La voilà avec les améliorations et corrections suivantes :
COOL NEW FLIGHT-MODELING:
Oh MAN this is cool.
We no longer try to track the downwash on a per-element basis on the wings,
but instead we now deflect the air down behind the wings in 3-D space.
This means that fuselages, bodies, air flow into pro-discs.. EVERYTHING, is affected by the downwash of any wings in front them.
As well, we continue to consider all PROPS in front of all wings, tracking prop-wash in 3-d space as well.
This means that all wings and props and bodies are in the propwash and downwash of all wings and props in front of them,
in all cases.
You can even SEE this!
Get in a plane and go flying. Hit the / key twice to see the airflow vectors.. you will SEE the downwash (vectors going DOWN)
and propwash (vectors going AFT) in 3-D space... these vectors affect the bodies, other props, other wings... EVERYTHING!
The Math. The Math!
(Note that the downwash vectors will point STRAIGHT down... this is because you only see the CHANGE in airflow-vector
from the free-stream, so you only SEE the the DOWNWARDS part of the downwash).
We now have improved fuselage lift, drag, sideforce modeling... this even helps the HELICOPTERS HOVER MORE ACCURATELY.
How? Well, in a hover, the body of the helicopter is in propwash, putting out significant force even though the machine is
not moving! We are getting these dynamics right on the money now, tracking the airflow over the bodies in propwash even if that
propwash flow is totally different than the freestream flow, as shown above.
Reducing control authority with speed in the CONTROLS screen in Plane-Maker should no longer reduce TRIM authority.
This makes for some interesting dynamics: If you reduce the control effectiveness to 10% at high speed, but the plane has 20% trim authority,
then the trim is actually MORE powerful than the joystick input once you get moving fast enough!
Of course, this is perfectly correct: It means that at high enough speed in the real plane, the trim is more powerful than you are!
This can be perfectly true!
All plane designers: Please check all control deflections and mixing and authority-with-speed and trim and everything...
Lets make sure all the trim, authority, phase-outs-with-speed, and mixing are all perfect!
While looking at special-cases of interesting control-systems,
the 'Auto-Set RPM based on Throttle' option in Plane-Maker SPECIAL EQUIPMENT screen now works just fine with planes
that have beta and reverse. This lets you do Cirrus SR-22's, PC-12's, the works.
And now another FADEC option: RPM-limit. This adds power as needed to keep you from sagging below idle, and cuts fuel to keep you from going
over redline. We have had this option for a long time, but now have separate checkboxes for the mixture-ratio, power-limit, and rpm-limit
functions of the FADEC in Plane-Maker.
As well, we now have further jet and reciprocating engine model refinements, pursuant to new data I have gotten on engine performance.
We are taking no prisoners in the engine-modeling.
We now have independent throttle control possible for VTOLS and the like... useful for modern blimps.
Props can auto-feather, even if if single-engine, if that option is selected in Plane-Maker.
'Spool Time' for jets variable is back. This lets you control the spool time of the jet engines independently of the start-fuel-intro time,
throttle-advance time (which are fuel-introductions rates) and starter strength (which is starter motor strength).
This is pure engine inertia.
GRAPHICAL REFINEMENTS:
Data Output text modified a hair to line up perfectly and be easier to read.
This will make it a bit easier to do the step above. ;-)
Horizontal and Vertical 'bow' options in the Rendering Options screen to hook up many com****rs to form a spherical projection.
ATC interface should be fine at ALL resolutions.
GENERAL REFINEMENTS OR BUG-FIXES:
Cirrus-Jet was not capturing all those localizers... should be OK now!
Various new commands you can assign to any joystick button or key.
Generic rotary instruments have a new click mode: Radio buttons.
Whole instrument groups can be hidden based on datarefs. Useful for glass cockpits.
Fixed intermittent crash during scenery load.
ILS and Glide slope signal length increased.
Shadows are less pixelated.
Fixed black square shadows on some NVIDIA cards.
Renaming groups works better in Plane-Maker.
Generic rotary instrument does not write to dataref unless it is clicked.
Running Plane-Maker no longer resets full-screen prefs.
Cockpit object 3-d lighting works even in external views.
Glare turned down in Plane-Maker.
Fixed jittering panel when the window is resized.
Fixed weapon-airplane drawing bugs on XPFW A320.
Small generic instruments wont disappear during scrolling.
