New for X-Plane 9.50:

Just teeny little bug-fixes to make sure everything is running perfectly.

New for X-Plane 9.42:


No extra drag for jet engine nacelles, as was always intended.
Rain, hail damage, birdstrikes, sun glare on scratches on the windshield should now cover all of the monitor, no matter the screen res... let me know if you find a case where this does not happen!

Control-s in Plane-Maker to save the plane... any time.
Kind of convenient.

Fixed: Mouse won't jump when fly-by-mouse is selected.
Fixed: Draped lit orthophotos become lit all at once.
Fixed: Idle speed dataref works on turboprops.
Fixed: Landing lights start off - better for panels without lan-light switches.
Fixed: Generic text instrument works with "mechanical" lighting now.
Fixed: Key frame table works right with generic rotary push button.
French translation improved.

New for X-Plane 9.41:

Keyboard preferences labeled in the menus.

Multiplayer dataref fixed.

Orthophoto scenery night lighting comes on all at once, to avoid a checkerboard effect.

Mouse jumps to the current yoke deflection in mouse-flight mode. This will avoid sudden control deflections when flying with the mouse.

CUSTOM_LIGHT bugs fixed in OBJ files.

The current livery is now available in a dataref. Improved memory use with OBJs. Rosetta can be overridden via command-line. Default livery can now be picked again after a custom livery is selected. Cmd line --no_autovary option can be used to turn off dithering of urban textures.
Multiplayer should not cause any problems with the FMS.

A number of changes to make the IOS with 20 students work a bit smoother... being used at a school in Georgia to teach 20 students at once! A lot of fun, and good training.

Should not crash on quit while text-to-speech is playing, as it could before.

Electrical system should work fine even for planes created on the ancient old PPC macs from many years ago.

Marker-mute command now only mutes the marker audio, and does not dim the lights as well.

Airfoil-Maker defaults to a 10-degree linear region for the lift line, which is a much better default.

EFIS-App should have all navaids now... more accurate for those avidynes... EFIS-App to be published soon. A few changes in the Eclipse jet avionics for FAA-certification in EFIS-App as well.

Support for "generic" lights on airplanes (sample plane coming soon)

More accurate amp calculation for panel lighting

AP self test datarefs added

Electrical System for 930 planes loads with correct generator setup

Lighting fixed on glass artificial horizon

"Null texture, how?" Bug fixed on NVidia/Windows Hardware.

New for X-Plane 9.40:

Systems Modeling New features, mostly added for total system-realism for FAA-Certification: New elec sys modelling improvements. Now you can have up to 4 buses, and each system can draw from any of, or all of, those buses. As well, you can assign any generator and any battery to any bus. As well, each generator can have a different max amperage. This really lets you start to dial in the electrical systems really well! New feature in the IOS: Shut down tailwind ILS. This checkbox in the map screen lets you shut down all ILS's that are not aligned into the wind, as is typically done in reality This is really needed at airports like KLAX, which have ILS's in opposite directions BUT ON THE SAME FREQUENCY! Any shut-down and failed NAVAIDs turn red so you can see that they are not operational. Kind of nice! New setting in Plane-Maker systems screen: Number of degrees of heading error needed for the autopilot to switch turn directions. 180 by default, 20 for the G-1000. New instrument: Radio alt decision-height light... A little light that goes off when you make it down to decision height. Oil pressure modelled a hair differently to show change in response to rpm change a hair more. Emergency gear extension override commands now avail... Can be assigned to any joystick button of course! New Plane-Maker feature: Import AIRCRAFT... This imports everything EXCEPT the panel... nice if you want multiple acf files that are the same except the panel! The ENGINE_VAC gages in the ENGINE ROUND folder show the suction from each engine... You can have two of these. The SUCTION_LO_LITE_GA instruments show the suction from each engine... You can have two of these. The SUCTION gage in the SUPPLEMENT folder shows the total suction of all available vacuum pumps... It shows what the instruments are GETTING, and you only want ONE of these! Inverter failure will fail the trq indicators now if the trq indicators are hooked up to the inverters as per the system screen in Plane-Maker. Click on any airport in the IOS screen... You should get airport info and the weather at the airport as well. New option in Plane-Maker: The altitude tracks the aircraft current altitude when the cws button is down: yes or no. Set your ports for listening and receiving in the net screens now. Oil pump failure a little more realistic... We see more gradual engine failure, with rise in oil temperature. A few (real) G-430 failures, useful if connected to a real Garmin-430. Cool new Plane: New plane: Stinson l-5.,. It is in the general aviation folder, and very nice. Nice little features and UI tweaks: Glideslope plot on the IOS now shows the width of the glideslope region, and shows the marker beacons as well.. kind of nice! Reversed/beta/forward thrust engine-mode saved in replays. Better throttle response from the fadec.. closer to linear. 3-D cockpit will let you look around when paused now. Toll-spoiler logic just a hair smarter with speedbrakes: Spoilers will not extend beyond max speedbrake deployment. Boat-drawing rendering-option is now separated from the forest fires and balloons. NAVAID failure-page shows the type for each NAVAID... makes it easier to see exactly what NAVAID you are failing. All 'situation-movies' are now referred to as 'replays' everywhere in the UI Engine-failure options that do not apply to the type of engine in your plane do not appear in the engine-failure list... A bit easier to spot the failures you want. New instruments and commands: New flight director/autopilot commands and instruments in the BUTTONS folder to turn the flight director and autopilot servos on and off. Commands restored: "sim/instruments/ECAM_mode_down" "sim/instruments/ECAM_mode_up" New command that you can hook up to any key or joystick button: Marker beacon mute. It's in the ANNUNCIATORS group. New annunciator: GPU connected. You can assign any joystick button to the COMMAND to connect the GPU, and when you hit it, you will see the gpu-connected light activate, and also get plenty of power to bus #1 on the airplane. Minor tweaks and Bug-Fixes: Mean time between failure causes random failures when checked in the failures screen, otherwise does not! IOS glideslope map properly labelled as AGL, not MSL, altitudes. EFIS-app tweaked a hair to display both adf's and display a few more things a hair more accurately, and let you enter initial fuel No blackout in external view modes ,and Cinema Verite should not respond to G-load at very low G. Planes with only 1 inverter switch should still drive all inverter-driven systems ok! Flaps deploy at the right speed now, ion all cases... they were sometimes too fast before. Arrow keys to scroll large 2-D panels in side-views, as is used for some older planes, now work!
Rendering Engine The rendering engine is more heavily threaded for better use of multiple cores. The sim should start faster with very high tree settings, and forests will appear sooner on machines with many cores. Normal maps available for OBJs. File format information coming soon. Prop disc can be customized by plugins - see Custom Prop Discs Better memory efficiency with the apt.dat file. V7 cockpit objects don't slow Plane-Maker to a crawl.

Just a few tweaks to the plugin system read and adjust glideslope and flaps that were not working QUITE the way some people wanted.

Lat-lon waypoints from Goodway-generated flight plans import correctly.

Rare crash bug when parsing liveries fixed. Normal maps are no longer distorted by customized gamma settings.

X-Plane will generate an Apple crash report instead of a one-line X-Plane crash report in a few cases. This will give us more info when the sim does fail.

Air driven generator needs to spin a bit more to power the system, as in reality.

Tail wheel lock applies at any elevator aft of nuetral, as in reality.

No crash when AI airplanes have panel tooltips. (This should fix a number of crashes during startup.)

No incorrect log warnings when loading liveries.

Updated the command list.

No more erroneous master caution on the Cirrus Jet.

Indicated airspeed tweaked just a hair to get the Mach-compression effects... this tunes the fast jets jut a bit.

A tiny modification of the file-reading system to solve a few random data-corruption issues.

Objects and other text files with no newline at the end of the file load correctly.

Airplanes whose default livery is not available run without fps hit.

A few bug-fixes for a few plugins.

Your path should always plot on the map screen when in 3-D mode.

Alignment of plugin text is now consisten with the rest of X-Plane.

A hair more refinement on the various hydraulic, vaccuum, fuel, and oil pumps.

A few tiny refinements in the prop-pitch model.

Glideslope indicator should only show up when desired.

Livery should be auto-loaded in X-Plane ifd pre-selected in Plane-Maker.

A few more datarefs now available for custom prop discs - sample plugin coming soon.

No more crash on start on Vista with full screen selected.

Calair FMS programmer should open without as many spaces.

Pushback plugins won't get "stuck". x737 FMS should work again.

Some cases of upside down video capture and hangs should be fixed with ATI video cards on OS X.

OK the FMS and GPS is now really awesome... better than anything you have seen before with X-Plane. Here is the deal: Enter any plan you like into the FMS... The distance and time enroute will display at the bottom from your CURRENT position to whatever the final destination in the FMS is... So as you scroll through waypoints in the FMS, you will see the distance and time from your current location to the displayed fix. Now, while this is going on, if you have a GPS in addition to the FMS, the GPS will always display the distance and time to THE NEXT FIX YOU ARE FLYING TO... No matter what fix you have selected in the FMS! In other words, you can set your FMS to the last fix in the plan to see when you will really arrive at the final destination, while the GPS is displaying the time and distance simply to the next fix. All of this runs at the same time, no problem. As well, you can enter a full FMS plans into the FMS, or, if you like, enter direct->to routes into the GPS... the FMS will simply display that single-leg plan that you just entered into the GPS! We have had GPS's and FMS's for a long time, but now all the pieces fit together just PERFECTLY. This is lots more important than it sounds: This is what will allow us to easily add even MORE GPS and FMS detail in the future! (Something, obviously, we have planned!) Various 'prop feathers on engine-fail/prop-pull/mixture-pull' and other odd engine-reverse cases should be perfectly operational. Emergency engine power is available only after engine failure, regardless of how many times you have flown since you started X-Plane. Spool time for jet engines is back... I THOUGHT we could get by without it, but it hurts the SHUT-DOWN spool-down times to take it away... so it is back! Radio altimeter decision-height selection should always move in steps of 10, as is probably desired. Idle-speed switches should be operational in all types of craft. A few little engine-sync/prop-sync issues should be sorted out... the systems should be good for jets, turboprops, recips, etc. 172 autopilot now operational.

Planet-map zoom does not affect map zoom, as is probably desired. A hair more internal code re-organization to avoid bugs in the future involving many different planes all flying at once. A nice new interface on the serial-port selections on the joystick and equipment screen, for things likeGarmin 430 and PFC hardware... The text indicating what serial device you are listening for flashes in the lower-right of the screen if data is coming in to that device. This is all about getting certifiable sims quickly developed, tested, installed, and running... And being able to quickly hook up and test serial devices is needed for this in many cases, with a nice UI showing which serial devices are talking and which ones aren't.

