I'd just like to wish all my readers and those who've downloaded the Biff a very merry Christmas and a happy and prosperous 2009. Take care and enjoy the holidays. May you have many enjoyable hours with your favourite simulations and games.
I've just uploaded some pics of the ADF Airshow at Amberley 2008. They are all wallpaper size. Please feel free to download them for your own use, but remember to otherwise respect
copyright on them.
(Clicking on the image will take you to ImageShack. Click on the ImageShack image to view the full size image.)
The Sopwith Snipe for FSX should also be finished within the next couple of weeks, barring unforseen events.
Best wishes
Robert Bruce.
Thursday, December 25, 2008
Monday, December 15, 2008
Home From Hospital
Just a quick post to say that I am now home from hospital. I still have a period of recovery ahead during which I can't place any weight on the wound for more than a few minutes. That means I can't sit upright for any length of time. I can stand and walk ok. I still don't have the verdict on the success of the surgery or likely prognosis. Updates will be posted on my cancer blog. http://sarcomabattle.blogspot.com/
Many thanks to those who offered their best wishes.
cheers
Rob
Many thanks to those who offered their best wishes.
cheers
Rob
Saturday, November 15, 2008
Some Downtime..... Myxoid Liposarcoma.
Unfortunately my battle with cancer, in the form of myxoid liposarcoma, continues and I have surgery next week. So I will be away from blogging until I recover and likewise various FS forums.
I have just been beginning to enjoy being comfortable again after recovering from radio therapy and its side and after effects. There was a chance I was going to be treated with Trabectedin/Yondelis a new drug currently being trialed in various countries and approved in the EU. Alas in Australia Yondelis is only available on compassionate grounds i.e. if the the cancer has metastized or inoperable. It has metastized in me, but the doctors have decided to treat the most recent lesion as a primary sarcoma.
The current sarcoma is in my buttock. Hopefully I won't lose too much muscle. However I imagine I won't be able to sit comfortably for a while and it probably won't be advisable to sit for long periods even after even when I can. Thus activities such as 3D modeling will have to take a back seat yet again. Likewise simming and playing games :(
Soft tissue sarcomas are very rare forms of cancer comprising less than 1% of all cancers. Liposarcomas comprise less than 20% of sarcomas... so it is quite rare. Blues & jazz musician Jeff Healey sadly died of liposarcoma earlier this year.
Being rare there is not as much known or research carried out on sarcomas as other forms of cancer.
For more information on sarcoma check out Sarcoma Alliance.
cheers
Rob
I have just been beginning to enjoy being comfortable again after recovering from radio therapy and its side and after effects. There was a chance I was going to be treated with Trabectedin/Yondelis a new drug currently being trialed in various countries and approved in the EU. Alas in Australia Yondelis is only available on compassionate grounds i.e. if the the cancer has metastized or inoperable. It has metastized in me, but the doctors have decided to treat the most recent lesion as a primary sarcoma.
The current sarcoma is in my buttock. Hopefully I won't lose too much muscle. However I imagine I won't be able to sit comfortably for a while and it probably won't be advisable to sit for long periods even after even when I can. Thus activities such as 3D modeling will have to take a back seat yet again. Likewise simming and playing games :(
Soft tissue sarcomas are very rare forms of cancer comprising less than 1% of all cancers. Liposarcomas comprise less than 20% of sarcomas... so it is quite rare. Blues & jazz musician Jeff Healey sadly died of liposarcoma earlier this year.
Being rare there is not as much known or research carried out on sarcomas as other forms of cancer.
For more information on sarcoma check out Sarcoma Alliance.
cheers
Rob
Monday, October 13, 2008
Blog resuming
I hadn't quite realised it has been so long since I last posted on this blog. I have been posting more regularly on my other blog 'The Biff Diaries'. Cancer in the form of Mixoid Liposarcoma and it's treatment, has been a bit of an ordeal in recent months. Still that's no reason for not posting in this blog and I hope to resume more frequent posting as of now.
