FSBreak 24: Matt Ford's 737-700 Sim, Carenado, Captain Sim, X-Plane, and an insight into Multi-Core from Ben
Matt Ford's 737-700 Sim
We'd like to thank Matt Ford for taking about 90 minutes out of his day and telling us all about his home built 737-700 simulator. For even more details, and more photos head over to his website.
Carenado releases PA-34 200T SENECA II for FSX
The Seneca is made since 1970 and some 4500 were made since then. It has six seats in a pretty large cabin, and two turbocharged engines producing 200hp. Certification for flights into known icing conditions and the nice single engine behavior made the Seneca a popular multi engine trainer.
The aircraft is fully FSX and DX10 compatible with high resolution textures. It was developed with all FSX features plus two new features: volumetric normal mapping and Original HQ digital stereo sounds (44100 HZ) recorded from the original aircraft.
Price: 29.95 US [Link to more details]
Captain Sim previews 767-300 Pro Pack
- Unparalleled visual quality and realism
- Designed according to FSX standards
- DirectX 9/10 compatible
- Extensive Systems Programming
- Flight Management System (FMS)
- 2 high resolution full-screen 2D Panels
- 40+ additional 2D Panels
- Highly detailed and accurate Boeing 767-300 Model
- High resolution textures
- Hundreds of Custom Animations
- Animation Control Panel
- Stewardess model
- Wing Flex
- Wing Vortices
- Exclusive Effects
- Custom Self-shade
- Custom Views
- Highly detailed VC including:
- Flight Deck
- Complete Passenger Cabin
- Galley and lavatory
- Custom Self-shade
- Hundreds of custom 3D Animations
- High resolution Textures
- Custom Views
- Custom Lighting
- Realistic Flight Model
- ACE - Aircraft Configuration Editor
- Authentic Sound Set
- Exclusive visual Effects
- Extensive Manuals
Unfortunately, at this time no pricing or release date has been announced, but you can visit their preview page here. [Link]
X-Plane 9.30 RC1 Released
- 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
Eric: Bell X-1
The Bell X-1 "Second Generation" was an advanced version of the original X-1, the first aircraft in history to have broken the sound barrier with Army Air Corps captain Charles E. "Chuck" Yeager.
The second generation of X-1s, built in the late 1940s and early 1950s, were designed to double the speed of sound and set new altitude records in excess of 90,000 feet. The new X-1s were similar to the original (orange) aircraft, with the same XLR-11 rocket engine (equipped with a turbopump), but were about five feet longer, 2500 pounds heavier and had a conventional glass canopy.
Price: $44.99 US [Link]
Mark: Chris Carnel - Caribbean Seaplane Tours Scenery
Introduction: First, I would like to thank you for downloading this freeware project. It is a fictional airlines based on “Real World” places. Where possible, I’ve tried to stay as true to the photographs I had available. The “Thank You”(s) for this project are numerous. However, I would like to thanks…….
1. Key West
2. Mooney Harbor
3. Key West Docks
4. Fort Jefferson
5. Marathon Key
7. Holiday Isle
8. Ocean Reef Club
12. St. Augustine
13. Coco Beach
1. The roof of the Margarita Air Hangar is hardened and can be landed on by rotorcraft or Helicopters.
2. The airport has night lighting so check it out after dark.
3. The grill on the deck next to Caribbean Seaplanes hangar is fired up between 12:15 and 12:45 pm and again between 6:15 and 6:45.
4. The tiki lamps burn between dusk and dawn.
5. There is moving traffic on the road around the airport.
Key West Docks
1. The entire dock surface is hardened for landing.
2. The Heliports on the cruise ship and yacht are hardened for landing
1. The ramp to the seaplane dock can be taxied up. I recommend drifting on to the ramp. When the aircraft comes to a complete stop, raise the gear and taxi. Also, you can drive off the other side with one of the cars or trucks.