More refinements to the GPS-FMS-Garmin-430 model to make plugins work as they always have, even in the new improved internal organization of the code. Goodway Plugin can program GPS CAX FMS plugin can program FMS Yet a few more tony enhancements in the "autopilot/autopilot select/ott_seldisp_ALT_VVI.png" instrument, as we make it EXACTLY like the old KAS-297. 3-D Panel will animate for complex aircraft like the EC120. Fixed crash on quit on some machines.

More tuning on DEFAULTING the number of batteries, generators, and inverters to decent values, no matter what version, format, and method of controlling these things you used in the old ACF files. Prop "feather on fail" a hair better... If you have various 'feather on engine failure, prop control at min, mixture pulled' options in Plane-Maker Systems screen checked, the props will fail to feathered pitch at no oil pressure, whether on a single or twin, as you probably intend. As well, refinement of things like propeller-rendering and reverse and beta and reverse pitch on unusual planes that have a different number of engines than props.
RC6 Small refinement to auto-set the number of batteries and generators FOR you, if you have not specified them in Plane-Maker.

Small refinements in carb-heat model. Failures-page re-organized a hair... It is really nicely-organized now, with no redundant failures, but plenty of nice failures to have! Specify the number of batteries, generators, and inverters in the system window in Plane-Maker... No more guessing based on the number of switches on the panel! specify if the starter is electric or air-driven in the systems window in Plane-Maker... No more guessing based on the starter amperage!

Ever-so-slight tuning of a few bits and pieces of the low enroute map. Subtle difference in Plane-Maker, Engines screen, second tab over: The top number is the number of ENGINES, the bottom number is the number of PROPS... This is not QUITE what we had before, where the bottom number WAS the number of 'thrust points'... but this is a bit more intuitive, and clear, I think. A few really really ODD designs MAY require updates in Plane-Maker. Improvements in the flight-replay: The flight should be properly saved and re-playable no matter how many times you enter and exit replay mode at various different points in the replay. As well, the flight-replays should include ALL the planes that were in flight at the time, so replay of entire 20-plane formations should be possible! As well, replay for your flight now lasts about 85 minutes (up from about 35 minutes in earlier versions). BUT, that is assuming you are flying by yourself! The more planes you have flying with you, the shorter the replay duration! New autopilot buttons: Altitude ARM and TOGA... kind of nice! A few more failures in the g-1000 failure-list... lo and hi generator and battery voltage... They live in the g-1000 page for now, but do in fact work for everyone. A few more failures in the failure types tab in the failures screen for various engine indications Now your challenge: can you find any failures that DON'T WORK? Try failing every indication in that page, and check every engine instrument in the sim... Do all the indications fail, as they should? And do all SYSTEMS continue to FUNCTION normally, as they should? Gear indicator failure is a bit better... it just fails ONE bulb, as is typical in the real plane. Distances and times enroute on the FMS should update just fine. As well, the plugin APIs for the GPS and FMS have been fixed. If your GPS, FMS or flight planning plugin does not work in RC4, but worked in 931, please file a bug immediately! As well, a number of other datarefs have been fixed. Annunciator on the screen if FROZEN (different than paused!)

Minor enhancements: Plane-Maker: It is now possible to enter negative generator and battery current redlines and the like. This could be useful for some planes. Plane-Maker: You now enter the BETA pitch of prop. This is the prop pitch that you see when the prop is in beta mode, which turboprops often have, and this will happen when you hit the . key to go into reverse, but have not yet advanced the throttle to really hit the reverse. A number around -10 or so should work pretty well for most planes, if you do not know the exact prop pitch of the real plane. If you have an electric hydraulic system but no electric hydraulic pump switch, then the system will default to 'on', as is probably desired. When you show ALL ILS's or just the ILS you are trying to fly in the IOS window, the markers associated with the ILS are also show, or not, to further refine the ILS display. In the profile view on the IOS, where we see the plot of our approach down the glideslope, we now have better AI to tell what approach you are trying to fly, and you can see that approach description in the lower-right of the screen, and that information is stored for recall during replay!
The autopilot/autopilot select/ott_seldisp_ALT_VVI and autopilot/console_filled_GA are very true to the real instruments, right down to every light-flash and operation, even including the test-modes. Be sure to assign a joystick button to 'autopilot test' if you want to fully use autopilot/console_filled_GA, which has the trim indicator stay lit up until that test is run, as in the real plane! Smoother action on the linear tapes in the cockpit, like you find in the SR-71 primary displays. More named lights for strobes and beacons. Example plane coming soon to the wiki.
Bug-Fixes: AudioPanelHM instrument is now fully controllable... You could not set com-1 before this. We have functioning glideslopes to the carriers and frigates now... so use 'em! Little glitch in sky color that left a barely-visible seam in the sky is now fixed. Plane follows GPS paths entered in FMS properly The livery you select should be visible to multiplayers flying with you! LINUX: taxiways and runway lines and lights are fixed. ATTR_light_level works correctly even when shaders are off. Adaptive engine gauges will show arcs again. Generic rolling instruments don't have an extra mask o them. Panel texture will work properly for planes with very large cockpit objects. Engines will work for AI planes contorolled by plugins.

Oil and fuel pressure modeling improved: Now we simulate both the pump and the over-pressure regulator. This should lead to more accurate simulation of these systems. Be sure to set the low and high oil and fuel pressure green-arc limits in Plane-Maker to really get the best use out of these systems, since the simulation I wrote does tune the pumps to try to keep the pressures in the green-arc range! New instrument: Select/engage vvi/alt, in the autopilot sel/engage folder... This is used on the Bendix-King autopilots that used to be popular.
Making the aircraft out of 1 obj in Plane-Maker will auto-position the landing gear for you (rather than making you find the right dataref to place the gear), which makes things a bit easier to generate aircraft objects for airport scenery and the like, with the landing gear already in the right place. The 'x-mapped file ran out of memory' error that a few of you got sometimes should be solved... give it a try now! Memory use while flying is reduced as well. Airplane named lights can be used for static aircraft - they will stay "on" when used for a static plane rather than copying what the user's plane does. As well, there are new datarefs for airplane lights. Panel drawing optimized slightly for a hair more speed.

NEW FEATURES: New plane-maker autopilot option: Adjust alt hold when pitch buttons on autopilot pushed. If you have this option, then the nose up and nose down commands will adjust the held altitude if you are in altitude-hold mode when you send them. New Plane-Maker option: Auto-feather the prop on mixture-pull, as used in some prop planes. New plane-maker autopilot option: Go to pitch mode on altitude arm. Some old autopilots do this. Cool new command: Reset last flight... Available in the advanced buttons settings. This resets the last flight you did.
REFINEMENTS: Vacuum system gives annunciator lite and lo-vac flag if the vacuum system falls below the lo-end vacuum REDLINE, not the green arc! Set the lo-end vacuum redline accordingly in Plane-Maker. Better weather reports for airports that you click on in the Low Enroute map! We now scan the METAR file, if you have it, for weather at that airport, and give the clouds, visibility, wind, and baro pressure! If you do not have carriers or frigates selected, then the IOS will show the autopilot entries in that space instead... better for pro training! Sim-time and ground-speed multiplier both give on-screen text warnings now. Back course and APPROACH annunciators and modes tuned a hair. If you have 2 Garmin 430s in the panel, each can have it's own GPS destination. HSI, etc, will follow GPS #1.
BUG-FIXES: Airplanes should not appear backwards on the glideslope view in the map screen when heading back along on downwind to the ils-intercept. Simulated Garmin-430 commands should all work now. No water tiles shown in orbital view, and less pause when coming out of orbit, while we are on the that topic.
Beta 6 Autopilot: Alt will not arm when you do the arm-alt command if the glideslope is already engaged. This is as most real airplanes behave. New engine-failure mode: Thrust-reverser accidental-deploy... can be a tricky one to deal with. If you do NOT have the 'altitude tracks aircraft when CWS is held' checked in Plane-Maker, then X-Plane will NOT track your altitude when CWS is held... but it WILL track your vertical speed! This as the way some real autopilots behave. Improved EGT, TIT, and engine-braking modeling based on flight-test in the real plane. No more NAV signal wandering around near the edge of reception range. It seems that most modern systems can filter this out, in reality. Fuel burn should go with ground coverage speed now.

Refinements in EGT-modeling. We get closer to redline in redline power and mixture conditions. Refinements in CHT-modeling. CHT should not go to huge negative values when you enter unrealistic values in Plane-Maker. Better ability to hold position on the runway under high power settings, if the real plane would have the braking ability to do so. Flight path should plot in the proper place in the weather-map in the set-weather window. If the localizer fails on a localizer or ILS with DME, the DME will continue to broadcast, as in reality. If you are in approach mode and hit the APR button, it will drop you out of all approach modes, as in reality. New button in Plane-Maker to enter the number of degrees off that the autopilot will auto-select back-course on. Enter 0 to not auto-select back-course. X-Squawkbox works again!

A number of odd graphical artifacts fixed. You can now select buses for all systems in the amperage-selection screen in Plane-Maker... You could not select the amperage for a few systems before. Autopilot can be set to auto-load the current altitude into the altitude pre-select window, or not, in the Systems page of Plane-Maker. Spoiler deflection limits should now be perfectly respected. UI should always be visible... it was sometime a hair dark, or very dark, or red at night. We now just keep it the same no matter the lighting conditions to be a bit more consistent. Can anyone find any case where any bit of the user-interface is improperly-colored at night? A few more electrical-system details ironed out.

King-Air and a number of other planes should function normally that had an electrical-system glitch in beta-2. Mouse-wheel throttle should not conflict with joystick throttles any more Brakes should hold the plane back a bit better during runups, etc. The trim-deflection time is entered in Plane-Maker in seconds, rather than ratio, so we all understand exactly what it means. This lets you do a better job of acf-design: Measure the time it takes the trim to move full-distance from one extreme to the other and enter that in Plane-Maker to get the perfect trim speed. New feature in Plane-Maker Equipment Options screen: all engines: Shut off fuel when prop control at minimum! Check this to have the fuel to the engine shut off when the prop control is pulled back to minimum. This is used on some turboprop aircraft. New autopilot altitude-warning options. Check out the Systems window in Plane-Maker to see them all. Basically, you can have the X-Plane autopilot beep at various altitude warnings or excursions. Airports with old runways won't appear incorrectly oriented or mis-sized. New datarefs for additional failures and glide-slope detection.

