in the 'Edit
    Weapons' window in Plane-Maker to see if missiles are heat or radar-
    guided, and open the 'Default Weapons' window in Plane-Maker to see
    what weapons various planes have. (The fighters and Japanese Anime
    are the armed airplanes). Based on the type of weapon the that is
    being fired at you, you should decide whether to deploy chaff or
    flares. (Note: A rapid beeping indicates that someone has a radar-
    lock on you: a good time to deploy chaff... though someone (either AI
    plane or multiplayer opponent) could easily keep a radar lock on you
    for hours at a time if they are just following you around, and seeing
    as how chaff disperses and becomes useless in a few moments, being
    too quick to deploy chaff could negate any advantage it may have
    given you). The Japanese Anime fighter in the 'Science Fiction'
    folder has all this stuff... assign a joystick button to 'Flares' and
    switch to an external view while you pop them.. looks kind of cool.
    Turn on other planes and set them to other teams than you to fight
    against artificially-intelligent airplanes. Use multiplayer to play
    against friends, using all of these systems. Design your OWN fighters
    with these systems... no need to be content with what's out there now.
    Another weapons type: LASER weapons.: Throw a laser on your plane and
    shoot down you friends in a multiplayer game... or any other plane in
    the sky! My "Japanese Anime" has a laser now... arm it by turning on
    the GUN switch.. and fire with the space bar or joystick button. This
    simulates mock aerial combat where you can chase each other around
    with lasers to simulate guns.
    NOTE: X-PLANE DOES NOT SIMULATE DEATH OR DESTRUCTION, SO X-PLANE IS
    NOT REALLY A COMBAT SIMULATOR. TO AVOID THE VIOLENCE OF A COMBAT
    SIMULATOR, BOMBS HAVE NO EFFECT ON ANYTHING ON THE GROUND AT ALL...
    THEY DETONATE AND SMOKE SO YOU CAN SEE WHERE THEY HIT, BUT THEY DO
    NOT ACTUALLY DAMAGE ANYTHING ON THE GROUND. AS WELL, AIRPLANES ARE
    NOT DESTROYED BY BEING HIT. IF YOU ARE HIT WITH A MISSILE, GUN, OR
    LASER OF ANOTHER PLANE, YOU WILL PUFF-SMOKE AS IF YOU WERE IN A
    TRAINING EXERCISE, AND YOUR ENGINES WILL BE SHUT DOWN TO LET YOU KNOW
    YOU ARE HIT. THIS OCCURS BOTH WHEN PLAYING AGAINST THE ARTIFICIALLY-
    INTELLIGENT PLANES, AND YOUR FRIENDS IN MULTIPLAY MATCHES. YOU AND
    YOUR FRIENDS CAN NOW ENGAGE IN MULTIPLAYER COMBAT IN X-PLANE IN ANY
    AIRCRAFT YOU CAN DESIGN, WITH THE UNDERSTANDING THAT HITS AGAINST
    YOUR FRIEND WILL SHUT HIS ENGINE DOWN AND CAUSE HIM TO PUFF SMOKE,
    MUCH LIKE A 'RED-FLAG' STYLE TRAINING EXERCISE WHERE FRIENDS COMPETE
    IN AERIAL COMBAT, BUT ACTUAL DESTRUCTION OR DEATH DOES NOT OCCUR. WE
    WANT TO SIMULATE THE COMPETITIVE ASPECTS OF AERIAL COMBAT, MUCH LIKE
    IN A RED-FLAG EXERCISE, WITHOUT SIMULATING THE DESTRUCTIVE ELEMENTS.

    Bird Flocks!