2. I know the next to last blue road sign show up a black…but it’s a glitch in the program, and I’m not going back to fix it.
3. The tiki lamps are lit from dusk to dawn.
4. The grill fires up at the same times as the one in key west.
5. There is special night lighting throughout the scenery.
6. The observation deck at “Dolphin Bay” can be driven up so that you can watch the birds, dolphins, and shark.
7. There are fireworks nightly between 10:01 and 10:45 p.m.
8. Reddog’s Landing can be driven or landed on.
9. There is a hidden treasure chest on the island with the ship wreck.
Fort Jefferson Same as above and more! Coco Beach There is a Heli-pad a top the “Caribbean Seaplanes and Margarita Air Building. Miami There is a Heli-pad on top of the tower it is hardened and landable, just don’t hit the sides or ladder….
Price: FREE! [Link]
Screenshots from Mark:
Multicore in FS
I enjoyed your July 1st podcast, but I did want to comment on your remarks regarding multi-core, or rather the lack of multi-core support in FS X. First, having worked to make X-Plane support multi-core over the last two years (it's an on-going process - we utilize multi-core a bit better with each patch), I can tell you from the programming side of things: converting an existing program to utilize multiple cores is just about the hardest form of performance optimization I can think of. It isn't "flip a switch" - it requires fundamentally redesigning the low level guts of your rendering engine. Threaded code is harder to write and takes longer to debug. So to me it's not surprising that FS X still only supports 2 cores...we can speculate that perhaps the team had additional multi-core support lined up for FS 11 and it simply never made the light of day. But given how infrequently FS patches and how (relatively) recent multi-core is, I think it would be unfair to say that the ACES team was "behind" on getting multi-core support out. Rather the rapid change from "more mzh" to "more cores" really changed the game very quickly for everyone writing rendering engines. Second, I want to point out a distinction between rewriting code and getting rid of old features. Indeed it is because we (LR) rewrite our code fairly frequently that we were able to get multi-core support into X-Plane as soon as we did. But rewriting the code is different from dropping old features. X-Plane's rendering engine supports multi-core, uses pixel shaders, etc. etc. but we will still load a model file from X-Plane 6.20. And the fact that we can load that very old model file has no impact on the performance of X-Plane itself...X-Plane wouldn't get any faster if we dropped support of old model files. I mention this because it is not necessary to sacrifice compatibility to have optimal performance, and in many cases X-Plane will support older files even in the newest versions. cheers Ben
Check out Ben's Blog Entry too! [Link]
Suggestions from Ted
- 1) talk more in-depth about custom skin designs, airplane development, scenery development and how to get into that
- 2) talk about some of the flightsim fly-in get-togethers that folks have
- 3) for those that are both flightsim pilots and real world pilots, what are the differences and similarities?
- 4) discussions about navigation... i.e., how do you read a chart, what are good approach and final techniques, perhaps a more in-depth discussions and recording playbacks of communications with the tower (ground communications, versus departure, versus others... etc.)
- 5) I enjoy the product reviews, it's a fantastic highlight of each episode. I'd like to hear more comparisons of hardware and discussions of everyone's experiences. Example, I really enjoyed Mark talking about flying with a yoke versus a joystick. Pros, cons, what is everyone else's experiences? Why use pedals versus a twist joystick.
- 6) Your podcast introduced vatsim for the first time to me. I had always wondered about the FSX commercials that had folks duing ATC. Perhaps someone who uses vatsim and has a lot of experience can give a more in-depth discussion on it's use(s) and its operation
- 7) more discussions about other flight sims like Air Warrior, Rise of Flight, MS combat flight sim, and others.
Be sure to visit Mark's site, FlightSimCrazy.com, where you can find all of Mark's picks, our $100 hamburger flights, and the Pilot View Weekly!
$100 'Monumental' Hamburger!
You still have 1 week to fly the latest $100 Hamburger flight and share your results!