NEW STUFF: The filled autopilot annunciator now displays pitch-mistrim 'TRM' alert if the autopilot is unable to trim out the pitch-loads, as it is in the real plane. Improved FDR (Flight Data Recorder) replay: We always read every line of the replay, and the propellers and rotors spin during playback of FDR files, as desired. New button in the weight and balance screen to set to max gross weight... Kind of convenient to flight-test at gross weight every time. Improvement in FADEC mode on recip engines to limit power more accurately for turbocharged engines. Plane-Maker:Panel Editor: You can now specify the buses that each instrument depend on, regardless of the number of buses on the plane. Remember that you can have up to 4 buses, and each instrument can depend on any bus! The generic needle can rotate around an arbitrary location. Useful for making various types of "wiper" instruments and fuel gauges. Key frames can optionally wrap around. Use the generic pointer with wrapping and clipping to make a "tape" or "ladder"-style instrument. Instruments can be tied to more than one electrical bus. Non-generic instruments can be tied to an electrical bus too!
FIXES: Piper Malibu throttle handles should not turn gray in clouds. No stars in the water at very low reflection settings - before the reflections were pixelated and ugly. Real weather and version-checks should work. Glass instruments on bus 2 won't turn off when bus 1 loses power. Electrical system settings for panel should import better from 930 planes.

New for X-Plane 9.31:

NEW ENGINE MODEL:

New engine-modeling system to handle critical altitudes, jets, turboprops and recips, with and without FADECs,
with and without automatic waste-gates. It's all in the ENGINES screen of Plane-Maker, top right: Only 3 values
to enter to control it all: Critical Altitude and two FADEC-equipped check-boxes.

Here's how it works:

Engines operate on air to product thrust or power, and the higher you fly your plane, the thinner the air gets,
and the less power or thrust the engines put out. So, if you have an engine that is good for 300 hp, or 10,000 lb
of thrust, the power or thrust will degrade as you climb into thinner air... the plane is running out of breath!

BUT WAIT! There are cures to this problem.
For RECIPROCATING engines, you can put on a turbocharger to pack more air into the engine as you climb, holding
max rated power as you climb into thinner air.
For turboprop and turbojet engines, you can simply design the engine to have more thermodynamic power or thrust
capacity than is safe for the engine, and just run the engine at PARTIAL power down low, and then open up the
throttle as the airplane climbs into thinner air to HOLD a constant power or thrust as you climb!

In both of the cases above, the engine has the ABILITY to tear itself apart down low, but keeps reduced throttle
settings down low in thick air, and then opens up the throttle (or turbocharger RPM!) as you climb into thinner
air to hold that constant, max-rated power or thrust during the climb.

In some planes (Columbia-400), this power-limiting is handled automatically by the engine, In others (King-Air B-200)
it is done manually by the pilot... he needs to be sure not to push the throttle too far forwards at low altitude
or he will over-torque the engine!

So, how do we handle all this in X-Plane?

I made it pretty simple for you: You enter the MAXIMUM ALLOWABLE power or thrust for the engines in Plane-Maker.
Then, you enter the critical altitude... this is the altitude to which that engine can continue to put out that
max allowable power or thrust.
For example:
->For RECIPROCATING engines like in my Cessna-400, the plane is RATED to 310 hp (max allowable) but can put that
full 310 hp out right to 15,000 ft.
->For TURBOPROP airplanes like the King-Air, the PT-6 is limited to 850 hp (max allowable) but can put that power
out to maybe 18,000 ft.
->For JET airplanes, an engine might be limited to 100,000 lb of thrust, but put that thrust out clear to 10,000 ft.

To handle cases like these, simply enter that "LIMIT", or "RATED", or "MAX-ALLOWABLE" power or thrust for the engine
in Plane-Maker, and then enter the critical altitude... the altitude to which that engine can put out that max rated power.

X-Plane, at this point, will understand that the THERMODYNAMIC power output of the engines may be far GREATER than
the RATED power output (based on how high the critical altitude is) and model the engine accordingly.

Next, you check the FADEC checkbox.
This checkbox indicates whether or not the engine is kept within the LIMIT power automatically or not.
If you do NOT have the FADEC checkbox checked, then, if you push the throttle all the way forwards at sea-level for
an engine with a critical altitude greater than 0, then you will OVER-BOOST THE ENGINE! You will get MORE than the
max-rated power output of the engine, and, if you were in a real plane, you would risk damaging or destroying the
engine in that case.

If you DO have the FADEC check-box checked, then X-Plane will automatically keep you from exceeding the limit thrust...
you can just push the throttles all the way forwards with no fear of an over-boost: X-Plane will limit the throttle
for you to avoid an over-boost!

So, let's look at the 3 possible cases mentioned above:
->Cessna 400: Enter 310 hp, 15,000 ft, FADEC to limit power CHECKED. That will give you 310 hp, to 15,000 ft, just by
punching the throttle to max at any altitude. At lower altitudes, you will see that the various cylinder-head temperatures
and the like are a bit lower, and rise a bit as you climb as the engine works harder as you climb.
->King-Air: Enter 850 hp, 18,000 ft, FADEC to limit power NOT checked. That will cause you to over-boost the engine if
you punch the throttle to max below 18,000 ft! At low altitudes, you will need to only advance the throttle enough for
the engine torque to go to limit... and gradually increase the throttle as you climb.
->Airliner: Enter 100,000 lb, 10,000 ft, FADEC to limit power CHECKED. That will give you 100,000 lb of thrust,
to 10,000 ft, just by punching the throttle to max at any time. At low altitudes, for example for the take-off, you
will notice that you do NOT get 100% N1, because the FADEC is limiting power! Cool!

As well, there is a SEPARATE FADEC checkbox for mixture and RPM control of the reciprocating engines.
Check this box if you always want the fuel-air mixture ratio to be optimized for the current conditions, much like
the engine of a car. As well, this checkbox will add power to keep the engine from sagging BELOW idle, and cut fuel to
keep you from going over redline. Again, this is just like a car.

So with only a few parameters to set (most of which we are already used to) we tackle critical altitude for recips,
turboprops, and jets, with manual and automatic control of the power. THIS is the engine model that really covers our bases.

Now, just as you have that straight in your head, we move on to one new feature that can add extra power above that which
is obtainable using the techniques above: Engine boost! Some engines have an anti-detonant, such as water or Nitrous Oxide,
that is injected into the engine to allow increased fuel flow and power. This has been done with jets and props. If you
want to simulate such systems, simply enter the throttle boost from your boost system in Plane-Maker, Engines screen,
and the seconds duration of such a system. This would simply be the seconds of H2O or NOX that you have on board.
As long as the boost (water, Nitrous Oxide, or whatever) does not run out, you will be able to run at increased power settings!

A few further engine mods: Jet engines do not windmill so much in the wind any more. They were probably windmilling too much before.

Plane-Maker, Engine screen, Propeller tab: Hit a button to set the prop pitch per-element manually if you like, rather
than automatically. Only a propeller-designer should ever need to use this, I think.


OTHER NEW FLIGHT-MODEL ENHANCEMENTS:

Auto-throttle PRESERVES the differences between various throttles in multi-engine airplanes, if you dragged the throttles
apart yourself, as is the case in real planes. In other words, if you MANUALLY drag the throttles in a multi-engine plane
to somewhat different settings, such as, for example, 10% more throttle on engine #1, and then engage the auto-throttle,
engine #1 will continues to run at 10% higher throttle than the others.

When you turn the artificial stability off, the control deflections are not limited by any art-stab system constraints.

better flight dynamics on the fuselage... most noticeable in odd cases like a hovering helo, where the nose is level,
the craft is not moving, but the angle of attack of the fuselage is negative 90 degrees at 30 knots due to rotor wash!


Rudder-pedal joystick-button/key-commands are back!
I found a way to do this that makes sense: Hitting the rudder key commands
is EXACTLY like moving real rudder pedals left or right 10%...
with all the results in nosewheel steering and rudder deflections that
this implies.

New option in Plane-Maker: Auto-slats below a certain SPEED.
We already have the option to auto-lower the slats near the stall alpha.
Now we can also lower them below a given indicated airspeed.

Folding prop option!
Check it in the special equipment options screen in Plane-Maker, and the prop will fold up when not turning,
and spread to normal disc at idle speed.

With oil pressure failure in prop-driven planes:
->if you are in a single-engine bird, the prop fails to FLAT pitch
->in a multi-engine bird, it fails to FEATHERED pitch,
as happens in real planes.

A few more autopilot commands with regard to connecting and disconnecting.
Done to get the Eclipse-500 sim just right.

Further flight-dynamics refinements... I think we can actually, consistently, pull off a pretty decent approximation of a SPIN now!
The secret: No longer does the airplane really have any idea of a flight path!
Instead, each PART of the airplane has it's OWN flight path.
So now, an airplane is NOT really a single entity: It is a whole bunch of parts all moving in formation!
As odd as this seems, THIS is the way to understand how EACH bit of the airplane has it's OWN flight path (different for each bit of the airplane if the plane is pitching, yawing, or rolling), and THIS is the secret that really allows us to get a good SPIN: Each bit of the wing, stabilizer, etc all have their own flight path angle and speed... this builds up the forces in the dynamic cases of hi spin-rates: Most noticeable, not surprisingly, in a spin. We have had an approximation of this since version 1.00, but only now, for 9.30 Beta-8, have we really completely overhauled the physics to really have no concept at all of the flight path of the 'airplane', and instead handled it totally independently for each ELEMENT of each surface of the plane. This, combined with the new wind model that has no concept of the wind on the 'airplane', but instead knows the wind on each BIT of the airplane. THIS is really where we start to get into serious computations to learn new things about how the plane will fly.

Just a HAIR more refinement the lift, drag, and moment lookup calculations... just enough to make the propeller efficiency model just a hair more accurate, in theory. A little more refinement in the transonic flight-model as well: That tricky speed between Mach 0.85 and 1.00. It's a very minor refinement, but we may see a hair more accuracy here. Remember: If you mean to break Mach-1, you really will want THIN wings to make that happen! (And plenty of power, and altitude, and a jet engine inlet efficiency speed of more than Mach-1).
To give you an idea of the accuracy we are seeing here, if you design a wing with a bit of extra incidence near the root, or an airfoil that produces more lift near the root, and less so at the tip, then X-Plane will see, in flight, that there is more lift near the ROOT of the wing, and INCREASE the effective aspect ratio of the wing in flight, reducing the spillover of air around the wingtip, and increasing the efficiency of the wing. Warning: As in reality, the reciprocal is also true!