    X-Plane had helicopters, Seaplanes, and artificially-intelligent Air
    Traffic Control well BEFORE Microsoft Flight Sim, and they came along
    after us with their imitation every time. Now, we are beating them
    AGAIN. We now have:
    FLOCK OF BIRDS! Is simulating flocks of birds silly? Well, I used to
    think so, until I was running my Cirrus (in reality) up to take-off
    speed to go flying and a huge flock of birds suddenly shot up out of
    the grass right beside the runway and dashed over the runway right in
    front of me. They were in front of and above me, and I figured I just
    MIGHT be able to fly through a hole in the flock and get through in
    one piece, but I yanked the power and slammed on the brakes to abort
    the take-off and avoid the collision. It was EXACTLY like a drag
    race: FULL POWER to 100 and then yank the power and slam on the
    brakes.. REALLY fun.. and, if you have seen what happens when a bird
    comes at a windshield before, you realize it was a very good idea to
    lay on the brakes and stop rather than have an in-flight collision
    with a bird. Now, how does this correlate to X-Plane? Well, go to the
    "Rendering Options" screen and turn ON the "Flocks of birds" option.
    Then, go flying. You might get lucky for one take-off. Or maybe 10.
    Or maybe 20. But keep flying.. soon enough, you will see a bunch of
    little white dots in your path during low-altitude flight around the
    airport. My advice: Fly right into that flock of little white dots.
    What's the WORST that can happen? ;-)


    Overhauled tire forces!

    I have now improved the tire dynamics according to the theory of tire
    dynamics presented in (automotive) racing literature.
    You may not NEED tire dynamics good enough to handle automotive
    racing physics, but X-Plane has them now anyway.
    For sideforce, the model provides a sideforce that builds up to peak
    as the slip angle of the tire approaches 10 degrees, as in reality.
    Then, as in reality, the tire shifts from static to kinetic
    coefficient of friction as the total required force exceed the
    available friction and you enter a skid.

    Remember, in reality, a tire can NOT put out as much SIDE force if it
    is also being asked to put out a LONGITUDINAL force!
    ...So this math does consider the braking, driving, and side forces
    on the tire, so if you are in a tight turn and hit the brakes, the
    total required force
    to turn and brake at the same time will exceed the total available
    tire friction and you will transfer to kinetic coefficient of
    friction and enter a spin.

    For longitudinal force, you have rolling friction, but transfer to
    static friction as the brakes engage, and kinetic coefficient of
    friction if they lock.
    All of this is very simple and common, but X-Plane now takes it to
    the next level:

    X-Plane can now handle locked brakes and spinning tires, with the
    longitudinal and side force vectors able to handle any skid angle
    and any tire rotation speed (in any direction), always opposing the
    molecular bond between the rubber and the road, no matter what
    direction the bond is dragging across... Now here is where it gets
    complicated... the direction of this bond is NOT simply equal to the
    sliding direction of the tire!
    Why? Because the SPINNING of the tire changes the direction of this
    bond as well! This is why tires lose their ability to steer
    when they are locked (skidding, not turning) but why front-wheel
    drive cars can still turn under full power even though the front
    tires are skidding,
    but DRIVING the car! (but not locked, STOPPING the car)

    Now, you may have to think about that one a moment, but:
    1: If a front wheel drive car has the steering wheel hard over to the
    side with the front wheels SKIDDING AND LOCKED, then the wheels will
    provide ZERO turning ability! You might THINK that turning the
    steering wheel will make some difference if the front wheels are
    locked, but you would be wrong. When the rubber is just dragging down
    the road with no tire rotation, it makes absolutely no difference at
    all what direction the tire is facing: it's just a dragging piece of
    rubber.
    2: But if those front wheels are SPINNING MADLY UNDER POWER, then
    they still DO provide turning ability since they are dragging their
    bond ahead and in the direction of the steering wheel input! To
    imagine this, just imagine a front wheel drive car STOPPED, but with
    the front wheels turned off to the side a healthy dose and the wheels
    spinning madly under full power. Clearly, the car WILL accelerate OFF
    TO THE SIDE, thus providing turning ability of sorts: Turn the wheel
    left, and the tires drag the front of the car to the left. Turn the
    wheel right, and the spinning tires will drag the front of the car
    off to the right. So you have two cases of a front-wheel drive car
    with skidding front wheels, but totally DIFFERENT steering dynamics!
    Why? Because the friction between the rubber and the road always
    opposes the direction the rubber is being dragged across the
    pavement... and you need to look at the tire sideslip angle AND the
    tire rotation speed and direction to resolve in which way this force
    acts. The tricky part is that no matter the sideslip angle, skidding
    speed, and tire spin speed, the total force the tire puts out (sum of
    ALL directions!) can never exceed the available friction. This is why
    cars can not ACCELERATE very strongly when in a tight turn: the tires
    are already near their maximum friction pulling the car around the
    turn, so very little friction is left to accelerate or brake. This is
    why it is easy to spin out a Corvette... put the car in a tight turn
    so the tires are near their maximum friction: then add judicious
    power and the torque on the wheels requires more friction to resist
    tire-spin... friction that is not available because the tires were
    putting out maximum force just holding the car in a turn. Since the
    friction is not available, the rear tires spin. This transitions them
    from static (lots) to kinetic (little) friction, initiating the (very
    violent and fun) spin.

