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Avtor Sporočilo
 Naslov prispevka: x-plane
OdgovorObjavljeno: 15 Jul 2004, 18:33 
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Pridružen: 21 Jun 2003, 18:27
Prispevkov: 679
Kraj: Rogaška Slatina
Glede na trenutno brzino napredovanja X-plana.. mislim da bi lahko na temle forumu odprli še eno podrubriku za leto simulacijo... Ker če malo pogledamo je postal Xplane že močno razširjen, skupnosti pa vse večje, ima X-SquawkBox s katerim se lahko povežeš v VATSIM, IVAO omrežji in lahko letiš tudi z uporabniki FS-a... Trenutno se jara zelo trudi s tem da i imeli runwayi in letališča nasploh iste koordinate z FS-om tako da nebi blo komplikacij na strani ATCja če bi kdo pristajal malo zunaj stez ;)...


Tukaj pa je še ena zanimiva VA, ki zgleda daje veliko povdarka na znanje -> http://www.fwa.h3153.serverkompetenz.ne ... =newsworld


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OdgovorObjavljeno: 15 Jul 2004, 19:53 
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Pridružen: 16 Mar 2003, 17:34
Prispevkov: 507
Kraj: Ljubljana
A nas lahko potem za začetek vpelješ na to področje, kjer, kakor praviš, vse tako cveti. Zanimajo me linki do kakih strani z letali pa paneli.

Nejc

_________________
Nejc Brelih


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 Naslov prispevka:
OdgovorObjavljeno: 15 Jul 2004, 21:18 
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Pridružen: 21 Jun 2003, 18:27
Prispevkov: 679
Kraj: Rogaška Slatina
pa da :)...

evo tule je ena ml bolj nova stran
http://forums.xplanefreeware.net/

vecina strani ti je drugače kr na www.x-plane.com, sam avim ma nekaj xPlane zadev...

Zastojn flight planer vam je tule -> http://www.xpgoodway.com/
Dosti pa še več robe je tule -> http://www.x-plane.org/
Xsquawk box je tule -> http://www.xsquawkbox.net/ <- Zraven je še dost različnih orodij...

Je tudi neki paywera... in to je tu :)
http://www.3pointaircraft.com/
http://www.c74.net/

..in to je to zaenkrat.. seveda da ne pozabimo scenry za naš xplane
http://www.chromatix.uklinux.net/scenery/download.html

Treba je še omenit da trenutno delajo an spremembi data typov za scenery, ker je leta že malo zastarel predvsem kar se tiče Meshov, tako se bo tu kr nekaj spremenilo in to bojda v kratkem času...

no bo dost zaenkrat ;)... probajte demo


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 Naslov prispevka:
OdgovorObjavljeno: 15 Jul 2004, 22:41 
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Pridružen: 21 Jun 2003, 18:27
Prispevkov: 679
Kraj: Rogaška Slatina
pa še ani screenshooti a320 :) -> http://forums.xplanefreeware.net/index. ... topic=4836


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 Naslov prispevka:
OdgovorObjavljeno: 15 Jul 2004, 22:46 
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Pridružen: 16 Jul 2003, 13:12
Prispevkov: 936
Kraj: Medvode
>You do not have permission to view this topic.<
:lol: :lol:

_________________
Tlačan v odhodu


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 Naslov prispevka:
OdgovorObjavljeno: 16 Jul 2004, 00:06 
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Pridružen: 21 Jun 2003, 18:27
Prispevkov: 679
Kraj: Rogaška Slatina
ehehe :) .. se nucas registrirat v forum ja ... se je free :))


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 Naslov prispevka:
OdgovorObjavljeno: 18 Jul 2004, 23:01 
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Pridružen: 21 Jun 2003, 18:27
Prispevkov: 679
Kraj: Rogaška Slatina
no... se to maste na njihov pagu sm tule maste kake novosti bojo v 7.5 verziji...

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3-D Weather and Turbulence Modelling:
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Full 3-d weather matrix! We now have a 3-d weather pattern for the entire region, with thunderstorms, turbulence, icing conditions, rain,
and radar returns all based on this total 3-d picture. This finally opens up the door for future implementations of weather fronts
moving through, UNLIMITED cloud layers, and anything else you can think of. It is AWESOME! Set the weather to thunderstorms with
BROKEN or SCATTERED clouds and you can fly through the storms that go up to 40,000 feet, with turbulence, rain, and even ICING
if the temperature is right. This is miles above the old method of just having 2 cloud layers and some artificial radar returns.
The full "holy grail" of a no-restraints 3-D matrix of any conceivable weather is finally here!
You still ENTER only 2 cloud layers, but this is simply a user-interface limit... more variations are possible with this engine,
and in fact if you enter stormy weather, clouds will tower up to form it with no regard for any pre-determined altitudes!

