9.30 RC-1 is here, Mac and Windows!

BE SURE TO TURN ON THE >BETA< OPTION IN THE INSTALLER
BEFORE YOU RUN IT TO GET THE BETA!

DEMO INSTALLERS: USE THESE TO GET THE LATEST X-PLANE DEMO!

Macintosh Demo
Installer 2.05 Macintosh

Windows Demo
Installer 2.05 Windows

Linux Demo
Installer 2.05 Linux

UPDATERS: USE THESE TO UPDATE YOUR COPY OF X-PLANE ON DVD, WHICH CAN BE PURCHASED HERE!

Macintosh Update
Updater 2.05 Macintosh

Windows Update
Updater 2.05 Windows

Linux Update
Updater 2.05 Linux

X-Plane 9.30 is designed to introduce a new engine-model and have really perfected flight dynamics. As well, we are making sure that the overall useability and stability are flawless so that all Microsoft users can easily switch over!

Here is the new Stuff for 9.30 RC-1:

Real-Weather 'allow cu clouds' preference is now remembered between runs.
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!
Workaround for texturing problem on NVidia cards on OS X 10.5.7.
Fix for crash on OS X 10.4 when setting full-screen with ATI hardware.
Panel doesn't jitter up and down anymore.
OBJs with diffuse material attributes look correct when shaders are on.
Rotaries with reversed key frame tables work right

Here is the new Stuff for 9.30 Beta 15:

Plane-Maker can snap wings OK now.
RESET PATH map-button and menu-option now reset the paths of ALL planes... not just yours.
Frame-rate counter should run a bit smoother.
Ever so slight tuning of the rotor/propeller model.
'Start on Ramp' option back in the Operations and Warnings window.
Should now work with REMOTE for iPhone, even if you are still on an old power PC!
APU n1 saved with the situation and replay.
Runway bumps fixed when "runway follows terrain contours" is off.
Runways no longer bright at night with shaders on and per-pixel lighting off.
Facades drape on sloped ground.
App icons look correct on OS X 10.3 and 10.4.
Orthophoto distance tuned for anisotropic filtering.
72 hz frequency monitors recognized in rendering settings
Text entry into numeric fields improved
Datarefs for PFC equipment are writable
Rotation-speed datarefs for wheels/props/engines won't go negative.

Here is the new Stuff for 9.30 Beta 14:

Fine-Tuning:

Turbulence from other planes toned down a bit.. makes glider-tow easier.

Fuel-tank placement a hair more accurate in a few planes.

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. This feature is usually pretty cheap but for very complex custom planes you can get fps back by turning it off. The dynamic airplane shadow is only for your airplane - making 19 AI dynamic shadows is way too slow.

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.

Some shader tuning may be coming, but to get 922 style performance, you'll need to turn off both of these new extra bits of eye candy. Fps tests of 922 vs. 930 without per pixel lighting and shadows show 930 as fast or faster than 922.

Plane-Maker:

Plane-Maker Visual-Texture-Tegions window is now working
Overlapped text in Plane-Maker Systems screen fixed.
Insert-section into body is undoable.
Plane-Maker detects backward key frames for handles.
Plane-Maker won't quit with an internal error if you undo a misc body edit after changing the number of stations.

Tech-Notes for Designers:

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.

Bug-Fixes:

No more clouds rotating with the viewpoint.
Orthophotos should not get "stuck" at low-res.
Orthophoto res will be higher when anisotropic filtering is on, to avoid blurry images.
The transition from DSF to planet rendering is smoother for oceanic areas.
The landing light does not attempt to light the airplane. This fixes the airplane turning black when shaders are off.
Runway anti-incursion lights (wigwags, etc.) have their LOD fixed.
One-way roads go in the right direction in the UK.
Precision of key frames improved for generic instruments
Two-sided facades should render properly.
Taxiway lights should be evenly spaced on curved paths.
Plugins: The y-test prober will not be fooled by boats.

Here is the new Stuff for 9.30 Beta 13:

New features:


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.