    Try this in a front-wheel drive car and it is different story: When
    you add power the tires spin madly and transfer from static down to
    kinetic coefficient of friction, but since the rubber on those front
    tires is being dragged across the road in the desired direction of
    travel, very little happens in the way of spin-entry... those tires
    are just dragging you along in the direction you are pointing the wheel.

    Anyway, all of this is now simulated in X-Plane, and even though you
    do not have the ability to actually DRIVE the wheels with engine-
    torque, the physics are there, and still apply even when the wheels
    are just rolling or locked, as can happen in the sim. Turn your
    airplane and hit the brakes while turning, and the braking wheels may
    go over their max available friction and the spin-entry begins... it
    can happen in an airplane just like it does in a car. (The difference
    is that the airplane has the big vertical stabilizer which provides a
    huge aerodynamic stability, making spins much less likely, especially
    at high speeds, where aero forces dominate. Of course, the vertical
    stab does not help you out so much at low speed, where the gear
    forces dominate).

    OK, while I was at it with the tire-modelling, I decided: "Why stop
    there?" and made a REALLY nice new anti-lock-braking-system model.
    This model actually applies and releases the brakes to keep you right
    on the ragged edge of your available friction, and you can really
    feel the brakes clamping and unclamping right at their limit,
    complete with the resulting steering instability and little skid near
    the end as the wheels lock for the last little bit of the stop... the
    whole 9 yards!

    Now, to give the best surface for exercising this model, if airport
    the flattening is turned off then the airports follow the terrain
    contours perfectly... unlike previous versions where the pavement
    might not quite follow the terrain. Now, the "pavement" is now
    perfectly "draped onto" the ground, just paving a real runway.

    Visual Improvements:
    New better-looking lights for the airplanes, objects, airport
    runways, EVERYTHING. These new lites are better looking and are
    FASTER as well for improved frame-rates.

    New sky-colors to give better sunsets and day and evening lighting,
    as well as refined lighting from the sun. The water also reflects the
    sun colors, to give really realistic water appearance, especially
    around sunset. Place aircraft by airport to KAVX. Switch to '|' view.
    Zoom out with shift-minus key and shift arrows to move around. Set
    the time of day to around sunset and circle around to see the cool
    water effects.
    As well, the moon is now actually 3-D as well. This moon should
    always have lighting acting on it that is perfect for the current sun
    and moon locations. And we have new refinements in our orbital
    rendering... stars, clouds, and planet visibility are all more accurate.

    We also have up to 3 cloud layers now. This applies to manual
    selection, rendering, real-weather... everything!
    Try setting 3 different broken layers and flying around between
    them... pretty fun. While working cloud-like stuff, we improved smoke
    and contrails from the aircraft as well.
    Now we have moving cars on the roads.
    YOU CAN NOW MOVE AROUND INSIDE THE AIRPLANE! It's the coolest
    thing... open the Bombardier in the Seaplanes folder and hit control-
    o. Now look around the cockpit with the mouse. Got it? Ok, look
    straight ahead with the mouse now and then hit the a/s/d/w/r/f
    keys... COOL!
    Hit control-o again to get out of that mode.

    Speed Improvements:
    More frame-rate optimizations! You should see good frame-rate
    improvement with only ONE plane selected (no other aircraft in the
    sky other than you) compared to X-Plane 8.40, even though this
    version does MUCH MORE. Frame-rates will of course go down as you
    load up the sky with other airplanes, since the other planes are
    running full flight models. As well, lights at night are now MUCH
    faster... flying in city areas at night is now a good bit faster.
    Airports draw faster as well... you will see significant frame-rate
    gain around large airports.
    Scenery-shift speed-up... transitioning to new scenery areas now has
    less of a load-time delay. Getting a multi-processor or dual-core
    (NOT HYPER-THREADED!) machine is KEY in getting this load time down
    even lower for you.