Improvements in the propulsive-efficiency indication: It USED to indicate the transmissions losses as well, which was really sort of WRONG, since most people would not lump the transmission-losses into the propulsive efficiency of the propeller... so now the propulsive efficiency of the propeller is really showing the ratio of power GOING TO THE PROP that is making it to the airstream as thrust, not making any reference to losses in the transmission. This also now properly indicates propulsive efficiency for unusual configurations, such as where multiple engines drive one prop, or vice-versa. This is only a difference in INDICATION on the data output screen, and should not actually effect the flight model, but there you have it.

Further electrical system modelling... We should now handle the various cases properly where the APU, ground power, air-driven generator, and regular generators are all overloaded, going into a voltage sag and passing the load down to the battery, all as in reality!

Flap-Overspeed protection system (Plane-Maker, Special Controls screen),
Flap-Overspeed Indicator (EFIS airspeed indicator as moving red barber-pole),
and Flap-Overspeed flaps-removal (Operations and Warnings screen) are all now scaled to run the max allowable flaps smoothly between Vfe1 and Vfe2 based on all intermediate flap deflections and speeds.

A bit more tuning on the FADEC system, to give finer throttle control and make overboost a bit less likely.

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.


NEW GRAPHICS ENHANCEMENTS:

"Rotating beacon is STROBE" option in Plane-Maker:
This will make the 'rotating' beacon be a strobe light, if desired, as in some planes.
Some guy REEEEEAAAAAAAALY wanted this, so, um, here it is!

Option in Rendering Options screen to auto-sync the rendering options in the external visuals to the cockpit... or not!

The 'show your aircraft' checkbox avail to show, or not show, our aircraft on the map is back.
This was removed, but some folks wanted it back, so, ummm, it is.

X-Plane now featuers per pixel lighting when shaders are on (requires GeForce 6 or newer or Radeon X800 or newer). This means rounder, smoother
looking airplanes and nice tight specular hilights. Specular hilites are separated from regular lighting and match the sun color for better glare.

When shaders are on, the airplane shadow is calculated dynamically, showing wing sweep and other changes to the ACF shape. This is only a stop-gap
measure, not an ultimate shadow solution.

Panels use linear filtering on large monitors, so they won't look pixelated or chunky.

OK now we have a REALLY cool new feature: A really improved 3-D airflow physics model and tools to SEE it!

First just LOOK at it:

Open the Cessna 172 or Cirrus Jet and take it to 10,000 ft and set the time of day to dusk or so in clear weather.
Now go to external view with the | key and hit the / key a couple of times, watching the result with each press.
The RED vectors are at 10% speed BELOW ambient.
The GREEN vectors are at ambient speed.
The VIOLATE vectors are at 10% ABOVE ambient speed.
Now try it at low speed, flaps down, nose up, near the stall, full power.
Now pull up into the stall.
Now you really start to SEE what sets X-Plane apart from: ALL the others.
You can SEE the propwash (accelerating the air-flow to violet under full power, or decelerating it to yellow on the engine-out).
You can SEE the downwash (the downward-moving vectors behind the wing).
You can SEE the wake (decelerating the airflow behind the wings due to the drag of the wing!).

Of course, this airflow, modified by downwash, propwash, and wake, impacts the wings, bodies, and even propellers that live in that airflow!

And this goes beyond anything we have done before: We now find the downwash and wake not just from each wing, but from each ELEMENT of each wing!
This means that if you have a flap or aileron on a wing, the downwash on the surfaces BEHIND that BIT of the wing
(such as the horizontal stabilizer) are affected differently depending on WHERE in the flowfield the various PARTS of the stabilizer are!
There will be more downwash on the part of the stab behind the flaps when the flaps are down, for example! Everything is handled PER-ELEMENT,
not PER-WING, so all the different flow off of and onto wings and stabs that varies across the span is considered!

Then it gets BETTER: This new 3-D model with wake looks at the geometry of each wing casting downwash and wake in real-time, so the origin of the wake and downwash
actually move AFT in real-time as you sweep the wings, for example, if you are in an F-14 or F-111!

And it gets BETTER: We now have an improved stall model that psuedo-randomizes the flow when any wing is stalled!
Pull aft enough to stall in the | view after hitting the / key see the flow and get ready for information-overload!

Try getting in various different planes at various different speeds, power settings, and flap settings, and hitting the / key a bit in the external view...
you will see how the streamlines and velocity vectors are affected by all of these things. Then turn on some turbulence if you want things to get really wonky!

Who ELSE does this math? NOBODY that I can find!
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 computers to form a spherical projection.
ATC interface should be fine at ALL resolutions.

GENERAL NEW FEATURES:

Plane-Maker: Export 'Basic' or 'Detailed' OBJ files.
The difference is the moving control surfaces.
The 'Basic' export does not have moving control surfaces, so it plots faster!
This makes it ideal for building airplanes to have around the airport scenery.
The other option is the 'Detailed', which gives you moving controls surfaces.
This should NOT be used for custom scenery packs that have airplanes lying around the airport,
because it would waste CPU and RAM, but it is perfect for making starting-points for custom 3-D object aircraft.

Room for more parking spots in the airport-selection dialog.

A number of new failure modes: engine indications.


MINOR ENHANCEMENTS:

FDR display is better: Fills in indicated altitude and angle of attack, and a number of other things.
V-22 osprey flight model improved based on feedback from a V-22 pilot.
More accurate flight modeling... the drag of the various misc bodies is now more accurately predicted.
The HUD in the FSNH view has a full-screen field of view... much more convenient for sure!
Real-weather wind phases in the wind more gradually, as requested.
Lift of blimps is now constant regardless of altitude, as is the case in the real thing.
Plane-Maker, systems screen: Specify whether or not the plane has a radio-altimeter audio call-out when reaching decision-height,
and how far in advance of the decision-height the audio call-out is made.
Thrust-reversers should be part of replay in custom acf that have visible thrust reversers.

Some new commands to control the EFIS:
"sim/instruments/map_zoom_in"
"sim/instruments/map_zoom_out"
"sim/instruments/EFIS_wxr "
"sim/instruments/EFIS_tcas"
"sim/instruments/EFIS_apt "
"sim/instruments/EFIS_fix "
"sim/instruments/EFIS_vor "
"sim/instruments/EFIS_ndb "

Screen Resolution is now saved in the preferences,
and the Screen Resolution list in Rendering Options screen is not cluttered with duplicates.

Jet engines have a bit more inertia: They spool up and down slower, and even the spool-DOWN time is controlled by the throttle response time.