New Refinements:

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.

Bug-Fixes or nice "Code-Tightening":

No more data output putting un-needed carriage-returns or un-changing data when the disk or inet outputting is paused in the data-output selection window.

N1 and N2 do not dip slightly below 0 when stopped any more.

No more burners being accidentally disabled after flying vectored-thrust aircraft.

If you have a real Garmin-430 hooked up to X-Plane, the to/from should be accurately displayed on the HSI.

No cloud shadows on the airplane when above the clouds.
No cloud shadows inside the airplane.
Cloud shadows appear on the water (when shaders are off).
ATTR_light_level fixed for some cockpit objects.

New "button"-style manipulators.

AC3D plugin support coming soon!
Docs coming soon!
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.
WARNING: If you have a very wide resolution, you may need to turn your world level of detail setting down to get good framerate.

New features for expert ACF-Makers:

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.

Here is the new Stuff for 9.30 Beta 12:

Exit-alerts in X-Plane and Plane-Maker for certain planes with odd configurations solved.
A little instrumentation-issue solved in the sr-71.
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.

Here is the new Stuff for 9.30 Beta 11:

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.

Plane-Maker features:
- 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!

A number of little bug-fixes.

Here is the new Stuff for 9.30 Beta 10:

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.

A few bug-fixes:
fixed plugin crashes for a number of heavily used plugins.
shadow in cirrus jet does not have "holes" in it.
sectional map shading works correctly.
crash when starting with IOS screen ope.
X-Plane will detect when no OpenGL drivers are installed on Windows.
Old-style LIT instruments work.
fractions may be entered by keyboard into numeric fields.

Here is the new Stuff for 9.30 Beta 9:

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.
Power-curve for sliders now functioning properly!
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.

Here is the new Stuff for 9.30 Beta 8:

FLIGHT-MODEL REFINEMENTS:

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.

GENERAL FLYING FEATURES:

Towplane should circle to the left on climbout, as desired.
EFIS-App Avidyne now has ADF-1 and option for ADF-2, as requested.


GENERAL SIM FEATURES:

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!


MINOR TWEAKS OR BUG-FIXES:

Proper HUD-colors restored.
The custom setting of prop incidence in plane-maker now auto-sets for all subsequent props when you enter data for the first one.
The parachute should not catch wind from the propwash now... typically this will be a bit more accurate.
Old ARGUS nav-instrument back working again!
Tip-rockets operational again... they were out for the earlier betas.. sorry!
Bezier lines can now use the LAYER_GROUP command - see http://scenery.x-plane.com/library.php?doc=linspec.php
WARNING: ATTR_light_level has a syntax change - see http://scenery.x-plane.com/library.php?doc=obj8spec.php
New apt.dat (from April-09) cycle included
Newer version of the C172 and Cirrus Jet
Generic rotary brightness fixed.  It will now match the EFIS when set to "glass" mode.
Panel texture does not cut a hole in the airplane shadow.
Planet map is much faster.
3-D flight path with FDR recorder files is faster.
Translucent panel mode should work.
Fixed: newly created key binding won't be "stuck" down.
HUD won't turn black when brightness is turned down.
LOD handling tuned for large monitors.
Cockpit object texture is now uncompressed for better visual quality.
Generic trigger instruments won't double-press commands when combined with ATTR_cockpit_region
"Draw outside of fuselage" checkboxes in Plane-Maker should work as expected.
Gamma level on windows defaults to 2.5
"make_panel_previews" command makes one panel texture even when subregions are used.
Lots of new datarefs - documentation will be posted shortly.

Here is the new Stuff for 9.30 Beta 7:


Joystick Window and Nose-Wheel steering issues addressed.
Fixed rain and snow effects when the sim is paused.
3-D Cockpit Fixed for Airplanes with large Panels
Plugins: overriding nav needles works even if nav frequency is not tuned to a VOR.
Improved performance on nvidia cards on OS X.
Shadows no longer jitter with shaders on.
Shadows correct for the R22-beta.
Removed plugins that were accidentally included with beta 5.
Cockpit lighting fixed.