I am still in the virtual aircraft creation business, at least hobby wise anyway, with the finishing touches being made to my virtual Sopwith Snipe for FSX. It will be a freeware release. I have also roadmapped a tentative path of future aircraft. I'll probably stick to WW1 era for at least the next four aircraft.
Sopwith Snipe WIP cockpit in FSX
I hope to post some pics here, and on Flickr, of the recent ADF airshow at Amberley. I only went along for one due as I am stil recovering from radio therapy.
Glad to be back.
cheers
Rob
I am still in the virtual aircraft creation business, at least hobby wise anyway, with the finishing touches being made to my virtual Sopwith Snipe for FSX. It will be a freeware release. I have also roadmapped a tentative path of future aircraft. I'll probably stick to WW1 era for at least the next four aircraft.
Sopwith Snipe WIP cockpit in FSX
I hope to post some pics here, and on Flickr, of the recent ADF airshow at Amberley. I only went along for one due as I am stil recovering from radio therapy.
Glad to be back.
cheers
Rob
Monday, April 21, 2008
Return to Aircraft Creation
I've had a much longer break than expected from aircraft creation due to the after effects of radiotherapy and cancer recovery. I am tentatively back on track and have resumed work on a Fokker D.VIII which has approximately 20 hours work on it presently. (For Flight Simulator X)
I've also been spending some time experimenting and working on CFS3 terrain creation. Yes I realise that CFS3 is an old flight simulation, 2002 vintage, however it's the only half decent open architecture combat flight simulator and the most recent example of a combat flight simulator from Microsoft around. CSF3 does show its age.... though it can be tarted up to look nice. The pictures in the linked post show CFS3 sceneries featuring JohnnoUK's trees and terrain textures combined with my SRTM terrain mesh. I hope to post more on this and other scenery experiments in the future.
cheers
Rob
I've also been spending some time experimenting and working on CFS3 terrain creation. Yes I realise that CFS3 is an old flight simulation, 2002 vintage, however it's the only half decent open architecture combat flight simulator and the most recent example of a combat flight simulator from Microsoft around. CSF3 does show its age.... though it can be tarted up to look nice. The pictures in the linked post show CFS3 sceneries featuring JohnnoUK's trees and terrain textures combined with my SRTM terrain mesh. I hope to post more on this and other scenery experiments in the future.
cheers
Rob
Sunday, March 02, 2008
Competition, Completion and Multi Projects.
A few personal philosophies on the above topic in my other blog, the Biff Diaries.
http://biff-diaries.blogspot.com/2008/03/competition-completion-and-multi.html
Rob
http://biff-diaries.blogspot.com/2008/03/competition-completion-and-multi.html
Rob
Sunday, February 24, 2008
Microsoft ESP at GDC
At the recent 2008 Serious Games Summit at the Game Developer Conference (GDC), Shawn Firminger , studio manager of Aces studios, delivered a talk outlining the development journey of Microsoft ESP.
An account of Shawn's talk has been posted at Gamasutra and is well worth reading.
http://www.gamedevelopment.com/php-bin/news_index.php?story=17494
In the talk Firminger emphasizes ESP's Microsoft Flight Simulator heritage. Flight Simulator is Microsoft's longest in development product, being in continuous development for 25 years. Firminger describes these years as ESPs beta period.
The first attempt at creating a training platform derived from Flight Simulator, was in 2004. At that time, Firminger mentions that Aces failed to convince Microsoft sales executives to support the development of such a product. (Note: CFS4 was cancelled in 2004/05 also.... though I have a feeling that CFS will be reborn at some future date.) However the success of Flight Simulator X together with its developer accessible API and SDK and also with train simulator sharing the same core technology, Aces second attempt to create a training platform met with success in 2007.
Shawn also emphasized that it is important to have the support of your sales department if a project such as this is to have success. He also emphasized that ESP is a serious games platform rather than a serious game, which are a different 'beasts'.