Airfoils labelled a hair better in Plane-Maker.
3-D cockpit view panning and tilting working as desired.
Replay mode should be a little more reliable... Tt could get confused with many airplanes coupled with airport placement coupled with rapid toggle in and out of replay mode before.
New airport and nav data.
GPWS annunciator stays lit up for as long as the GPWS system is activating... it does not just pulse.
If you hit the fire extinguisher, the engine is recovered normally when you open a new plane or reset the flight.
A handful of new gps commands to control the software Garmin-430.
Various fail-at-speed-altitude failures should be operational.
Twin fuel gage instrument can now handle it properly when people put the fuel tanks on the wrong sides of the plane in Plane-Maker. (Obviously, the LEFT tank should be tank #1, and the RIGHT tank should be tank #2, in twin-tank planes... a number of people have been breaking this rule...
the new fuel gage should be smart enough to handle that).
The control-o view lets you get a bit closer to the ground, as needed for some really low airplanes.
Map mode is transmitted from master to external cockpits.
Ramp-start option applies to initial start of the sim as well.
Conditions under which rain is encountered are tweaked a bit.
1 more decimal for wing sweep and dihedral in Plane-Maker.
ARC on engine ECAM in Cirrus shows up in 3-d cockpit now.
Allow_rosetta flag allows plugin authors to test ppc plugins on an x86 mac.
Helicopter rotors, and tail-rotors, no longer require rpm to change pitch.
Turbulence effects somewhat less strong.
'Ramp-start' option should start you on ramp when opening new planes, as well.
iPod/iPhone app 'X-Plane Remote' should work with old Power-PC Macs now... give it a try!
Greater flexibility in setting up g1000 software version numbers to facilitate testing with new planes when driving real g-1000's.
The dynamic airplane shadow is now an optional rendering setting.
Per-pixel lighting is now a rendering setting. If you have a cheap card (GF7300, GF8400, HD2400, X1300, etc.) then turning off per pixel lighting will help fps a lot, especially when FSAA is on.
EVERY SINGLE PLANE MADE IN 9.30 BETA needs to have it's 'FADEC automatically keeps engines from exceeding max power' option reversed in the Engines screen.
This is to maintain compatibility with version 9.22 and earlier... though you will need to change this setting in 9.30 if you made a plane in 9.30 beta.
Plane-Maker: Option to run it in metric-dimensions mode!
Thrust and the like are still in pounds, but all dimensions are in meters.
This should make things easier for our European customers.
New flap option in Plane-Maker: Flaps are INFINITE-ADJUST. HOLD the button or keyboard flap command to move the flaps up or down smoothly as long as the button is held. Please check ALL flap functionality: Long deflection times of over 60 seconds, failure to deploy with flap failures, failure to deploy with and hydraulic failures if hydraulically activated, failure to deploy with electrical failure if electrically activated,
manual-pump deployment, auto-deployment with landing gear, or approach-to-stall, and overspeed-protection on deployment. (And, of course, aero, visual, and sound effects for all of the above).
New settings in Plane-Maker SYSTEMS window: Conditions under which the gear warning will activate: You can make your warning systems a hair more accurate here.
New Plane-Maker entry: Min runway length. Your moving maps will only show you airports with runways longer than this length to cut down clutter and select good airports for your particular bird. Also enter whether you can accept grass runways and helipads on your moving maps there.
Frame-rate enhancements with cumulus clouds... you should see nicer frame-rates with scattered and broken clouds.
Aircraft carrier catshot: Better physics and placement when locked down for the cat!
When starting up WITHOUT engines and systems running, the manual electric hydraulic pump will be left in the OFF position by the last pilot.
Contrails should not typically come forward of the engine at hi-speed/lo-power conditions.
Contrails should expand a bit slower. The contrails will start a hair smaller, and fade in smoothly as the ice crystals form from the engine exhaust.
There should be no rain under scattered or broken clouds if not selected in the weather screen... let me know if you still see any!
Localizer on the map screen is plotted at EXACTLY the same width as the localizer as presented on the HSI and VOR displays..
This means that if you are exactly full-scale deflection in the cockpit, then you are exactly on the edge of the
localizer on the map. As well, the glide-slope on the map should EXACTLY match the glideslope you have tuned, if any.
When using the FMC, the VVI will auto-set to the perfect VVI to hit your target altitude for your next fix.
Feel free to over-ride it if desired.
Refinement to helo auto-rotation model... should be more accurate descent rates.
Rotors should be visible on all craft, whether a zero-design-speed is entered or not... Earlier betas did not handle the proper properly if it had a zero-design speed. (What can I say: When I wrote X-Plane, I was really only thinking about propellers that were design to.. umm... move a craft forwards).
The control-o view should function just fine in external-views, as long as you only wander around in the cockpit area.
New "button"-style manipulators.
http://wiki.x-plane.com/Manipulators
LED instrument lets you customize the number of rows on the texture
World level of detail distance fixed for very wide monitor resolutions.
New datarefs for the TCAS system, as requested to make custom TCAS systems.
Quick tech note: If you are designing your own autopilot plugin, you may want to set "sim/operation/override/override_autopilot" to TRUE
so X-Plane does not over-ride your autopilot commands.
Bouncers: Damping constants now go to 0.1 digits... so you can do better bouncer control.
A few little refinements in the fuel-consumption and FADEC-response code for engines with very high critical-altitudes, to make things a hair more realistic.
Small refinements in landing-gear warning system for FAA-Approved customers.
New failure: Engine-driven pump LO.
This will simply cut the fuel pressure from the engine-driven pump in half, possibly activating the lo-fuel-pressure annunciator for that engine.
Turning on the electric standby pump should solve it!
CHT and Oil temp start off at ambient if you are not starting with engines running in the operations and warnings screen.New commands for previous and next checklist-item in the checklist that you can open in the special menu.
If you make the Plane-Maker window big enough, the airplane will be visible to the right
of the main window. This lets you see the plane while you move the CG or attached objects.
Use the control-number keys to toggle visibility of the attached objects. Use this to see
inside the plane more easily. Note that you may need to delete your keyboard preferences
to get the new commands, or manually set up the keyboard equivalents.
Visualization of 3-d cockpit lights has been improved.
OBJ parts animate when "show with moving parts" is checked.
Cool new plane in the 'Experimental' folder: the XM8-Sparrow... an imaginary design by Ben Harber.. check it out!
Space Shuttle orbiter model improved... some dimensions were off before.
More realistic night vision... kind of cool.
Engine nacelle angular offsets should be properly represented.
Missiles should only draw their little fire-trail if they are firing, and not during the drop-phase, if they have zero-thrust for that phase.
If you have a custom 'compass_GA-1' in your plane, be sure to copy that file from the resources/bitmaps/cockpit folder, and/or customize your compass heading file, being sure to follow the same heading range as the 'compass_GA-1' in resources/bitmaps/cockpit!
In Plane-Maker:
- Instruments will automatically align to avoid blurred pixels.
- Object offset is not cleared when an object is cleared.
- Generic Annunciator flashes when instrument animation is turned on in the panel editor.
Helo rotor-wash tuned WAY down.
Wake turbulence from other craft, most visible in the glider-tow, tuned way down.
Various volume sliders should control the correct sounds now.
Improved Avidyne PFD pointers and frequencies and the like.
DG Linear instrument wraps properly through all headings.
2-D Panel horizon should match X-Plane 922's behavior.
Changes to framebuffer handling - might help shadow problems for 10.4.11 users.
Airplanes that use generic triggers should load correctly.
More monitor modes are available. We are still tuning this - if your monitor mode list overflows, please file a bug WITH a screenshot!
You can load a scenery pack with missing objects - it's a warning now, not an error.
Window resize box looks nicer on OS X.
Towplane should circle to the left on climbout, as desired.
EFIS-App Avidyne now has ADF-1 and option for ADF-2, as requested.
If you put the mouse over the lower-right corner of the screen in X-Plane, then a small rectangle appears there to remind you that you can just drag the corner to re-size the X-Plane window now!
Tuned mouse-control input now follows the non-linear power-curves that you can set for the joystick, which is kind of nice for mouse-users.
Generate OBJ from ACF gives a much more detailed OBJ for you to use as a starting point for your aircraft OBJs for the plane or custom scenery.
New commands for transponder and fuel-transfer.
Sound volume sliders show %, as requested.
SLIDERS can go to a power curve as specified in plane-maker, now.
Mag compass and clock should function in FDR replay mode. No change in fdr format at all, we are just extracting more data from it to display!
Track-IR should run smoother.
Nosewheel tiller should have a 10% nullzone
A bit more tuning on the thrust-reverse joystick axis... They should be just like airliners now!
Various 'throttle with pitch, roll and yaw' options, as you can set in Plane-Maker, now work for engines offset at any angle.. so you can build little puffer-engines at all angles now to maneuver your plane!
new commands: sim/radios/RMI_L_to and sim/radios/RMI_R_tog to toggle the RMI VOR/NDB sources.
Various issues with full-screen mode and aircraft icing rapidly loading the plane up with ice are now addressed.
Minor visible flow-field improvement: The streamlines are now oriented along the flight path so you get streamlines over the plane at all angles of attack and sideslips.
Minor FADEC enhancement: FADEC hold MANIFOLD PRESSURE, not POWER, on the recips. This lets you see subtle power-variations with manual mixture control, as in reality!
New command: sim/view/hold_3d_angle.
Assign any key you like to this command in the joystick button/keyboard command-binding screen
and then hold that key when in 3-D cockpit mode to keep your viewpoint from moving around with the mouse...
This makes it easier to click on stuff in the 3-D cockpit because the viewpoint is not moving as you move the mouse,
as long as you hold that key or joy button down!
New joystick axis: Nose-Wheel steering Tiller. Nice for airliners if you set that up!
The TILLER axis ALWAYS steers the nosewheel thru the 'lo-speed steering' range specified in Plane-Maker, no matter the aircraft speed.
Generic rheostats can "wrap" their dataref values. Use this to make OBS knob that go from 360 back to 0 degrees.
Back-lit (additive) style lighting is now available on all instruments.
You should now have trim on the helicopters, no rocket thrust on the rockets without fuel, rudder key-control whether the mouse-screen is up or not, runways, not icy ones, de-ice systems should be able to keep all the ice off the jets, replay mode should show smoke-puffs from touch-down in the right place, and external cockpits should give good engine indications. We fixed crash that could happen sometimes on Startup on Vista, and a panel jittering when you scrolled with a strange-size window.
Check "Matrox triple-head" in the equipment settings dialog box and the sim will not try to zoom the cockpit across all three monitors.
ENV files will render correctly, and the runways will not flicker in the textured map.
Cursors for generic rotaries and rheostats work better, and the default rolling generic instrument will default to six digits.
VOR reception range is increased by 25%, and the show-hide for instrument groups fixed.
Windows plugins can override the mouse cursor without flicker, planet textures are fixed to not have a big black square over Southern California,
the Mac version can run without sound even if OpenAL is not installed, and Windows and Linux versions can run without internet!
Non-generic instruments will follow the correct lighting rheostat, and 3-d Panels should load using any naming convention.
Plugins replay mode dataref works, fixes x737 and ACARS plugin, and the engine start command is fixed, which fixes x737 plugin.
Linux build should properly detect whether it is a demo or full install, and you can animate a non-deck hard surface in an OBJ.
Custom full screen settings are saved properly in the preferences.
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.


3-D COCKPIT

The 3-d cockpit now has real 3-d lighting - set up to 3 global spot or omni lights in Plane-Maker - tie them to any rheostat or any dataref you want.

Plane-Maker can save a PNG file of your 3-d panel texture - use it to model 3-d cockpits in ac3d or Blender.

Attached objects can now be set to "interior", "exterior" or "glass". Use glass to get translucency without Z-order problems; use interior objects
with the new 3-d lights.

You can now walk away from the airplane in 3-d mode without the airplane disappearing. Use the 3-d viewing mode to do a walk-around. (See Modeling
below...)

The HUD should be visible in the 777 in 3-d cockpit mode no matter what the graphics card.

2-D PANEL

Plane-Maker can import and export all or some of a panel as a text file. Use this to save or share parts of panels, or to quickly edit dataref names
using a text editor.

Generic glass instruments can fade to transparency.

The pie generic instrument can be used to make arcs.

MODELING AND SCENERY

OBJs can have an attribute to make geometry impassable to the camera. Use this to keep the pilot from leaving the 3-d cockpit unless the door is open.

Hard surfaces can be animated. Put the plane on an elevator!

DSFs can have patches at multiple LODs withot artifacts.

The _LIT texture brightness can be controlled with a dataref. Dim the lit texture based on cockpit lighting.

Object geometry can be set to not draw at all. This can be useful for making OBJ triangles that are only used for clicking, stopping the 3-d camera, etc.
For example, you could make a very simple mesh to keep the camera inside the plane, separate from the real 3-d cockpit.

USABILITY

Windows can be resized simply by dragging on the corner. Go full screen without restarting.

X-Plane's Gamma control is available in the rendering settings now. Windows users: if X-Plane is too dark, try turning gamma up from the default 2.2 to perhaps 2.5.

Mouse look will stop panning while you click. 3-d free viewing mode (ctrl-;) will start viewing at the current camera position.

PERFORMANCE

Warning: pixel shaders have been changed a lot and are not yet optimized. It will be a few betas before they are really tuned.

X-Plane does a better job of skipping off-screen objects for OBJ-based planes.

Replay mode uses a lot less memory.

Clickable cockpit geometry is much faster.

Large panel textures (larger than 1024x1024) should run a bit faster.

As well, we have various framerate optimizations. You may, or may not, SEE these improvements because we now spend more time doing the 3-D flow-field math
for the new physics specified above.


NEW FOR X-PLANE 9.00 from 8.XX:


Major Scenery Improvements:

Upgraded global scenery package! All new scenery files! That's 18,008 new DSF files! These new scenery files come with refinements in the grid and about 20% MORE polygons to refine the terrain detail a bit further!
So, these new global scenery files have 20% detail and complexity to just push the envelope a little further.
Now, the more exciting features of this new scenery are that this new scenery comes with European buildings and forests, as well as higher-accuracy terrain!
As well, the version-8 scenery only went up to 60 degrees North Latitude... The new Version-9 scenery goes up to 74 degrees North Latitude for more Alaska and North-European flying!

We now have better flattening around airports (especially coastal ones). This means that runways always have gentle slopes and gradients, just like real runways!