    General New Features:
    Multi-windows handled lots better... on a Mac with a huge monitor,
    just check the "draw cockpit on second monitor" option
    to get a second window that you can drag around with the cockpit on
    it. (Note: You may have to drag the cockpit window aside right away
    to see the window underneath!)
    Checkbox in rendering options screen to load scenery (nor not) is
    back, so you can establish a general flying area with the aircraft
    placement, and then never pause to load scenery... though you will
    need to stay in your 120x120 mile flying area of course!

    You can't SEE this one, but the code has been made much more object-
    oriented and compartmentalized to minimize any accidental
    interactions between various different parts of the program. This
    makes bugs and crashes much less likely, and has a speed advantage as
    well since memory is accessed in tight, small, pre-defined regions
    rather than spread out across huge arrays.
    You can't SEE this one, but joystick, internet, file i/o, threading,
    and countless other things have been streamlined by finally dropping
    support of old Mac O-S 9... the code is now shorter, tighter, and
    more consistent. (the only code than can never cause a problem is
    code that does not exist)
    As well, X-Plane now uses the same (proprietary) networking code
    interface for Mac,Windows, and Linux!
    (...less chance of bugs in those things now. This really tightens
    things up.)
    You can't SEE this one, but countless arrays of data are now moved
    into vectors, which allows them to be bounds-checked (when in
    development) to be sure that we never access a single bit or memory
    that is out of range (a common cause of bugs and crashes). This
    bounds-checking is turned on during development, but turned off for
    release so there is no reduction in speed in the released version of
    X-Plane.
    You can't SEE this one, but the airports are now generated and
    displayed using the same code that has historically been used for the
    REST of the terrain, reducing the amount of code and also increasing
    the speed.

    Refinements:
    The NAVAID editor option in the map screen lets you edit FIXES now as
    well, and, um, works right.

    Entering a wind SHEAR speed greater than the wing TOTAL speed will
    not cause the wind direction to flip 180 degrees as the wind shears
    to the other direction... enter a shear direction of 180 degrees if
    you want that to happen.
    Manifold pressure modelling and various other engine parameters are
    tweaked out a hair based on SR-22 flight-test.
    COMPLETE failure state saved for EVERY frame in the replay and
    movies... so every replay and movie will show EVERY failure on the
    plane.
    (Currently, X-Plane allows up to 655 different equipment failures. I
    think that is enough for now.)
    Better TCAS system on the EFIS map.. the arrows by the traffic
    indicate climb or descent rate, and color-coding is better
    we have white, orange for danger, and red for HIGH-danger of collision!
    Pressurization system is a hair more accurate... the system will not
    dump excessive pressure if you command too low a pressure altitude
    for the cabin... instead, it will dump JUST ENOUGH to keep you in
    limits.
    Separate supersonic DOWNWASH model from the wings to the
    stabilizers... should be a hair more accurate.
    Refinements in the flight model to improve induced drag and tip-loss
    accuracy...
    this will improve the accuracy of the lift and drag from flap
    deployments a bit.

    Autobrake logic is more thorough... the system engages when armed (to
    the left of the EFIS on the 777),
    but if you hit the brakes manually (b or v key, or joystick button,
    or better-yet ch pro pedals), then that DIS-engages the autobrakes
    and you are then braking manually. Advancing power (in landing, but
    not RTO mode) or turning off the autobrakes will also disengage them,
    as in reality.
    The radio volume in the sound window now controls the volume of the
    artificially intelligent ATC as well.
    3 digits for wind speed on the various HUD and EFIS displays, as
    often needed in the flight levels.
    Joystick screen now automatically keeps you from entering conflicting
    axis assignments.
    Highways are "hard"... you can land on them like you used to be able to.
    If you send in ITT or EGT by UDP then the X-Plane model for those
    variables is over-ridden.
    Custom angular limits for the APU N1. Well, jason wanted it.
    Joystick button option to switch fuel tanks.
    This mouse wheel will control the throttles. Because... umm... you
    might want to control the throttles with the mouse wheel.

    Dozens of other little refinements here and there.. far too numerous
    to mention.