The GDS ESP presentation is also featured in a post at ausgamers.com
http://www.ausgamers.com/features/html/2601259
The Ausgamers' article further mentions Microsoft's long term commitment to ESP with a roadmap planned many years into the future. Plans for version 2 and 3 of ESP are still in process, however that article mentions that the next version will see more focus on ground elements with marine elements further down the track.
For further information check out the Microsoft ESP home page.
http://www.microsoft.com/esp/default.htm
An account of Shawn's talk has been posted at Gamasutra and is well worth reading.
http://www.gamedevelopment.com/php-bin/news_index.php?story=17494
In the talk Firminger emphasizes ESP's Microsoft Flight Simulator heritage. Flight Simulator is Microsoft's longest in development product, being in continuous development for 25 years. Firminger describes these years as ESPs beta period.
The first attempt at creating a training platform derived from Flight Simulator, was in 2004. At that time, Firminger mentions that Aces failed to convince Microsoft sales executives to support the development of such a product. (Note: CFS4 was cancelled in 2004/05 also.... though I have a feeling that CFS will be reborn at some future date.) However the success of Flight Simulator X together with its developer accessible API and SDK and also with train simulator sharing the same core technology, Aces second attempt to create a training platform met with success in 2007.
Shawn also emphasized that it is important to have the support of your sales department if a project such as this is to have success. He also emphasized that ESP is a serious games platform rather than a serious game, which are a different 'beasts'.
The GDS ESP presentation is also featured in a post at ausgamers.com
http://www.ausgamers.com/features/html/2601259
The Ausgamers' article further mentions Microsoft's long term commitment to ESP with a roadmap planned many years into the future. Plans for version 2 and 3 of ESP are still in process, however that article mentions that the next version will see more focus on ground elements with marine elements further down the track.
For further information check out the Microsoft ESP home page.
http://www.microsoft.com/esp/default.htm
Thursday, February 21, 2008
Amberley Airshow 2008
I realise it's only February however for aviation enthusiasts in Australia, particularly South East Queensland, October 4-5 2008 are dates to remember (especially for me), the dates of the next Defence Force Air Show - Amberley.
http://www.airforce.gov.au/airshow/index.htm
This will be the first air show that I will be photographing digitally. My old Pentax 35mm choose the last Amberley Air Show in 2004 to pack it in - unbeknown to me at the time. I shot 16 roles of film of which I ended up with about 20 usable prints. The shutter wasn't working. The same thing happened at the East Coast Blues & Roots Festival in 2001. On that occasion it appeared to be due to a faulty lens link as the few pics I took with the 200mm lens were perfectly exposed. However even that did not work in 2004. Anyway if a digital camera packs it in all one wastes is the time and of course the lost images that may have been and not hundreds of $ on film & processing. I'm toying with the idea of buying a video camera too. We'll see.
cheers
Rob.
http://www.airforce.gov.au/airshow/index.htm
This will be the first air show that I will be photographing digitally. My old Pentax 35mm choose the last Amberley Air Show in 2004 to pack it in - unbeknown to me at the time. I shot 16 roles of film of which I ended up with about 20 usable prints. The shutter wasn't working. The same thing happened at the East Coast Blues & Roots Festival in 2001. On that occasion it appeared to be due to a faulty lens link as the few pics I took with the 200mm lens were perfectly exposed. However even that did not work in 2004. Anyway if a digital camera packs it in all one wastes is the time and of course the lost images that may have been and not hundreds of $ on film & processing. I'm toying with the idea of buying a video camera too. We'll see.
cheers
Rob.
Wednesday, February 20, 2008
Freeware FSX Projects
Just a quick note to mention that I am still working away on many freeware aircraft projects for FSX, currently focusing on WW1.
I have published a list in my other blog, the Biff Diaries.