Alaska, Hawaii, and some US territories now use high-detail road data, for more accuracy in roads and the buildings that sit near them.
As well, roads are now auto-generated in non-US cities to create high detailed cities... this gives countless thousands more buildings for you to fly around!
We also have more regional scenery detail... we have European-looking buildings in the right places, and the red soil of Australia, for example!
Now, to render these cities more accurately, World-wide cities now use smaller objects - means they look better on sloped terrain, and means the US or European object
sets can be used anywhere in the world! (And users can make new looks for cities using the library system!)
Look closely, and you will even see the occasional TRAIN running on along!

Also, be sure to turn on some level of FORESTS in the Rendering Options screen... the forests are now pretty amazing, and truly 3-D!

Water reflections! Get in the Canadair in the SEAPLANES folder and go to KAVX. Then do a SEAPLANE TAKEOFF from the LOAD SITUATION menu, then go to an external view... not too bad!
Smooth fog! This allows nicer rendering in almost all flight cases.

Earth orbit rendering much better, with auto-generated orbital images to perfectly match the low-level scenery, and bump-mapping as well!

So, the new scenery offers more detail, accuracy, variety, with everything from reflective water and new fog (turned on in the rendering options screen!) to smoother
transitions all the way out to a hi-detail bump-mapped orbit! This really starts to show off what the new X-Plane scenery engine can do.

Lots of new objects for Europe from Cris.
Taxiway signs are now always lit (even during the day) to make them easier to read.
Lighting on cars at night.
Prop alpha is a little bit more opaque at high RPM.

And scenery improvements for scenery authors:
Animated objects and lego-brick instruments can animate based on whether commands are pressed.

6 levels of water detail, with optimizations for frame-rate at all levels.


New Airfoil-Maker Features for Modelers:

New option in Airfoil-Maker: finite-L/D!
What is this?
Simple!
You enter the aspect ratio and efficiency factor for the wing of your plane,
and then (for the foil you have open) this screen will plot the lift and drag after all the finite-wing math is applied
(considering the losses around the wingtip) and also the lift over drag ratio of that wing.
This way, you can see what the lift and efficiency of the wing will be when applied to the airplane you are actually designing!
This makes it possible to really do good airfoil selection.

Controllable airfoil sections!
Go to Airfoil-Maker and click on the 'Camber' tab, and you can visually set the airfoil camber and profile!
This is only done for LOOKS, but it means you can get your wing curves right!


New Plane-Maker Features for Modelers:

Check out the new example planes in the instructions folder to be sure you know the latest options for liveries and stuff!
You can see how to make custom cockpit objects and misc objects that hold multiple liveries for one plane.

In Plane-Maker, you can specify that any part of the plane is not visible, so it is not drawn... this can increase framerate!
Now, why would you NOT draw parts of the plane? Because you use a custom object for the aircraft visual model!
If you do that, then you can run at the same or higher framerates than before by having X-Plane NOT draw the physical geometry created in Plane-Maker.

New spoiler and speedbrake options for Airliners in Plane-Maker to really get those airliner speedbrake, spoilers, and ground speedbrakes perfect!

New control phase-ins and phase-outs: See the "Control Geometry" window in Plane-Maker, in the "Phase-Outs" tab...
This lets you set the controls to phase out smoothly above certain speeds, or BELOW certain speeds!
This really lets you get smooth, accurate controls simulation for a wide range of craft.

We now have speedbrake 1 and 2 on the wings for different speedbrake deflections, just like with spoilers and ailerons.
As well, we now have an option to have some speedbrakes only deploy for GROUND deployments.

Windshield wipers!
You add them in the panel-editor on Plane-Maker, just like any other instruments!
The button to turn them on and off is in the 'buttons' folder, and the wipers themselves are in the 'supplements' folder.

New Pressurization option: Auto-pressurization. In the Systems screen in Plane-Maker, this checkbox will automatically keep reasonable pressure inside the craft at all times.
New Pressurization option: Automatically dump cabin pressurization below 1000 ft radio altitude!
This is pretty nice, and exists in some planes. Check this to automate pressurization systems in this regard.

All airplane engine noises can now be customized to be different as heard from the inside and outside of the plane!
This has been an oft-requested feature.
Look in the resources/sounds folder for the _inn and _out sound files, which you may customize for YOUR planes as well.
Here are the naming conventions for the engine, starter, and prop, inner and outer, for engine number 1, which you may run up to 8 of course:
aircraftname_engn1_inn.wav
aircraftname_star1_inn.wav
aircraftname_prop1_inn.wav
aircraftname_engn1_inn.wav
aircraftname_star1_inn.wav
aircraftname_prop1_inn.wav
and:
aircraftname_afterburner_inn.wav
aircraftname_afterburner_out.wav
aircraftname_reverse_thrust_inn.wav
aircraftname_reverse_thrust_out.wav

Look in the panel-editor in Plane-Maker.
Look in the 'buttons' folder for the 'slider' instrument.
You can have up to 20 of these sliders in the cockpit.
They are 'slider switches'. In Plane-Maker, you can set the 'slider times' in the 'Systems' window, third tab.
Those times control how long it takes the slider to go from full-off to full-on.
In X-Plane, you can turn the slider switch off or on in the cockpit, running the slider from 0.0 to 1.0 over the time specified in Plane-Maker.
Then, simply hook any part of the aircraft object up to the slider float dataref in your 3-D object-editor to watch it move in X-Plane... this would be used for doors, refueling booms, canopies, etc.
So, we finally have a very easy way for you to control variables to drive doors, refueling booms, or anything else you care to model in a 3-D editor and hook to a dataref.
One more detail: By default, SHIFT-F1 will toggle slider #1, SHIFT-F2 will toggle slider #2, etc, up to SHIFT-F16.

Custom parachute texture now possible for any plane: aircraftname_chute.png

Plane-Maker aircraft object export includes a few polys to show where the landing gear is.

'Insert' section button in Plane-Maker so you can insert a section in the middle of your fuselage or nacelle or misc body or whatever.

Completely different throttle-governor and fadec systems are now simulated!
Go to the Engines screen in Plane-Maker to equip the plane with either, both, or neither system.
Put switches for either, both, or neither system on the panel.
Run either, both, or neither system in flight based on the switch positions.
Now you wanna know: What's the difference between a governor and a fadec?
Here is the answer:
The THROTTLE GOVERNOR runs the throttle up and down as needed to hold the operational rotor rpm on a helo.
The FADEC maintains the optimal fuel-air ratio in recip engines, keeps the engine from over- or under-revving in recip engines,
and keeps jet engines from exceeding their max allowable power in low-alt and lo-temperature situations.

New button in plane-maker SYSTEMS screen: Autopilot altitude-hold is ALWAYS armed.
Checking this button ON is the modern convention, used in the G-1000, for example.
With this type of autopilot, you simply enter any altitude you want in the altitude window, and as long as you are in VVI, PITCH, or LEVEL-CHANGE mode,
the plane WILL level off when it hits the altitude in the altitude window. In contrast to this, older autopilots did NOT do this. They would simply fly
any mode you gave them forever, and hold altitude if you hit the altitude button. UNcheck this button to obtain that functionality.

Speedbrake extension and retraction times are now customizable in Plane-Maker!

Custom limits for transmission temperature and pressure now settable in Plane-Maker Engines screen, and new instruments to show them (in the round engine instruments folder).

Plane-Maker: Default to 9 vertices per side for the fuselage.
Plane-Maker: Main aircraft screen is hi-contrast now to really see the aircraft design better.
Plane-Maker: Running Plane-Maker in hi res gives you more room for editing the airplane fuselage in top and side views.

Check out the SYSTEMS window in the DEFAULT menu in Plane-Maker.
You can now assign various different electrical systems on the craft to run on different electrical buses.
Now you can really get all the right systems to drop out when a bus fails!
Simply specify what bus each system is on, and if you lose that bus in flight, those systems will go down with it!

Different standard and emergency max throttle.
IF there is an engine failure, then you will get the emergency max throttle value!
This is done in the real Eclipse jet.

Engine markings can be chosen for APU N1 in Plane-Maker 'Engines' screen, 'Markings' tab... Seems sort of 'minute' but it was requested!

New trim option: "Trim extends maximum control deflections"
Most systems should NOT have this box checked! This is because the trim only changes the resting-point of the controls,
NOT the maximum deflections! But, SOME planes MIGHT use the trim as a floating nuetral-point for control deflection that
allow the controls to EXCEED their normal, zero-trim limits! Check this box in that rare case.

Cool new feature: Auto-Wing-Sweep with Mach number.
In the 'Special Controls Screen' in Plane-Maker, you can enter a lo and hi Mach number for the wing sweep.
Do this, and the wings will automatically sweep smoothly between those two Mach numbers.
This really makes planes like the B-1 easier to manage!

3-D cockpits can use 4 sub-sections of a large panel - save VRAM if the 2-d panel is huge.

In Plane-Maker, I have now labeled the 'invisible parts' screen wheel fairings to include the wheels themselves as well. This lets you build custom landing gear properly: By hiding the gear here and making a custom OBJ, not by making the tire out of a clear texture that messes up the rendering a bit, as authors have been doing.

New parameter in Plane-Maker: Additional gear flatplate area. Tune it to get your gear drag just right, so the plane comes down at just the right rate when the gear is deployed.

Custom landing gear constants operative, BUT YOU MUST OPEN AND RESAVE ANY PLANE IN PLANE-MAKER that you have custom gear constants for.

New option in the SYSTEMS window in Plane-Maker... 'TOGA disconnects autopilot servos'... hit this and if you hit the TOGA autopilot joystick button then the servos will disconnect and you will fly manually. Some planes are like this in reality, some not.

Plane-Maker panel import: Will only import the 2-D panel in the 2-D panel window, and ditto in the 3-D panel.

Plane-Maker: keys to zoom and pan fuselage and other body cross-sections restored... click on the part description box to enter descriptions, or away from it to pan and zoom.

New generic instrument type: annunciator!

TRIGGER generic instrument type now gives you access to all commands, so you can do everything in X-Plane from generic 'TRIGGER' instruments.

2-D and 3-D panels can now be different! See the 'Example Plane-Widescreen+Objects' plane in the 'Instructions' folder.
This shows you how you can have 2-D cockpits, and, if you like, DIFFERENT panels for your 3-D cockpits.
This can be nice if you want to lay our your instruments in a neat pattern to build a panel textures for your cockpit that has nothing to do with the 2-D layout.