Here is the new Stuff for 9.30 Beta 6:

Track-IR should run smoother.
Prop-sync command fixed, but props gotta be within a mere 50 rpm for it to WORK perfectly!
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 little bug-fixes.

Here is the new Stuff for 9.30 Beta 5:

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!

Ccut/copy/paste works in text fields in Plane-Maker, Cursor fixed on windows,
Sim will now restart correctly after quitting in full-screen-at-current-res mode.
ATTR_light_level works on alpha channel too, fixed error in plane path when scenery shifts.
X-Plane will set the screen res if it is too low on startup, title bar should be gone from full screen mode on OS X 1.4.
Title bar won't show up in full screen mode on OS X, Plane-Maker will flag instruments with corrupt key-frame tables.

Here is the new Stuff for 9.30 Beta 4:

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!



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.

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.


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,
Space Shuttle and B-2 aileron/elevator linkages are now hooked up properly, you should only hydroplane on WET 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.

Here is the new Stuff for 9.30 Beta 3:

COOL NEW FLIGHT-MODELING:

Oh MAN this is cool.
We no longer try to track the downwash on a per-element basis on the wings,
but instead we now deflect the air down behind the wings in 3-D space.
This means that fuselages, bodies, air flow into pro-discs.. EVERYTHING, is affected by the downwash of any wings in front them.
As well, we continue to consider all PROPS in front of all wings, tracking prop-wash in 3-d space as well.
This means that all wings and props and bodies are in the propwash and downwash of all wings and props in front of them,
in all cases.
You can even SEE this!
Get in a plane and go flying. Hit the / key twice to see the airflow vectors.. you will SEE the downwash (vectors going DOWN)
and propwash (vectors going AFT) in 3-D space... these vectors affect the bodies, other props, other wings... EVERYTHING!
The Math. The Math!
(Note that the downwash vectors will point STRAIGHT down... this is because you only see the CHANGE in airflow-vector
from the free-stream, so you only SEE the the DOWNWARDS part of the downwash).

We now have improved fuselage lift, drag, sideforce modeling... this even helps the HELICOPTERS HOVER MORE ACCURATELY.
How? Well, in a hover, the body of the helicopter is in propwash, putting out significant force even though the machine is
not moving! We are getting these dynamics right on the money now, tracking the airflow over the bodies in propwash even if that
propwash flow is totally different than the freestream flow, as shown above.

Reducing control authority with speed in the CONTROLS screen in Plane-Maker should no longer reduce TRIM authority.
This makes for some interesting dynamics: If you reduce the control effectiveness to 10% at high speed, but the plane has 20% trim authority,
then the trim is actually MORE powerful than the joystick input once you get moving fast enough!
Of course, this is perfectly correct: It means that at high enough speed in the real plane, the trim is more powerful than you are!
This can be perfectly true!
All plane designers: Please check all control deflections and mixing and authority-with-speed and trim and everything...
Lets make sure all the trim, authority, phase-outs-with-speed, and mixing are all perfect!

While looking at special-cases of interesting control-systems,
the 'Auto-Set RPM based on Throttle' option in Plane-Maker SPECIAL EQUIPMENT screen now works just fine with planes
that have beta and reverse. This lets you do Cirrus SR-22's, PC-12's, the works.

And now another FADEC option: RPM-limit. This adds power as needed to keep you from sagging below idle, and cuts fuel to keep you from going
over redline. We have had this option for a long time, but now have separate checkboxes for the mixture-ratio, power-limit, and rpm-limit
functions of the FADEC in Plane-Maker.

As well, we now have further jet and reciprocating engine model refinements, pursuant to new data I have gotten on engine performance.
We are taking no prisoners in the engine-modeling.

We now have independent throttle control possible for VTOLS and the like... useful for modern blimps.

Props can auto-feather, even if if single-engine, if that option is selected in Plane-Maker.