I am still recovering from cancer having finished my final radiotherapy treatment last week. Thus I am resting somewhat. My leg will take a year to recover from surgery & treatment and I will have to be careful until it heals. No sitting at computer desks for long periods for the next few months. :(
cheers
Rob
I have published a list in my other blog, the Biff Diaries.
I am still recovering from cancer having finished my final radiotherapy treatment last week. Thus I am resting somewhat. My leg will take a year to recover from surgery & treatment and I will have to be careful until it heals. No sitting at computer desks for long periods for the next few months. :(
cheers
Rob
Friday, February 08, 2008
Microsoft ESP on Aero TV
An interesting video on Microsoft ESP.....
http://www.aero-tv.net/index.cfm?do=app.bestview&videoid=97493d53-a1fe-4a83-982e-c8c2c049a56d
.... and while we're at it.... a motion flight simulator based on FSX ... for a mere $20k... cool stuff
http://www.aero-tv.net/index.cfm?do=app.bestView&videoid=27518b89-4078-41b8-bbe1-b3fb0cfda5c2
cheers
Rob
http://www.aero-tv.net/index.cfm?do=app.bestview&videoid=97493d53-a1fe-4a83-982e-c8c2c049a56d
.... and while we're at it.... a motion flight simulator based on FSX ... for a mere $20k... cool stuff
http://www.aero-tv.net/index.cfm?do=app.bestView&videoid=27518b89-4078-41b8-bbe1-b3fb0cfda5c2
cheers
Rob
Friday, January 18, 2008
FSX Goes to Sea - Deltasim Studio.
I should have blogged on Deltasim Studio long before now. I was under the impression that I had, as I greatly enjoyed Robert Waszkiewicz's freeware Sirocco Motor Yacht.
The Deltasim Studio web site is certainly worth a look. There are many fine examples of finely modeled marine craft for FSX. Most of which sell at very reasonable prices.
Given the direction that Microsoft Aces Studio appears to be heading in developing a core simulation engine that can be used by a variety of products, hopefully true marine simulation will be added to a future simulation product.
Robert's most recent project, a Smit Rotterdam heavy tug, looks absolutely marvelous. I am eagerly awaiting its release. If a large tug does not appeal to you then how about a peaceful cruise on a yacht or perhaps some virtual fishing?
Cool stuff!
cheers
Rob
Thursday, January 17, 2008
Paul 'P-12C' posts important info on FSX Carrier Ops
Paul 'P-12C' Lange posts some very useful information for developers creating aircraft and ships for Flight Simulator X, on his 'new' blog....
http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry
cheers
Rob
http://paul-flightsimguy.spaces.live.com/blog/cns!D282374D24B565FB!264.entry
cheers
Rob
Phil Taylor Blogs on MS Aces Studio Changes
Phil Taylor, program manager for the Core team of Microsoft Aces Studio, blogs on recent changes within the studio, his new role, some recent departures and some advertised positions. Aces Studio are the creators and producers of franchises such as Microsoft Flight Simulator, Combat Flight Simulator, Train Simulator & ESP.
http://blogs.msdn.com/ptaylor/archive/2008/01/16/aces-studio-organization-yesterday-and-today.aspx
http://blogs.msdn.com/ptaylor/archive/2008/01/15/great-jobs-available-in-aces.aspx
http://blogs.msdn.com/ptaylor/archive/2008/01/15/new-year-new-role-new-series-of-posts.aspx
Phil's blog posts make a good read for anyone in the flight sim community and certainly provides some insight as to scope and direction of the studio... which is growing. It will be interesting to see what new products Aces will add to their product mix in the future. I am always hopeful for a new Combat Flight Simulator. However there is considerable scope in the core platform for a variety of products.
Hopefully Aces will continue to work and communicate with the 3rd party developer community also.
