Heretic
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We've basically already started a discussion about X-Plane in another thread, let's just continue it someplace official.
So far, I like version 11 very much, but I wouldn't consider it a valid side development platform since the handling of model, sound, flight dynamics and gauges is very different from what one is used to in FSX/P3D. Unless you have the manpower to maintain products for both sim branches, it's either all or nothing.
One advantage is, thanks to continuous development , that you won't have to waste custom code on mere items like switch sounds and dual batteries for all eternity, yet you will have to stay vigilant as updates might change or break some core aspects of third party add-ons.
that's also the reason why there's very little, 100% compatible free- or payware aircraft around. Sceneries do much better thanks to a centralized tool (World Editor), a central repository for "lego brick" (think default) airports and compatibility with Open Street Map data.
Thanks to the user interface, even MSFS users can find their way around pretty quickly (there's even a default keyboard layout for the FSX keys) and add-on installation is very user friendly (unless you'll have to deal with the ton of required libraries). Planes, sceneries and plugins come in a single folder that goes into the right parent folder and that's about it. For sceneries, you'll have to define your "sandwiching" in a file akin to the scenery.cfg.
And the simulator itself can be run from a fast external device (no registry entries needed), a trait I'm using for cross-device usage (laptop+dektop).
Rendering performance is generally very good, with smooth weather injections and no stutters during slowdowns.
Weak points so far are long loading times, memory usage (8 GB and a very large page file fortunately do the trick), still lackluster AI and ATC (requiring freeware or payware third party tools) and, as implied above, a limited add-on market.
From a end user perspective, most payware aircraft are much too expensive without being on the same level as their MSFS counterparts.
I haven't quite found out what exactly is required to convert a MSFS aircraft for XP11, but provided that you have an export capable tool (Blender or 3ds Max up to 2017) and converted the materials, you can salvage all your animation keyframes.
Then, you'll probably have to load the generated 3D model into Plane Maker, add systems, gauges and the aerodynamic model and then export everything.
Plane Maker only gets you so far though. For all the complex bells and whistles in terms of sounds and systems, you'll have to use external methods (LUA, plugins).
It doesn't look impossible, just very time intensive.
Sceneries seem to be easier to convert, as demonstrated by countless XP users. Convert 3D objects, add excludes, recreate ground network (taxiways, etc) and that's pretty much it.
Haven't found out anything about custom objects placed along vector lines though.
Anyway, XP seems like an interesting platform for those looking for a clean slate. Not sure where exactly LM will take the platform in the future, but at least it seems to be geared toward the armchair simmer instead of the commercial training market.
So far, I like version 11 very much, but I wouldn't consider it a valid side development platform since the handling of model, sound, flight dynamics and gauges is very different from what one is used to in FSX/P3D. Unless you have the manpower to maintain products for both sim branches, it's either all or nothing.
One advantage is, thanks to continuous development , that you won't have to waste custom code on mere items like switch sounds and dual batteries for all eternity, yet you will have to stay vigilant as updates might change or break some core aspects of third party add-ons.
that's also the reason why there's very little, 100% compatible free- or payware aircraft around. Sceneries do much better thanks to a centralized tool (World Editor), a central repository for "lego brick" (think default) airports and compatibility with Open Street Map data.
Thanks to the user interface, even MSFS users can find their way around pretty quickly (there's even a default keyboard layout for the FSX keys) and add-on installation is very user friendly (unless you'll have to deal with the ton of required libraries). Planes, sceneries and plugins come in a single folder that goes into the right parent folder and that's about it. For sceneries, you'll have to define your "sandwiching" in a file akin to the scenery.cfg.
And the simulator itself can be run from a fast external device (no registry entries needed), a trait I'm using for cross-device usage (laptop+dektop).
Rendering performance is generally very good, with smooth weather injections and no stutters during slowdowns.
Weak points so far are long loading times, memory usage (8 GB and a very large page file fortunately do the trick), still lackluster AI and ATC (requiring freeware or payware third party tools) and, as implied above, a limited add-on market.
From a end user perspective, most payware aircraft are much too expensive without being on the same level as their MSFS counterparts.
I haven't quite found out what exactly is required to convert a MSFS aircraft for XP11, but provided that you have an export capable tool (Blender or 3ds Max up to 2017) and converted the materials, you can salvage all your animation keyframes.
Then, you'll probably have to load the generated 3D model into Plane Maker, add systems, gauges and the aerodynamic model and then export everything.
Plane Maker only gets you so far though. For all the complex bells and whistles in terms of sounds and systems, you'll have to use external methods (LUA, plugins).
It doesn't look impossible, just very time intensive.
Sceneries seem to be easier to convert, as demonstrated by countless XP users. Convert 3D objects, add excludes, recreate ground network (taxiways, etc) and that's pretty much it.
Haven't found out anything about custom objects placed along vector lines though.
Anyway, XP seems like an interesting platform for those looking for a clean slate. Not sure where exactly LM will take the platform in the future, but at least it seems to be geared toward the armchair simmer instead of the commercial training market.



. unfortunately P3D v4 following this "brick" system when filling autogen 