    Bug Fixes:
    Aircraft object as created in Plane-Maker using the "aircraft to
    object" function should go to the same
    folder as your copy of Plane-Maker, not to the outer level of your
    hard drive.
    Joystick prop fine and coarse buttons work with both constant speed
    and variable-pitch props.
    ATC no longer confused about what airport to vector you to when you
    need vectors to an airport with a common name.
    You can change language and have all the menus all remain intact.
    Dozens of other little tweaks and fixes here and there.. far too
    numerous to mention.

    Oddity-Of-Austin: (cool new feature I wrote mostly for myself cause I
    might be the only person to use it)
    New autopilot mode selector: RE-ENTRY!
    Do this:
    Get in my MegaHyperSonic ("Austin's Designs" folder).
    Use the planet map place it over Australia.
    Use the "Low Enroute" map to place at 400,000 ft, 14,000 knots,
    heading 45 degrees.
    Dial KEDW into the FMS.
    Turn OFF all the engines.
    Hit the ENT (re-entry) autopilot button on the autopilot.
    Dial in 450 knots into the autopilot speed selection window.
    Sit back while the plane flies a re-entry and takes you to edwards.

    How does this work?
    It is a lot more complicated than you think... you can NOT just
    "glide home"... here is why:
    When you are high up in space, you are going 17,000 mph with nothing
    at all to slow you down... there is no air so slow you.
    When you are down low in the atmosphere you are going maybe 1,000 mph
    and decelerating hard... the air is thick down there.
    When you are up high in space, you MUST go fast, because if you were
    slow, you would simply plummet (no air to lift with) and not be able
    to pull up in time once you finally got into the atmosphere
    When you are down low, you MUST go slow, because hi speed (anything
    like orbital speed) would rip the plane apart.
    So you have to gradually slow down as you go down, going fast up
    high, and slow down low.
    Here is why this is hard, though: When you are in the first 85% of
    the re-entry, you are way up in space covering maybe 250 miles per
    minute...
    An error in descent of even ONE MINUTE will put you 250 miles off
    course... which will take maybe half an hour to correct when flying
    down low.
    Since even the tiniest slip-up in your navigation when moving FAST
    will take a long time to correct later on when moving SLOW,
    you need to avoid any error at all in the early part of your
    approach, where you are covering ground really fast. (tiny mistake
    now = huge correction later)
    The problem is, in space, with the engine shut down, you have almost
    no ability to maneuver, so it is very difficult to nail the re-entry
    corridor!
    Now, in theory, you can say "all right, I will just ease it down slow
    into the atmosphere, slowing down as I descend, so I never overspeed
    the plane"
    But in the early part of the re-entry, even the TINIEST amount of
    lift WILL push you back into space, because thanks to the centrifugal
    force of orbit,
    the plane will stay in the air with ZERO lift (centrifugal force is
    holding you up at that point, no lift is needed!)
    Because orbital centrifugal force will hold you UP, so even the
    tiniest amount of lift will fling you right back into space, you need
    to find a way to add
    DRAG (to slow the plane) WITHOUT adding any LIFT at all (which would
    pop you right back into space).. how do you do this? By BANKING.
    Put the plane in a 90-degree bank and pull on the stick and you can
    get plenty of drag to slow the plane, but the lift of the wings is
    NOT pulling
    you up into space because the lift is only pulling you sideways,
    thanks to the fact that you are in a 90-degree bank.
    Remember, though, that any navigation error you make here by going
    off-course will be 50 times harder to correct later on when you are
    down in thick air, hardly moving.
    Basically, the way the atmosphere is laid out, almost ALL of it is
    below about 50,000 feet, even though SOME of it goes up to 500,000
    feet. This means that almost all of the air will be encountered in
    the last 10% of the descent. This means that almost all of your
    deceleration will occur in the last 10% of the descent. This means
    you will come screaming in and in and in and in and the suddenly
    STOP right at the end.
    The problem with this is that since you are stopped at the end (very
    low speed below 50,000 feet), any error you made getting to that last
    50,000 feet of atmosphere cannot be easily corrected... the tiniest
    error at the beginning of the approach will have you come down in
    Cleveland rather than Edwards, and that will take forever to make up
    by flying down low, and is of course impossible to make up without
    starting up the engines, which may not have any fuel.