Cheers
Rob
http://blogs.msdn.com/ptaylor/archive/2008/01/16/aces-studio-organization-yesterday-and-today.aspx
http://blogs.msdn.com/ptaylor/archive/2008/01/15/great-jobs-available-in-aces.aspx
http://blogs.msdn.com/ptaylor/archive/2008/01/15/new-year-new-role-new-series-of-posts.aspx
Phil's blog posts make a good read for anyone in the flight sim community and certainly provides some insight as to scope and direction of the studio... which is growing. It will be interesting to see what new products Aces will add to their product mix in the future. I am always hopeful for a new Combat Flight Simulator. However there is considerable scope in the core platform for a variety of products.
Hopefully Aces will continue to work and communicate with the 3rd party developer community also.
Cheers
Rob
Additional Blog
My new Live Spaces.... everything & anything blog has been created http://robbybruce.spaces.live.com/
The Wing Fell Off will continue as usual for now as I appear to enjoy quite a good readership.... for this type of blog anyway.
The Wing Fell Off will continue as usual for now as I appear to enjoy quite a good readership.... for this type of blog anyway.
Tuesday, January 15, 2008
Alienware Skulltrail & FSX
Neat video featuring an Alienware's Intel Skulltrail PC at CES 2008. The second half of the video features FSX.
cheers
Rob
cheers
Rob
Wednesday, January 09, 2008
How to Marshall a Jet
This video of Dean Tabreham of the RAF, dancing while marshalling jet fighters to music tracks such as Michael Jackson's and YMCA, has become a hit on YouTube. The video was made by the RAF to raise money for cancer research. http://au.youtube.com/watch?v=iqCn5nuasHM
There's a link to a video interview with Dean in this BBC news article..... http://news.bbc.co.uk/2/hi/uk_news/scotland/north_east/7174963.stm
cheers
Rob
What is a True FSX Aircraft?
Now that FSX Acceleration and SP2 have been released, along with their respective SDK's, there appears to be some confusion in the FS communities as to exactly what constitutes a FSX aircraft. A quick look around various payware vendors' sites sees such terminology as FSX ready, FSX compatible, FSX compliant, FSX model, true FSX aircraft, FSX/FS2004 etc.
Firstly before looking at this terminology, it might be useful to have a bit of a look at the background of all this. Also, before continuing, I would like to mention that it is not the intention of this article to criticise MS Aces or any third party developers, or indeed to debate the wisdom of backward compatibility within MS Flight Simulator. These can be addressed in future blog posts if need be.
Microsoft Flight Simulator X (FSX) was a significant upgrade over previous versions of the simulation, and in many ways quite ambitious. I think even the Aces team themselves, were surprised at the amount of work involved in developing FSX compared to previous versions of the simulation. Much of the 3d engine was re-written. New shader technology was introduced along with a new GPU based animation system. Much of the world/terrain engine was re-written. FSX now has a round earth and we can zoom out into space if we want to. (No space physics though ...... yet) I am currently not a scenery designer, but I would imagine all these changes and advances would impact scenery designers too.
From what I have read in various forums and blogs, FSX was designed primarily to work on DirectX 9.0 and Windows XP. I am not sure if Windows Vista was around or in early beta stages when FSX was specced & designed. There were certainly no DirectX 10 video cards around when FSX was developed. (DirectX 10 requires Windows Vista and a DX10 video card to function). Prior to the release of FSX RTM, MS/Aces stated their intention to add DirectX 10 compatibility to Flight Simulator X after its release, via a downloadable patch. Though what this would actually involve was not known at the time. Amidst all this change Aces attempted to maintain backward compatibilty with earlier versions of the simulation.