'Spool Time' for jets variable is back. This lets you control the spool time of the jet engines independently of the start-fuel-intro time,
throttle-advance time (which are fuel-introductions rates) and starter strength (which is starter motor strength).
This is pure engine inertia.

GRAPHICAL REFINEMENTS:

Data Output text modified a hair to line up perfectly and be easier to read.
This will make it a bit easier to do the step above. ;-)

Horizontal and Vertical 'bow' options in the Rendering Options screen to hook up many computers to form a spherical projection.
ATC interface should be fine at ALL resolutions.

GENERAL REFINEMENTS OR BUG-FIXES:

Cirrus-Jet was not capturing all those localizers... should be OK now!
Various new commands you can assign to any joystick button or key.
Generic rotary instruments have a new click mode: Radio buttons.
Whole instrument groups can be hidden based on datarefs. Useful for glass cockpits.
Fixed intermittent crash during scenery load.
ILS and Glide slope signal length increased.
Shadows are less pixelated.
Fixed black square shadows on some NVIDIA cards.
Renaming groups works better in Plane-Maker.
Generic rotary instrument does not write to dataref unless it is clicked.
Running Plane-Maker no longer resets full-screen prefs.
Cockpit object 3-d lighting works even in external views.
Glare turned down in Plane-Maker.
Fixed jittering panel when the window is resized.
Fixed weapon-airplane drawing bugs on XPFW A320.
Small generic instruments wont disappear during scrolling.
Free view followed by 3-d cockpit no longer moves camera far away from the plane.

Here is the new Stuff for 9.30 Beta 1 and 2:


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!


OTHER NEW FLIGHT-MODEL-RELATED FEATURES:

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.


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.


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.


BUG-FIXES:

Round trim indicators indicate properly in both directions.
White arc on airspeed-indicator goes to FULL-FLAP deploy-speed, not first-notch deploy-speed, as is the case in the real cockpit.
Correct thermometers show total vs. ambient temperatures, as indicated in their little instrument-descriptions in Plane-Maker.
A few instruments like the altimeter in the B-1, heavy metal chronometer, and magnetic compasses were not working quite right...
should be perfect now!
Bullets in aimable gun really emerge from the exact barrel location.
Commands for brake hold and toggle were reversed... are proper now!
You can now fly slung loads for long distances in helos no problem... a math error made this impossible in earlier versions.
Glideslope view in enroute chart gives correct elevation presentation now.
Weight screen in X-Plane always shows correct weight, including weight of ordinance currently on board.


TECH-STUFF:

EYE CANDY

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.

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.

FIXED:

Crashes and panel corruption when laoding multiplayer planes should be fixed!
This bug particularly happened for plane with generic instruments.

Plane-Maker Fixes

Cut-copy-paste of instruments won't corrupt panels. Use the new "flatten" command to fix panels that are having problems.
Plane-Maker's preview of generic instruments now has the same drawing order as x-Plane.
Divide-by-zero errors should be fixed when opening v901 planes.
Size property shows 2 digits.

Rendering Fixes
Cloud shadows appear on airplanes
The starburst during rainy weather should be gone
Car lights are visible from further away
Terrain won't look "blobby" with pixel shaders on

Scenery System Fixes
Legacy v8 objects can be used anywhere in the world ont just in Europe.
Road type 46 is fixed.
Draped Orthophotos with bezier curves work.
PNG files will be found on case sensitive file systems.

Panel Fixes
generic LED instrument lighting works.
panel.pgn is now a legal file name in the 3-d cockpit folder
Bird strikes scroll with the panel.
Glare appears on panels no matter what combination of panel sizses are used.

Usability fixes
GMA 950 should work with OS X 10.4.
X-Plane will now alert with an error when used under Rosetta. This is to avoid confusion about slow performance.
Linux: X-Plane will work with OpenAL .so.0 or so.1.
Cards that cannot handle threaded OpenGl will show an alret instead of crashing.
OS X can now change resolutions, not just color depths.