Now, while we are doing full 3-D matrices of air data for all the weather, we introduce: An incredible new turbulence model!
X-Plane now actually tracks the motion of the air all around the aircraft in turbulence, giving vertical, lateral, and longitudinal
gusts (continuously-variable on a randomized 3-phase sin curve) to give turbelence-varying airflow ON EVERY ELMENENT OF THE AIRCRAFT,
DEPENDING ON THAT PARTICULAR ELEMENT'S LOCATION IN THE TURBULENCE PATTERN.
So part of the left wing might be in an UPDRAFTING bit of air, and part of the right wing might be in a DOWNDRAFTING bit pof air,
with the center of the plane in the "eye" of the vertex... all resulting in a hard roll of course.
As well, the wings might be in the updrafting part while the tail might be in a downdrafting part, resulting in a ptich up...
Of course, in tiny fraction of a second, the tail will have moved to where the wings were a fraction of a second ago, reversing the
pitch force!
This means that a really BIG plane is typically LESS affected by turbulence, since it's wings will occupy some air going up, some air
going down, and they will tend to cancel to some degree, giving a smoother ride. A smaller plane will be more impacted though, since
if it is in a rotating swirl of air, it is likely the at the entire aircraft will be in the same swirling pattern, resulting in the greatest
pitch, roll, and heading offsets.
It gets better! As you fly slowly, you enter new rotating masses of air SLOWLY, resulting in gradual onset of pitch, heading, and roll motions,
but as you speed up, the turbulence turns into short, sharp, hard jolts because you entering changing patterns of airflow more quickly.
All of this gives the real feel, and performance, of a real plane in turbulence.
The cool part is: NONE OF THIS IS FAKED... we actually take a randomized airflow pattern and then move the plane through it without any
assumptions about what will happen next... the resulting accelerations on the airplane will be based on the plane's interaction with
that air.
And now it gets even coolor... turn on sime wind and turbulence and then hit the '/' key 3 times to bring in some visual flight-model...
you will be able to SEE the wind vectors from outside the plane!


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Other Flight Model Stuff:
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More detailed ground-effect modelling... we now consider wing span AND chord to get lift and drag changes correct.
The height above the ground in wing SPANS controls the induced DRAG reduction due to ground effect, and the height
above the ground in wing CHORDS controls the LIFT due to ground effect.
The final icing on the cake is that since the ground effect on lift is based on the CHORD of the wing as well as it's height,
the ground effect on lift is actually different for each section of the wing, as in the real plane!

More realistic for propeller-modelling for planes approaching the speed of sound...
The superonsic dynamics will start at the tip and work inwards as you accelerate, giving more realistic
propeller performance. In fact, EVERY part of the airplane individually can be either subsonic or supersonic,
giving more realistic transonic response.

Reciprocating engine oil pressures, oil temperatures, fuel-flows, and exhaust-gas and cylinder-head temperatures
all tuned to match real engines, based on flight-test data from my Cirrus.

In Plane-Maker: Enter the max altitude for jet engines to put out full thrust!
Some jets are altitude-rated just like turboprops!


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New Visuals:
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Moon phase now right for it's location in the sky.

Lightning is cooler... and available in scattered and broken clouds, as long as there are thunderstorms.

Fuselages draw the same fuselage geometry from the INSIDE now, making ity easier to have clear windows and custom cockpits.

Bow spray from water contact. kind of cool.

Better liting from the MOON at night, including the moon phase...
so you can get bright moon-lit nites or totally dark nites depending on the date.

Weapon parachutes (if any) drawn.


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New Instruments:
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New CHT (cylinder head temperature) modeling and engine intruments.

New instrument: In cockpit camera, with night vision! See it in the EFIS folder when selecting instruments.

You can now set custom oil pressure and temperature limits in Plane-Maker engine screen to teak just right for your plane.

A few new annunciators for you: speedbrakes and GPWS.


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General Features:
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See the various fuse/misc body screens in PlaneMaker:
You can now enter pitch, heading, and roll offsets there for the various parts.
As well, go the WEAPONS screen... you can now enter what CONTROL SURFACE each is attached to.
Try the Japanese Anime in the Science Fiction folder to try it out in the extreme (comical) case.
Open the craft in World-Maker and turn ON the "view with moving controls" to see how it works.
Moving flap-tracks and and detailed moving landing gear, anyone?