    So, how do you fly the approach? By easing down into thicker air
    little by little as you slow down,
    banking to bleed off energy without climbing,
    switching your bank angle from left to right a lot to keep from
    getting off course,
    and choosing an altitude to give you a deceleration that will bring
    you to a stop just as you reach Edwards.
    The HIGHER an altitude you choose, the LESS air drag there is, and
    the less deceleration you will have, and the more likely you are to
    overshoot.
    The LOWER an altitude you choose, the MORE air drag there is, the
    more likely you are to come up SHORT of your target!
    So how do you choose your altitude?
    Well, look at the re-entry instrument I have thoughtfully added to my
    MegaHyperSonic EFIS right under the artificial horizon:
    It gives the deceleration (in G) needed to come to a stop just as you
    hit whatever destination is dialed into your GPS!
    Is the DESIRED deceleration at 0.5 G, and your CURRENT deceleration
    at 0.2 G? OOPS! You are not slowing down enough! You will overshoot
    Edwards and wind up in the Atlantic (not Pacific) Ocean! You need to
    descend into thicker air to slow down more! How do you do that?
    Well, enter a HIGHER number into your autopilot airspeed entry when
    in RE-ENTRY autopilot mode and watch the plane descend to try to get
    a higher airspeed.
    It does NOT descend because it thinks it will speed up by
    descending... nothing could be further form the truth! You are
    already going so fast
    that you will not gain any noticeable speed at all by descending a
    mere 200,000 feet... the reason that descending will give you a
    higher INDICATED airspeed as that you will have exactly the same REAL
    speed, but it will be in thicker air, so it will INDICATE a higher speed
    on the airspeed indicator (remember, the airspeed indicator measures
    pressure on the airplane.. it is basically an indicator of the square
    root of dynamic pressure, or pressure of wind blowing against the
    airplane). This, of course, will result in more aerodynamic drag,
    which will slow you down faster, which will cause you to come down
    somewhere in the USA rather than overshooting to the Atlantic ocean.

    So you have to remember it like this: your REAL speed does NOT change
    except over the course of maybe 30 minutes or an hour.
    You cannot change your real speed. You have to accept that. The
    inertia is just too great.
    Your only hope at managing the flight is to control the drag on the
    plane by controlling your INDICATED airspeed.
    And you control the INDICATED airspeed NOT by speeding up or slowing
    down (you can't) but by going higher or lower, into thinner or
    thicker air.
    The more you want to slow down, the more you push the nose down.
    That bears repeating: IF YOU WANT TO SLOW DOWN, THE LOWER THE NOSE
    AND DESCEND, TO GET A HIGHER INDICATED SPEED.
    This is opposite from everything you have learned, but you must
    understand it to say "Gee, I am too fast, and I will overshoot the
    entire
    North American Continent. I must slow down. So I must lower the nose
    into thicker air which will slow the plane. So I must a higher number
    into the re-entry autopilot speed, so the autopilot will dive me down
    into thicker air to get a higher indicated speed, to give me more drag,
    to slow me down."
    Everything is backwards, but if you understand it, you will be able
    to do a re-entry every time, and bring it from Australia to Edwards
    Air force base, right down to the runway, without ever starting the
    engines.
    I can do it. Can you?


    austin
    Intel I5 6500 3,2 Ghz, RAM 16 Go, GeForce GTX 960 2 Go, Linux Ubuntu 18.04
    Portable Asus Intel i5 2,8 Ghz, RAM 8 Go, GeForce 840M, Windows 8.1 64bits
    #AMD II X2 245 2,9 Ghz, RAM 8 Go, GeForce GTX 650 1 Go, Linux Ubuntu 14.04
    #AMD 64x2 5200 2,6 Ghz, RAM 4 Go, GeForce 9600 GT 512 Mo, Linux Ubuntu 10.04
    #MacBook Pro 15" 2,4 Ghz, RAM 4 Go, GeForce GT 330 M 256 Mo, Mac OS 10.6

    Commentaire


    • #1
      La version beta n'est pas disponible non ?

      Commentaire


      • #1
        une semaine pour m'en remettre......aprés avoir lu le post de Daniel en anglais... j'ai un de ces mal de tête.....but i'm aware now !!!
        :lol:

        Thanks for the news Daniel.