When FSX RTM was released, the sim looked great (at least on my PC) but performance was a significant issue on many peoples' machines. To address this MS/Aces undertook to develop a patch to address performance and other issues . This arrived in the form of SP1 accompanied by a SP1a SDK release. The necessity of SP1 pushed the development and release of the DX10 patch back by several months. Add to the mix FSX/Acceleration, complete with new aircraft and additional functionality. The DX10 upgrade arrived in the form of service pack 2 (SP2), which also included further performance enhancements. However the DX10 upgrade was not a full DX10 upgrade and was called a DX10 preview. I have read various accounts as to why this occurred. The main reason I understand to be, was that a significant code re-write would have been required, which would have further broken backward compatibility and additionally there was not enough time within the life cycle of FSX to fully develop this. FS11 is under development and Aces have other products being developed too. They have to move ahead. Both SP2 and Acceleration have respective SDKs also.
For aircraft designers the most significant DX10 preview feature is self shadowing in aircraft virtual cockpits.
The FSX SDK is now part of the Deluxe version of the product and is included on the DVD. This version of the SDK is required to be installed before installing the SDK service packs. Previous SDKs were available as free downloads. I would assume making the FSX SDK part of the Deluxe version product would enable MS/Aces to fund the development of the SDK. The FSX SDK has its own development team and all this costs money. The SDK is considerably improved over earlier versions of the SDK (IMHO at least :) ) .
As one can guess all this means considerable change in the way aircraft are created and much variability in functionality and features of aircraft created with different versions of the FS SDK.
Returning to the topic of what exactly is a True FSX aircraft, I will quote from one of my own posts at Sim-Outhouse.
"1. FSX Hybrid/Ports = usually compiled with FS2004 SDK tools, materials textures & gauges adjusted to work in FSX. These aircraft usually have issues with prop/rotor disk alpha transparency interacting with autogen and clouds. These aircraft otherwise function correctly in all versions of FSX. However the fps of FS2004 SDK compiled are not as good as native FSX aircraft.
2. FSX RTM SDK Aircraft = Aircraft compiled with the original FSX RTM SDK. These aircraft work in all versions of FSX. However significant changes were made to the SDK tools between RTM & SP1 SDK which reduce mdl size and increase fps performance. Perf is the only real difference bewteen RTM & SP1 sdks, and these are true FSX aircraft.
3. FSX SDK SP1 Aircraft = FSX compliant, but with significant perf increase over RTM.
4. FSX SDK SP2 Aircraft = FSX compliant. Further perf gains over SP1, if the aircraft's 3D modeling gives consideration to draw calls. (My own aircraft compiled with Accel/SP2 SDK appear to work in FSX SP1 but this might not happen for all aircraft.)
5. FSX SDK SP2 Aircraft/DX10 Cockpit Shadows enabled = As per 4. SP2 and Xpack SDKs also provide the modeler with an option to enable a shadow map in the virtual cockpit. Cockpit shadows on enabled aircraft will only work in DX10 preview mode. Designers also have to apply special design considerations in constructing their cockpit models otherwise unpredictable results will occur.
6. FSX SDK Acceleration Aircraft = as per 4 & 5 above, but with support for extra features in Acceleration as in the F/A-18, EH-101 and P-51 e.g. Winches, carrier functionality, P-51 ADS etc.
The bottom line is yes, there are two main categories - those compiled with FS9 SDK tools and made to work in FSX & those compiled with the various FSX SDKs. The various FSX SDKs mainly differ in terms of perf & added functionality."
As I mention in my Sim-Outhouse post now that the SP2 SDK has been released (and most likely no future SPs), it is important, from now on, for developers, payware & freeware to state which SDK has been used to compile the aircraft.
[Edit: I should have perhaps added that much additional broken aircraft functionality in DX10 preview mode is caused by aircraft, perhaps originally developed using tools earlier than FS9 SDKs (eg FS2002 to FS9 conversions). Though some aircraft have texture problems that I believe can be fixed. I have yet to move to a Vista/DX10 system myself.]