Now, here is a reminder mentioned earlier, but it needs mention since people are still asking:

Let's say you want an airplane door to open over 2 seconds.
Build your aircraft model in AC-3D with the door attached to one of the SLIDER datarefs ('sim/flightmodel2/misc/custom_slider_ratio').
Now go to the SYSTEMS window, SLIDERS tab in Plane-Maker.
Now set the 'time to deploy slider #1' to 2 seconds.
Now go to the PANEL windows in Plane-Maker.
Now drop a 'buttons/but_command_slider.png' button instrument on the panel.
Now go into X-Plane and load the airplane you just made.
When you hit the generic trigger button, the door should open and close over 2 seconds!
Customize the artwork to make the button look like a door handle, or anything else you like!

New instrument in the HANDLES folder: Water Rudder. This is for raising and lowering the water rudder, which can be useful for seaplanes in the take-off and landing phase,
where the water rudder would be too effective at hi speed if not retracted.


Flight-Model Refinements:

Carrier cat-shot operations significantly improved. The force-model should really be more accurate now.

The helo rotor-brake force is now tuned to be more appropriate for a real rotor-brake.

Braking-model refinement. For light braking, there should be no little skid at the end of the stop, like there is for heavy braking under ABS.

Speed-brake lift-reduction model improved a bit.

Jet engine throttle response gives more fine control at high N1, as is needed to fly jets.

Hydraulic pressure systems modeled a bit more accurately.

Propeller dynamics a hair more accurate for props with swept blades

Angle of attack of wing elements in propwash now consider the propwash angles of tilt-rotors as well!
This can make propwash over the wings much more accurate!

Aircraft moments of inertia now found a hair differently, which may be a little more accurate.

Auto-slat-with-stall now brings the slats out earlier to prevent the stall before it starts developing!
This should also prevent oscillations from the slats just coming out too late.

Yet more tuning of the propeller/rotor model to rack real helos ever-more-perfectly! A military helo pilot (Brett Sumpter) is flying every X-Plane beta and feeding back info to get the rotor effects just perfect!

Rotor turbulence when passing through effective translational lift (around 5 knots).

Floatplane dynamics tuned a hair as well.

Bodies on the plane that move with gear, control surfaces, etc, interact with the ground and water as they move.

More tuning of the rotor model to get rotors (and props, for that matter) more realistic.

Weapons-selection joystick buttons work more like most people expect them to: turning the weapons-select handle in the cockpit.


You can load flight-plans in 3-D cockpits.
More tuning of the rotor system. We are tuning effective translational lift, vortex ring state effects, settling with power envelopes,
cyclic deflection requirements, and ground effect to match real helos more closely.

A bit of flight-model tuning to handle hi-rotation rates more accurately (read: spins!)

Further flight model improvements: propwash over-haul! We should have a better sense of WHAT parts of the plane are blanketed in propwash.

Engine model in Cessna 172 tuned a hair.

Helo model refined a bit, improving the accuracy of the propwash through the rotor, which was too high in earlier betas.
This is improving pitch response at high speed, and making the auto-rotation descent rates more accurate as well!

Wind model improved a bit.
Set some wind and especially turbulence in the weather screen, hit | to go to external view, hit / a few times to see the wind.
Then start flying and see how it changes faster as you fly faster.
This was introduced in v8 and refined for v9.


General Features Having to do with Aircraft Operations

Buildings with helipads on top are hard... Land on them!

New autopilot mode: "Maintain current heading, altitude, and speed". This is selectable as a joystick or keyboard command. This is a quick 'hold it all right here' mode.
The autopilot will drop out of glideslope mode if the heading mode is engaged, as in reality.

HUD and EFIS airspeed and altitude tapes can handle thousands of knots and hundreds of thousands of feet.

All systems fail if you crash the plane really hard. Kind of more accurate, I guess.

Eject is now shift-space.

No more A-I planes in multiplayer games! This may help multiplayer sessions go a bit better, without any electronic voyeurs peeping in on you and your partner.
If the A-I DOES fly, though, he is smart enough to start up the engines and stuff.

Nosewheel-steering centers during retractions, as in reality.

Autopilot mode annunciators are now correct for the system they are modeled after. They were a hodge-podge of coloring and mode indications, but now properly show the ARMED
versus ENGAGED states. (Remember: you ENGAGE wing-leveler, pitch-sync, heading, vertical speed, and flight-level change,
and you ARM altitudes and nav courses and glideslopes... and those things CAPTURE if you intercept them while they are ARMED!)

Thermals are now at different places different times you run the sim to make them a little more interesting to find!

Parachute is tracked in replay.

Hit B in a seaplane to lower the anchor. We had this long ago but I took it out because people kept
deploying the anchor in their seaplanes, dragging to a stop, and then calling it a bug in X-Plane when the plane stopped because they did not know that their anchor was dragging out there!
Well, I put the anchor back in, but this time with a text message on-screen to TELL you the anchor is deployed!

EFIS horizons go to 90 degrees pitch.

If 'Cinema Verite' is on and you are in 3-D cockpit mode (control-o) then your viewpoint will move with the G-load.

You can now have 500 waypoints in the FMS.

Auto-cowl-flap option.
Set in the Special Controls window in the Expert menu of Plane-Maker.
The ME-109 used this.
In X-Plane, the cowl flaps will automatically open or close to maintain a CHT right in the middle of the green.

After an engine fire, you aren't getting that engine back. ;-) Put out the fire with the extinguisher button, but the engine is down for the count. Interesting note: In an engine fire, the engine will continue to put out power for some short period of time... but hitting the extinguisher will stop the engine NOW. So here is the interesting point: On take-off or go-around, you may be better advised to let the engine run (even though on fire) for a little while before hitting the extinguishers, if the airplane depends on having the engine for a few more moments.

Terrain-following radar now follows the altitude entered into the decision-hight of the radio altimeter, if you have one. (It shoots for 200 feet, otherwise).


More accurate hail, precip, and snow selection model. Hail is, in actuality, formed by balls of ice forming at cold altitudes, falling down into warmer altitudes, getting coated in rain, then being pushed back UP into the cold altitudes by updrafts!!! At the colder altitudes, the water on each ball of ice freezes... the ball of ice is now bigger!!! The extra weight causes the ball of ice to fall down to lower altitudes. At the lower altitudes, the rain from the thunderstorm coats the ball of ice with more water, and the updrafts push it right back up into the freezing levels again! This water freezes and now the hailstone is bigger yet again! This process can go on and on... the greater the updrafts, the greater the rain, and the greater the temperature differential, the bigger the hailstones! X-Plane now understands all of this, and the hail model has been updated as a result to consider all of this.

Other planes fly at a much nicer speed for formation flying.

Autopilot airspeed can now be set in Mach as well as KIAS... the Mach mode had problems in earlier betas.

Autoland refinements.

New HSI source button: Nav-1/GPS. This is nice if you just want a variable-source HSI (and, therefore, autopilot), to either fly Nav-1 or GPS.
If you have a variable-source HSI in the panel, then this button will just switch between Nav-1 and GPS.
Now here is where it gets interesting: If you have an HSI that only goes to Nav-1, and an autopilot that can fly either the HSI or the GPS,
and a button on the panel that is really only used to set the autopilot source (between Nav-1 and GPS), then you can put a Nav-1 HSI on the panel,
and this button, and when you flip this button to 'GPS', your autopilot will fly the GPS, even though your HSI continues to show the Nav-1 readout
this is NOT an optimal layout, I think, but it does still apply to some actual aircraft.


General Features Having to do with Simulator Operations

Multiplayer a bit better: Planes show up on the map with the last 3 digits of their ip address, and there will be no artificially-intelligent traffic in a multiplayer session.
1 IOS can control many copies of X-Plane. This is nice if you have a lab of X-Planers flying around, and there is one instructor to orchestrate the chaos.
Real-Weather can now handle russian metars, which are in meters per second. Hmm... OK.

The mouse cursor auto-switches over the numerical data-entry boxes so the mouse tail does not hide the number... sort of nice.
All forward and reverse replay modes are available.

PLENTY of new commands for the joystick and keyboard... check them out in the joystick or keyboard setup windows.

Straight up and down views are now accessible by key or joystick or View menu.

The frequency-list in the upper-right of the map that shows the frequencies for any airport you click on now can show all the freqs for that airport, no matter how many.

Quicker load-times for the same amount of data! This applies to scenery, situation files, fdr files, the works.

Move the mouse over any column in the FDR screen to see a description of that column of FDR data.

Checkboxes at the top of the data output screen to enable the various different types of data output...
This lets you enable or disable all the output of a given type at will, without having to re-check everything.

All custom scenery packs can live in ONE FOLDER in the 'Custom Scenery' folder.
So, just drop any custom scenery packages into the 'Custom Scenery' folder.
That's it.
Yer done.
Easy.

File-open dialog for aircraft shows the aircraft name and description from Plane-Maker viewpoint screen now... kind of nice.

New UDP message: DREF. Look it up in the 'Sending Data to X-Plane.html' doc in the instructions folder.
This lets you send in any value to any dataref in X-Plane! Very powerful!

UDP messages continue outputting, even when X-Plane is only replaying a movie.

New internet output: Send camera image! this sends an image from X-Plane over the network... an S3TC compressed raster image, at the same res and speed as the Quicktime movie preferences
you have in X-Plane. This will be very useful for researchers wanting to look at IMAGERY from X-Plane for various auto-flight or pattern-recognition research.

3-D flight-path gives lines from the wingtips now as well so you can see the roll in the replay.

With thanks to Jonathan van Tuijl, the automatic selection of vertical field of view is now more accurate... it was just a hair off before!

Better sync between the master machine and external visuals and cockpits: In-sync rotors and stuff like that.


Cool new failures: Bird strikes and wind shear.
Rather than the random strikes and wind shear which can already happen,
the instructor can trigger those in the IOS as well.
Good for training.

Variable dihedral, incidence, and wing-retraction now stored in replay-mode... let me know if they do not work for you properly.

For multi-machine setups, the external visuals now track location in the cockpit if you move around with the arrow and page up/down keys in control-o mode. This is kind of nice because you can move around the cockpit while surrounded by many screens all giving you a wide field of view!


Profile view in the map is a hair smarter on plotting, and can show time or distance-based profile. As well, the aircraft icon now appears on the glideslope on the map window as well.

Replay mode is now perfectly-controllable from instructor console.

For networked setups, set the rendering options in the IOS, and they go out to the master and external visuals to keep everything in sync!

Altitude is more carefully defined for the 3 mile and 10 mile approaches to put you at a 3 degree glideslope on short final, below that on long final to give you time to configure for glideslope intercept.


Quicktime movie now records movies in SIMULATED time rather than REAL time, so even if things get a bit slow during the Quicktime RECORD, they still play back in proper simulated speed.