        Friendly
        Stephim.
        X-Plane 11.50 Vulkan
        Multiboot Ubuntu 20.04 / Windows 10 Pro
        AMD Ryzen 9 3900X
        AMD RX480 10Go
        32Go
        Saitek X52

        Commentaire


        • #1
          Intéressant de découvrir ces nouvelles fonctionalités en avant première.
          J'ai noté avec intéret les points suivants:
          - la possibilité de faire des combats aériens: c'est mon fiston qui va être content!
          - un calcul de modèle de vol complet pour tous les avions affichés: Aïe, ça va bouffer du CPU. Mais peut-être que ça permettra de faire du vol réseau en formation ...
          - Les voitures animées sont de retour sur les routes!

          Commentaire


          • #1
            J'ai entendu dire que l'europe aurait ses propres bâtiments????
            (Tout comme l'amerique) :D :D

            A320

            Commentaire


            • #1
              Ca, ça risque de ne pas être terrible.
              On a tellement plus de différences architecturales sur notre vieux continent qu'aux USA et puis la base qui sert à placer les villes est fausse. Le terrain de Chavenay LFPX va se retrouver au milieu des batiments, comme dans FS2004, alors qu'il est entouré de champs.

              Daniel
              Intel I5 6500 3,2 Ghz, RAM 16 Go, GeForce GTX 960 2 Go, Linux Ubuntu 18.04
              Portable Asus Intel i5 2,8 Ghz, RAM 8 Go, GeForce 840M, Windows 8.1 64bits
              #AMD II X2 245 2,9 Ghz, RAM 8 Go, GeForce GTX 650 1 Go, Linux Ubuntu 14.04
              #AMD 64x2 5200 2,6 Ghz, RAM 4 Go, GeForce 9600 GT 512 Mo, Linux Ubuntu 10.04
              #MacBook Pro 15" 2,4 Ghz, RAM 4 Go, GeForce GT 330 M 256 Mo, Mac OS 10.6

              Commentaire


              • #1
                Au niveau décor X-plane n'est pas aussi bon que flight...

                A320

                Commentaire


                • #1
                  Envoyé par Daniel_L
                  … Ça, ça risque de ne pas être terrible.
                  On a tellement plus de différences architecturales sur notre vieux continent …
                  Et pourtant les images disponibles sur "Global Scenery" laissent présager des choses intéressantes:
                  http://www.global-scenery.org/germany/p ... en_04.html

                  Pour X-Plane : Mac Studio M2 Ultra CPU 24 coeurs GPU 76 coeurs 128 G0 / SSD 4T0 + En Ext. : SSD 4To + HD Lacie Thunderbolt 6To .
                  Samsung 49" 3840 x 1080 / Dell 24" 1920 x 1200 // Saitek X52 ; Rudders Pro Flight Combat
                  i'Pad Pro 12,9 (X-Mapper Pro)
                  MAC OS Sonoma 14.5/XPlane 12.1.3 r2 (… XP -> XP 6 !)


                  " Soyez vous même … les autres sont déjà pris ! "
                  "… la fausseté des idées ne se règle pas par les interdictions mais s'asphyxie dans la liberté ! " Marc Bonnant

                  Localisation : près de LSGL​

                  Commentaire


                  • #1
                    Justement, comme je ne connais pas Munich je ne vois que le coté beau car je ne sais pas si c'est ressemblant.
                    Il n'en sera pas de même pour les coins qu'on connait bien. Là on verra d'abord les défauts.

                    Daniel
                    Intel I5 6500 3,2 Ghz, RAM 16 Go, GeForce GTX 960 2 Go, Linux Ubuntu 18.04
                    Portable Asus Intel i5 2,8 Ghz, RAM 8 Go, GeForce 840M, Windows 8.1 64bits
                    #AMD II X2 245 2,9 Ghz, RAM 8 Go, GeForce GTX 650 1 Go, Linux Ubuntu 14.04
                    #AMD 64x2 5200 2,6 Ghz, RAM 4 Go, GeForce 9600 GT 512 Mo, Linux Ubuntu 10.04
                    #MacBook Pro 15" 2,4 Ghz, RAM 4 Go, GeForce GT 330 M 256 Mo, Mac OS 10.6

                    Commentaire

                    Chargement...
                    X