As we move forward I would think that SDK SP2, would be the advisable development standard. If DX10 preview cockpit shadow mapping has been enabled, this should be stated. (I use the term cockpit 'shadow map enabled', rather than DX10 compliant as any FSX SDK compiled aircraft should otherwise be DX10 compliant, save for this feature). Likewise if an aircraft or helicopter uses additional functionality found only in Acceleration, this should be stated also, as any purchaser or downloader would require Acceleration to run the aircraft add-on. I should also have suggested that developers should also state what versions of FSX the aircraft has been tested in. I am not a scenery developer but as a purchaser I would like to know similar information, i.e. what SDK was used to develop the scenery and configurations it has been tested on.
This article is much longer than intended. I hope it clarifies rather than confuses.
cheers
Rob
Firstly before looking at this terminology, it might be useful to have a bit of a look at the background of all this. Also, before continuing, I would like to mention that it is not the intention of this article to criticise MS Aces or any third party developers, or indeed to debate the wisdom of backward compatibility within MS Flight Simulator. These can be addressed in future blog posts if need be.
Microsoft Flight Simulator X (FSX) was a significant upgrade over previous versions of the simulation, and in many ways quite ambitious. I think even the Aces team themselves, were surprised at the amount of work involved in developing FSX compared to previous versions of the simulation. Much of the 3d engine was re-written. New shader technology was introduced along with a new GPU based animation system. Much of the world/terrain engine was re-written. FSX now has a round earth and we can zoom out into space if we want to. (No space physics though ...... yet) I am currently not a scenery designer, but I would imagine all these changes and advances would impact scenery designers too.
From what I have read in various forums and blogs, FSX was designed primarily to work on DirectX 9.0 and Windows XP. I am not sure if Windows Vista was around or in early beta stages when FSX was specced & designed. There were certainly no DirectX 10 video cards around when FSX was developed. (DirectX 10 requires Windows Vista and a DX10 video card to function). Prior to the release of FSX RTM, MS/Aces stated their intention to add DirectX 10 compatibility to Flight Simulator X after its release, via a downloadable patch. Though what this would actually involve was not known at the time. Amidst all this change Aces attempted to maintain backward compatibilty with earlier versions of the simulation.
When FSX RTM was released, the sim looked great (at least on my PC) but performance was a significant issue on many peoples' machines. To address this MS/Aces undertook to develop a patch to address performance and other issues . This arrived in the form of SP1 accompanied by a SP1a SDK release. The necessity of SP1 pushed the development and release of the DX10 patch back by several months. Add to the mix FSX/Acceleration, complete with new aircraft and additional functionality. The DX10 upgrade arrived in the form of service pack 2 (SP2), which also included further performance enhancements. However the DX10 upgrade was not a full DX10 upgrade and was called a DX10 preview. I have read various accounts as to why this occurred. The main reason I understand to be, was that a significant code re-write would have been required, which would have further broken backward compatibility and additionally there was not enough time within the life cycle of FSX to fully develop this. FS11 is under development and Aces have other products being developed too. They have to move ahead. Both SP2 and Acceleration have respective SDKs also.
For aircraft designers the most significant DX10 preview feature is self shadowing in aircraft virtual cockpits.
The FSX SDK is now part of the Deluxe version of the product and is included on the DVD. This version of the SDK is required to be installed before installing the SDK service packs. Previous SDKs were available as free downloads. I would assume making the FSX SDK part of the Deluxe version product would enable MS/Aces to fund the development of the SDK. The FSX SDK has its own development team and all this costs money. The SDK is considerably improved over earlier versions of the SDK (IMHO at least :) ) .
As one can guess all this means considerable change in the way aircraft are created and much variability in functionality and features of aircraft created with different versions of the FS SDK.
Returning to the topic of what exactly is a True FSX aircraft, I will quote from one of my own posts at Sim-Outhouse.
"1. FSX Hybrid/Ports = usually compiled with FS2004 SDK tools, materials textures & gauges adjusted to work in FSX. These aircraft usually have issues with prop/rotor disk alpha transparency interacting with autogen and clouds. These aircraft otherwise function correctly in all versions of FSX. However the fps of FS2004 SDK compiled are not as good as native FSX aircraft.
