Addressing the... elephant in the room! As 2018 draws to an end, I think it is time for something that I have promised; give a clear view to X-Plane community, why there was so much delay in the development of the DC-9. A disclaimer first! From the first day of this project, I was the … Continue reading DC-9…State of the Union!
Although this not entirely X-Plane related, I think that this subject must be addressed in such manner, that will give simmers a general a better understanding why this term is heavily misused, and what we must use instead. I should probably give you my background, so you can judge if I'm "entitled" to have an … Continue reading Study Level…or not?
I've seen many people struggling with their FPS, and I thought that I should contribute with a guide, that helps the understanding of how X-Plane users should think and act, to get the best performance possible, out of their machines. What this guide is not: Won't give you the "magic" settings to make your PC … Continue reading Performance Optimization: Yet Another Guide
PBR Materials 101 - A bit of theory! We must think how a surface interacts with light. A metallic, hi-glossy (very smooth) surface, reflects the most amount of light at 90o angle from the source. This surface has high reflectivity and shininess. A plastic (dielectric), hi-glossy (very smooth) surface, still reflects a large amount of light, but … Continue reading X-Plane’s PBR Materials – A simplified guide.
DDS (DirectDraw Surface) is a kind of image file format, that if you are a scenery developer, you encounter it many times. We are going to look to it on the perspective, why we are using it in X-Plane. In general is a lossy compression file format, which means that compresses the image, but also … Continue reading Scenery Development – Why to use .dds files
Καλώς ήρθατε στον κόσμο του X-Plane. Ένας σύντομος οδηγός για να σας βοηθήσει σε μια ομαλή μετάβαση από άλλους εξομοιωτές στο X-Plane! Πρώτο πράγμα που απαιτείται είναι να συνειδητοποιήσουμε ότι πρόκειται για ένα διαφορετικό εξοιμοιωτή και να έχουμε λίγη υπομονή για κάποιο χρονικό διάστημα, ώστε να καταλάβουμε καλύτερα το νέο περιβάλλον. Η πιθανή αίσθηση … Continue reading Οδηγός για νεο-εισερχόμενους στο X-Plane – 1ο ΜΕΡΟΣ: ΣΚΗΝΙΚΑ (Sceneries)
I think is due to do a recap on our scenery projects status to inform X-Plane Community. Our scenery developments are divided in two categories. Our own developments and developments that we are in partnership with FSX/P3D counterparts, to convert their sceneries in a professional manner to X-Plane. Few things before dive into details. For … Continue reading Icarus Simulations Scenery Development Status
A few notes on a misconception about the HDR in X-Plane and other games. First of all let's see what is HDR. High Dynamic Range Rendering (HDRR for games) is the kind of rendering that does light calculations using the high dynamic range instead of the standard dynamic range (SDR). I won't be more technical … Continue reading HDR is not X-Plane’s lighting system!
What you should not do... and what you should do! Being an aircraft developer is so... slick! So, you might think... "I'm going to build the best/full/study Airbus A380 ever existed!" How many times I've heard that, from guys that never done anything before? A ton! You know something? You are not going to do it! … Continue reading A guide for Aircraft Development for Beginners
Where this one is heading? A bit of history... Back in 2012, I was "playing" with aircraft editing and 3D, and I decided to do something with the P180 Avanti shipped with X-Plane 9. I love this plane, but the 3D cockpit was just a few faces mapped on the 2d cockpit. So I started … Continue reading P 180 Avanti II development.