In place-aircraft-by-airport screen, the current airport is auto-loaded into that screen the first time you open it (convenient)
and hitting ENTER will TAKE YOU TO whatever airport you have entered there. (kind of convenient)

Carrier and frigate pitch and roll tracked in replay.

Visibility slider in weather screen re-labeled a hair to by in sync with the cat-1, cat-2, cat-3, etc buttons.

New feature in the Internet screen for multiplayers: Set the number of transmissions per second to the other players.
If you are NOT playing on a LAN, then you can lower this number to keep from overflowing a slower net connection when doing multiplayer games online.

Click on various NAVAIDs, airports, fixes, etc on the Map screen and the data is displayed in the upper-right of the map
without the background rectangle being too large for the data.

10% nullzone in the brakes so they don't hang or drag at all if you use CH Pro Pedals or any other axis for brakes.
As well, the braking model improvement: Dragging along with partial brake application should now be handled properly.

Assigning a joystick axis to look left/right/up/down does not put you in the control-o mode automatically,
but simply lets you look around whenever you DO hit control-o.
As well, the joystick input is 'smoothed' a bit, making for smoother looking around.

IP address of the master machine is auto-set on the external visuals and cockpits by the master... Kind of convenient for multi-machine setups!

In the joystick windows, the flight realism sliders are labeled in %, so you can set them precisely if you like!

Interesting new feature: Check it out in the operations and warnings screen in the settings menu: Flight models per frame!
1 is recommended, 2 or more may be needed for very fast, light, small aircraft if you are flying at low framerate!
Here is the deal: If you set this to 1, then X-Plane will run 1 flight model for every frame of the sim. This is usually fine!
BUT, if you are running a plane that is very small and lightweight, and goes very fast, then, in REALITY, this plane might maneuver VERY quickly!
In that event, you need to run MANY flight-model frames per second to predict what this plane is going to do!
Now, if you are running at a lower frame-rate because you have a slow computer or tons of scenery cranked up, then you may need to do MULTIPLE flight-models for every visual frame!
In that event, enter a number like 2 or more here, to get more flight models done each frame, giving the hi-speed integration that is needed for quick- manuevering planes!
NOTE: If you see a fast plane suddenly tumble out of control at high speed, then it is a good bet you need to crank up the flight models per frame here!

You should be able to raise and lower the landing gear when in the water... amphibs need to do this!

Joystick pan/tilt buttons do more stuff in more views, as requested.

Mouse-steering cross-hair reminders now remain at last yoke position, not center position, as requested.

View indicator in side view stays center-screen now.

Parachute texture mapping is now handled differently to really let you customize chutes.

Airplane draws at perfect location on the map, no matter the altitude.

When you enter a heading, altitude, and speed for other planes in the IOS screen, those planes will hold that heading, altitude, and speed for an hour or until
they fly out of range, whichever comes first. As well, the plane will hold the TRUE airspeed that you select.


Hardware Support

G1000 support more complete and thorough (I am talking about the REAL g1000)... this includes the VNAV functions used in Cessnas!
We now allow more joystick buttons and axis as well.
The mouse wheel zooms on the map. Kind of convenient.

\Refined Garmin 296, 396, 496, f30, and g1000 driving.

TONS of joystick buttons and devices and axis now available, I believe. TONS.



New Instruments

There are countless new instruments, but here are some hi-lights:

New button in the "Buttons" folder to turn off the camera (either camera instrument or tv-guided weapon)... This is kind of convenient if you want to turn it off for higher frame-rate.
ROUND trim indicators. Because somebody wanted them.

Jet engine percent thrust gage, as some planes have.

HUD digital alpha and G-load, as some HUDs have.

Carb air temp and oil quantity gages.

New round flap AND slat indicator. Kind of nice.
New fuel gages... like analog gages with rolling tapes. Kind of nice.
A handful of new radio gages, including an airliner-style audio panel.

New standby airspeed with digital scrolling tape for airliners.

New fuel pump type: Pump per TANK.
Just have as many pump switches as tanks, and any time you hit one of these switches, you are turning on the pump from that TANK.
This is commonly used in larger aircraft.

New instrument: Autopilot power switch.
Surprisingly, this is NOT really so needed, because we have had autopilot disconnect keys and joystick buttons forever,
and you can just set the flight director to 'off' to disable the autopilot... but now you have a switch as well.

Improved instruments for the IOS... That's the 'inst' tab at the top-right of the IOS.

New instrument: APU ON light... A single light to indicate if the APU is on, as in some jets.

New annunciator: Slats Deployed!

New button and command to show auxilary fuel tanks... It's nice if you have more fuel TANKS than fuel GAGES.
Hit this button to show the other tanks on the same gages.
This works if you have twice the number of tanks as you do gages. (2, 4, 6, or 8 tanks are all OK,
if you just have half that many gages).
The KingAir, for example, has 4 tanks but only 2 gages... hit this little button on the panel
for the gages to show the aux tanks! Cool!

New instruments: Autopilot pitch and roll over-ride. Hit these trim-like buttons, and the autopilot will drop OUT of whatever mode it is in, and into PITCH and ROLL modes, with your dragging these buttons scrolling the pitch and roll targets around.



New Commands (assignable to any joystick button or key) and Data Output

There are countless new commands, but here are some hi-lights:

Commands (assignable to keystrokes or joystick buttons with the custom commands menu, of course) to do countless new things,
including landing, taxi, nav, strobe, and beacon lights, pitot-heat, adf frequency toggle, and many other things as well,
such as CENTERING the landing light and alternate static air.

New data output option: Camera. This sends out an rgb array for the frame of the size, and framerate, specified in the QuickTime movie output!
This is just like QuickTime, but you send to an ip address instead of the disk! This is cool if you want to use X-Plane to send camera-like imagery to another computer!

Tandem-rotor, single-engine helos can now have their collective controlled with function keys.
You can drag 'backwards' throttles (like on the roof of a seaplane, which operate backwards) with the mouse.

New master caution, alert, and warning silence commands for joystick buttons.

New joystick/keyboard commands: Prop sync on, off, toggle. Avionics off/on as well.

New commands for all the various de-icing sub-systems. Nice if you are building a big sim with plenty of buttons and switches in it to control de-icing states!

New command that you can assign to any key or joystick button: FADEC power.
Hit the CUSTOM COMMAND button in the upper-left of the Joystick Buttons window to get to it.


VS and ALT selection autopilot commands are now available to hook to any joy button or key press.

New command: Gear warning horn silence. So you can assign a joystick button to it now. Kind of convenient.

New command: INSTRUMENT BRIGHTNESS. Kind of nice.



New Failures

There are countless new equipment failures that have been requested by various professional customers from Cessna to Japan Air Lines to instructors to freight operators.

A few of them are:

Failures for all 10 gear accessible.

Fuel tank vent blockage now simulated: Block access to any fuel tank in the Failures windows.

Two prop governor fail options!
Fail to fine pitch, fail to coarse pitch! Cool! You should be able to guess what happens in each failure case, and the effect on the plane.

Fun new equipment failure: Smoke in cockpit. Try it!

Oil pump failure will run the temperature up as well.

Engine fire failure: You still get thrust for a few moments, but not for too long! The engine is melting!

Static port failure takes vvi to 0, as it typically should.

New failure options: Water in fuel, and aircraft fueled with wrong type of fuel!
This feature was requested by a freight company that uses X-Plane to train their pilots, and found that Aero-Commanders
being mis-fueled with the wrong type of fuel was actually the most common cause of Aero-Commander accidents!

Better organization and accuracy for the NAVAID failures in the failures page.
Fail the glideslope only of any ILS, the localizer only of any ILS, the marker beacons only of any ILS,
or fail any NDB or VOR!
And heck... We don't stop there! You can even fail the DME PORTION ONLY of a VOR and still get VOR signal, but no DME!
Now here is where it gets cool: In the audio panel, you can monitor the morse code of nav 1 or nav 2
to see if that NAVAID is working. Do this by hitting the nav 1 or nav 2 button on the audio panel.
Now here is where it goes crazy: Hit the DME BUTTON on the audio panel while nav or nav 2 is selected, and you
will hear the morse code of the DME PORTION OF THE NAVAID!
Then, if you fail the DME of a VOR or ILS that normally has DME, then you will NOT get the morse code for the DME
when you go to monitor the morse code of the DME!
As well, you can fail the VOR or ILS transmitter on the ground (second tab of the Failures screen),
but leave the DME transmitter on the ground working, so you get DME but no CDI! Then, when you monitor the morse code
from the audio panel, if you do NOT have the DME button checked when you hit the nav-1 or nav-2 button, then you will NOT
get a morse code, but if you DO check the DME button on the audio panel, then you will get a morse code because
the DME is functioning, even though the needle deflection is not working!
And now for the final step: Turn OFF the nav1 and nav2 selections on the audio panel, and ONLY turn on the DME.
Now, you will monitor the morse code of the STANDALONE DME, which is an optional avionics instrument, separate from
nav-1 or nav-2.
WHEW!
So you can fail any part of any NAVAID, and use the morse code selections in the audio panel to see what parts of what
NAVAID are working or not!
And now for the final little touch: the DME makes a higher-pitched morse code signal than the rest of the NAVAID.
You will hear that if you ID the DME portion of a VOR-DME or ILS-DME.

Seaplanes or landplanes, the engines now fail if they get under water!
So be careful in heavy waves in those seaplanes!

New failure: Yaw damper.



Format-Changes

The "Copilot" name modification in the "Internet Setup" window is now a FOLDER name modification, not a file name modification.
In other words, if you have a separate airplane running on a separate X-Plane computer for the copilot's panel, then the NAME of the PLANE
should be the SAME, but it should sit in a FOLDER with the name suffix that you specify at the bottom of the "Internet Setup" window.
This lets you simply copy the main airplane, modify the panel a bit to be the copilot's panel, change the folder name, and be done.

CUSTOM COCKPITS WITH CUSTOM HUD AND AIRSPEED INDICATORS WILL HAVE TO UPDATE THEIR ARTWORK TO LOOK RIGHT. SEE THE REFERENCE IMAGES IN THE RESOURCES/BITMAPS/COCKPIT FOLDER AS ALWAYS.
A number of the key-commands are changed! This is to allow more commands with good consistency.

Small addition to the FDR file:
Tight after the NAV frequencies, we see 2 new columns: nav-1-type and nav-2-type.
Use 0 for none, 3 for VOR, 5 for Localizer, 4 for ILS.

Engine power round gages with digital tapes built in now use 4 digits, not 3. Engine power digital limits section in Pane-Maker now allows 4 digits of entry, not 3.