2. FSX RTM SDK Aircraft = Aircraft compiled with the original FSX RTM SDK. These aircraft work in all versions of FSX. However significant changes were made to the SDK tools between RTM & SP1 SDK which reduce mdl size and increase fps performance. Perf is the only real difference bewteen RTM & SP1 sdks, and these are true FSX aircraft.
3. FSX SDK SP1 Aircraft = FSX compliant, but with significant perf increase over RTM.
4. FSX SDK SP2 Aircraft = FSX compliant. Further perf gains over SP1, if the aircraft's 3D modeling gives consideration to draw calls. (My own aircraft compiled with Accel/SP2 SDK appear to work in FSX SP1 but this might not happen for all aircraft.)
5. FSX SDK SP2 Aircraft/DX10 Cockpit Shadows enabled = As per 4. SP2 and Xpack SDKs also provide the modeler with an option to enable a shadow map in the virtual cockpit. Cockpit shadows on enabled aircraft will only work in DX10 preview mode. Designers also have to apply special design considerations in constructing their cockpit models otherwise unpredictable results will occur.
6. FSX SDK Acceleration Aircraft = as per 4 & 5 above, but with support for extra features in Acceleration as in the F/A-18, EH-101 and P-51 e.g. Winches, carrier functionality, P-51 ADS etc.
The bottom line is yes, there are two main categories - those compiled with FS9 SDK tools and made to work in FSX & those compiled with the various FSX SDKs. The various FSX SDKs mainly differ in terms of perf & added functionality."
As I mention in my Sim-Outhouse post now that the SP2 SDK has been released (and most likely no future SPs), it is important, from now on, for developers, payware & freeware to state which SDK has been used to compile the aircraft.
[Edit: I should have perhaps added that much additional broken aircraft functionality in DX10 preview mode is caused by aircraft, perhaps originally developed using tools earlier than FS9 SDKs (eg FS2002 to FS9 conversions). Though some aircraft have texture problems that I believe can be fixed. I have yet to move to a Vista/DX10 system myself.]
As we move forward I would think that SDK SP2, would be the advisable development standard. If DX10 preview cockpit shadow mapping has been enabled, this should be stated. (I use the term cockpit 'shadow map enabled', rather than DX10 compliant as any FSX SDK compiled aircraft should otherwise be DX10 compliant, save for this feature). Likewise if an aircraft or helicopter uses additional functionality found only in Acceleration, this should be stated also, as any purchaser or downloader would require Acceleration to run the aircraft add-on. I should also have suggested that developers should also state what versions of FSX the aircraft has been tested in. I am not a scenery developer but as a purchaser I would like to know similar information, i.e. what SDK was used to develop the scenery and configurations it has been tested on.
This article is much longer than intended. I hope it clarifies rather than confuses.
cheers
Rob
Monday, January 07, 2008
Aero News - TV
For anyone with an intense interest in aviation, real world or simulation, the new Aero News TV site should be added to your daily surfing itinery.
http://www.aero-tv.net/index.cfm
Recent videos include titles such as 'That Others May Live...' Aero-TV Flies With The 920th Rescue Wing and Do You Feel The Need... For Mooney Speed?
The archives are worth a look too. Old aircraft appeal to me and here's an interesting video on the restoration of a a Lockheed 12
http://www.aero-tv.net/index.cfm?do=app.bestView&videoid=353b852b-0119-43e7-9bf4-73c7c52b05d7
cheers
Rob
http://www.aero-tv.net/index.cfm
Recent videos include titles such as 'That Others May Live...' Aero-TV Flies With The 920th Rescue Wing and Do You Feel The Need... For Mooney Speed?
The archives are worth a look too. Old aircraft appeal to me and here's an interesting video on the restoration of a a Lockheed 12
http://www.aero-tv.net/index.cfm?do=app.bestView&videoid=353b852b-0119-43e7-9bf4-73c7c52b05d7
cheers
Rob
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