Probably going to take the written exam either tomorrow or Tuesday …
After building and submitting KSBD to the X-Plane Scenery Gateway, I’m now working off and on to fill another hole in the X-Plane default SoCal scenery map: KVNY Van Nuys. As with San Bernardino, I’m using only default objects in making this scenery in hopes that it will become part of future X-Plane releases. In terms of buildings, taxiways, and clutter this is a much more complicated field that KSBD. I’m chipping away at it, but it will probably be several weeks before it’s done.
Here are some preview shots. As always, you may click them to see them in a larger size.
I’ve been trying to track today’s activity at FlightSimCon, and one of the best resources I’ve found so far is Flightsimguy’s YouTube channel, where he’s streaming many of the presentations as they happen. Of note so far:
It’s this weekend and I won’t be there due to family and work commitments. I’m bummed about that as I’ve never been, but it’s the right decision. I was flattered, though, to have been asked to participate in one panel, and the Basement Sim will be referenced in another. If you’re attending please have a great time, and consider posting a trip report in the forums. I do wish I could be there.
I’ve been very busy and not able to spend a lot of time on the website or in the sim, but one of the projects I did take on was creating X-Plane scenery for KSBD, San Bernardino. KSBD was the original default airport in X-Plane in the old days, it’s a big field, and it’s also a common spot for PilotEdge users (and is in one of the CAT rating flights). Yet, for some reason I can’t quite grasp, there is no default 3D scenery for it on the X-Plane Gateway. So I decided to make some, working on it here and there over the past week or two during conference calls and when I’ve had free moments. I’ve uploaded it to the Gateway, but in the meantime I have posted it to the .Org as well. You may find it here.
I designed the scenery using only default objects in hopes that it becomes part of a future X-Plane release. Given the field’s complexity this really forced me to learn a lot of new tricks in WED, and I really like the results. For some reason X-Plane 10 users were getting an error so I’ve posted two versions. I hope you like it, and that it might prompt some readers to take on some larger fields using WED.
My next project is KVNY Van Nuys, and here are some screen shots of KSBD.
It’s been quiet here lately, as I forecasted a week or two back. Will be for a while longer, too. But I was able to download the latest X-Plane 11 beta yesterday (Laminar continues to make updates on a frequent basis) and the forecasted changes to better use multiple cores, process the car traffic, etc. seem true. I was able to get 30+ FPS in Los Angeles with max autogen and ortho scenery, and that’s with all three screens running. No stutters. This was very impressive, and I imagine the optimizations will only continue over the next few years.
It’s coming, officially, in one week. If you’ve not seen Jordan King’s”first look” video, you should watch it. I’ve posted it below. I’ve had very high hopes for a 64-bit Prepar3D, in particular that it would involve a solid code re-write more so than the addition of memory access that would get rid of sim crashes for VAS issues. But honestly, watching this video, my hopes have lowered. While I’m sure it has many improvements and optimizations, it looks awfully cartoonish to me now that I’m accustomed to X-Plane 11’s visuals. And according to Jordan, the flight models are unchanged from v3, which in my mind is not a good thing. Aircraft feel much more lively and real to me with X-Planes airfoils. Certainly P3D v4 will undergo several years of continuing development. I will hope that it becomes something great, and that between it, X-Plane, and other sims we hobbyists and pilots enjoy the benefits of technical (and price) competition. But I have to say that on first blush v4 looks too much like the v4 I left, but without VAS issues (which were not the reason I left in the first place). I’ll will eagerly await the reports on May 30th, as I suspect will many of you.
I ran the camera during yesterday’s flight. I’ve simulated these maneuver hops several times in the sim, and from a procedure standpoint it’s been helpful. The hardest thing to simulate, at least for me, has been turns around a point. The visibility in the sim just isn’t as good as the real thing.
I took some time to record another airport design in W.E.D, this time Cal Black Memorial in Utah. The audio works well in this one all the way through, and I talk through how to add AI traffic and taxiways as well. Thanks for watching, and get out there and design some scenery!
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