Free view followed by 3-d cockpit no longer moves camera far away from the plane.
Oh MAN this is cool.
We no longer try to track the downwash on a per-element basis on the wings,
but instead we now deflect the air down behind the wings in 3-D space.
This means that fuselages, bodies, air flow into pro-discs.. EVERYTHING, is affected by the downwash of any wings in front them.
As well, we continue to consider all PROPS in front of all wings, tracking prop-wash in 3-d space as well.
This means that all wings and props and bodies are in the propwash and downwash of all wings and props in front of them,
in all cases.
You can even SEE this!
Get in a plane and go flying. Hit the / key twice to see the airflow vectors.. you will SEE the downwash (vectors going DOWN)
and propwash (vectors going AFT) in 3-D space... these vectors affect the bodies, other props, other wings... EVERYTHING!
The Math. The Math!
(Note that the downwash vectors will point STRAIGHT down... this is because you only see the CHANGE in airflow-vector
from the free-stream, so you only SEE the the DOWNWARDS part of the downwash).
We now have improved fuselage lift, drag, sideforce modeling... this even helps the HELICOPTERS HOVER MORE ACCURATELY.
How? Well, in a hover, the body of the helicopter is in propwash, putting out significant force even though the machine is
not moving! We are getting these dynamics right on the money now, tracking the airflow over the bodies in propwash even if that
propwash flow is totally different than the freestream flow, as shown above.
Reducing control authority with speed in the CONTROLS screen in Plane-Maker should no longer reduce TRIM authority.
This makes for some interesting dynamics: If you reduce the control effectiveness to 10% at high speed, but the plane has 20% trim authority,
then the trim is actually MORE powerful than the joystick input once you get moving fast enough!
Of course, this is perfectly correct: It means that at high enough speed in the real plane, the trim is more powerful than you are!
This can be perfectly true!
All plane designers: Please check all control deflections and mixing and authority-with-speed and trim and everything...
Lets make sure all the trim, authority, phase-outs-with-speed, and mixing are all perfect!
While looking at special-cases of interesting control-systems,
the 'Auto-Set RPM based on Throttle' option in Plane-Maker SPECIAL EQUIPMENT screen now works just fine with planes
that have beta and reverse. This lets you do Cirrus SR-22's, PC-12's, the works.
And now another FADEC option: RPM-limit. This adds power as needed to keep you from sagging below idle, and cuts fuel to keep you from going
over redline. We have had this option for a long time, but now have separate checkboxes for the mixture-ratio, power-limit, and rpm-limit
functions of the FADEC in Plane-Maker.
As well, we now have further jet and reciprocating engine model refinements, pursuant to new data I have gotten on engine performance.
We are taking no prisoners in the engine-modeling.
We now have independent throttle control possible for VTOLS and the like... useful for modern blimps.
Props can auto-feather, even if if single-engine, if that option is selected in Plane-Maker.
'Spool Time' for jets variable is back. This lets you control the spool time of the jet engines independently of the start-fuel-intro time,
throttle-advance time (which are fuel-introductions rates) and starter strength (which is starter motor strength).
This is pure engine inertia.
GRAPHICAL REFINEMENTS:
Data Output text modified a hair to line up perfectly and be easier to read.
This will make it a bit easier to do the step above. ;-)
Horizontal and Vertical 'bow' options in the Rendering Options screen to hook up many com****rs to form a spherical projection.
ATC interface should be fine at ALL resolutions.
GENERAL REFINEMENTS OR BUG-FIXES:
Cirrus-Jet was not capturing all those localizers... should be OK now!
Various new commands you can assign to any joystick button or key.
Generic rotary instruments have a new click mode: Radio buttons.
Whole instrument groups can be hidden based on datarefs. Useful for glass cockpits.
Fixed intermittent crash during scenery load.
ILS and Glide slope signal length increased.
Shadows are less pixelated.
Fixed black square shadows on some NVIDIA cards.
Renaming groups works better in Plane-Maker.
Generic rotary instrument does not write to dataref unless it is clicked.
Running Plane-Maker no longer resets full-screen prefs.
Cockpit object 3-d lighting works even in external views.
Glare turned down in Plane-Maker.
Fixed jittering panel when the window is resized.
Fixed weapon-airplane drawing bugs on XPFW A320.
Small generic instruments wont disappear during scrolling.
Free view followed by 3-d cockpit no longer moves camera far away from the plane.
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