Navaids have longer range now, since in reality you typically get more than the guaranteed minimum range.

Automatic differential braking stops above nosewheel transition speed

Cockpit objects can have solid polyons... so you can put runways on top of the Hindengerg or whatever else you like!

Autoland!Just set up the approach as always, and the plane will flare and pull power to give a decent landing.

Now we have a time-slider to choose the time in replay mode... kind of convenient


TRIM TABS! Set them in the controls screen in Plane-Maker to tune the pitch, roll, and yaw of any plane...
EXACTLY like bending the trim tabs in a real airplane to tune it's performance as desired...
usually by cranking in some right aileron and right rudder to counteract the prop in singles.

Mouse control is not taken away when you switch views any longer unless iT is realy NEEEDED
because the mouse center-point moved.

If you have a joystick, you can still click in the center of the screen with the mouse to steer the
VIEWING DIRECTION around. Kind if useful.


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Tech Stuff:
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More ram optimizations... we shaved off about 10% through optimizations!
But then, the new 3-D weather geometry adds 20%, so there is a net 10% RAM increase.


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Refinements:
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Smarter autopilot... less or no fine "jittering" in roll.

Lites come on sooner... the runway lites were staying off a bit too long in 741.

Smoother trackig of external visuals when using multiple networked copies of X-Plane,
and better presentation of other planes in multipayer (smoother and more accurate).

Better EFIS instrument liting.

Better autobrake control!
The autobrakes are now set to get the actual decelerations from real airliners...
not just arbitrary values. Cool!

Hobbs meter gives tenths of hours now



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Changes/Obsolete removals: FOR AIRCRAFT DESIGNERS ONLY:
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Only 1 inverter... no longer 1 per engine... this was not really realistic.
No more TAPE man presure and EGT... instead we have round oil press and round oil temp...
We are getting the engine instrument and control set more tuned to what is found in real planes.

WARNING: SLIGHT INSTRUMENT INDICATION RE-ORGANIZATION, WHICH YOU NEED TO APPLY TO ALL CUSTOM PLANES
THAT USE THE NEW TECHNOLOGY IF THEY HAVE CUSTOM FLAP ELEMENTS: THE FLAP IMAGES ARE NOW ALL IN 1 FOLDER
FOR EASIER ACCESS INSIDE OF RESOURCES/BITMAPS. NEW TEXT FILE FORMAT AS WELL... UPDATE YOUR INSTRUMENT
TEXT FILES FROM 740 TO 750 VERSION, USING THE INSTRUMENT TEXT FILES THAT COME WITH 750 AS A SAMPLE.

In the new instrument text files: Enter for radii to avoid default markings.


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Bug Fixes:
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Morse code ID of NAVAIDS operative
All external sound volumes have proper doppler and fade with distance
No more "jitter" as the panel is scrolled up and down
Right number of days in every month in the set date and time window
Various other bug-fixes.



tk da vas mal vreme zrajca :)))


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 Naslov prispevka: x-plane
OdgovorObjavljeno: 27 Jul 2004, 00:01 
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Pridružen: 22 Jul 2003, 00:15
Prispevkov: 9
x-plane 7.50 je že na voljo za download.
Nova tridimenzionalna vremenska matrika zgleda res kar velik korak v smeri še bolj realistične simulacije vremenskih pojavov.

Ker ni še nihče omenil prvega poleta v vesolje s civilnim letalom SpaceShipOne, naj ta dogodek omenim tukaj, ker ga je namreč mogoče simulirati tudi v x-plane. x-plane je bil uporabljen tudi v resničnem simulatorju SpaceShipOne, s katerim so se pripravljali na ta zgodovinski polet.

Občutek je res carski, ko se odlepiš od nosilnega letala White Knight in se izstreliš 100 km visoko, kjer lahko za kakšno minuto ob zvezdah na povsem črnem nebu opazuješ tudi ukrivljeno zemeljsko oblo, potem se pa počasi spustiš proti zemlji, vmes dosežeš hitrost skoraj treh machov in končno pristaneš z jadralnim letalom SpaceShipOne.


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 Naslov prispevka:
OdgovorObjavljeno: 08 Maj 2007, 13:51 
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Pridružen: 03 Maj 2007, 05:16
Prispevkov: 27
Kraj: Ljubljana, Slovenia
Če kdo še vedno uporablja Xplane 7.X, priporočam tudi letenje z CarterCopterjem. Izredno zanimivo letalo.


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