X-Plane 12 Keynote Presentation + Q&A
X-Plane 12 Keynote Presentation + Q&A
The official X-Plane.com website has released specific details about X-Plane 12. Below is an attempt to translate the Q&A.
Q: Regarding backward compatibility, what happens to the software used in X-Plane 11? Will it work in X-Plane 12?
A: We have ensured that the existing OpenGL bridge can continue to work in v12 just as the Plugins originally did. We expect most well-behaved Plugins to continue to work just as they did in v11. This includes everything from third-party Scenery and aircraft to general Plugins, including existing satellite photo scenery."
Q: Is X-Plane 12 finished? A: No! Our team is still working hard to integrate features, fix bugs, and more. This keynote is to give everyone a preview of the features we are working on.
Q: Regarding the weather system, do you have any system that can look down at mountains, wind, and interact with them? A: Actually, we have had that for many years…
Q: I own X-Plane 11. What is the upgrade process? A: New versions of X-Plane are always paid upgrades because they represent years of work by our development team and continued work for future updates. Once you purchase X-Plane 12, you will receive free updates, just as we did for v11, X-Plane 11.30, 11.50, etc.
Q: How does the frame rate/performance of X-Plane 12 compare to X-Plane 11? What kind of computer do I need? A: We expect X-Plane 12 to require more GPU power than X-Plane 11, but no one needs to panic about some of the new features moved to the GPU—the GPU is really good at these things. Hardware requirements are not set yet; it is too early to say what the requirements will be without confidence.
Q: For the new default ground taxi routes, are routes for two wide-body aircraft supported? A: Scenery can (and already does) show jet airliners at multiple parking positions, but initially only one aircraft will be automatically docked. The architecture of the system itself allows for displaying multiple simultaneously parked aircraft in the future.
Q: Will you support different colored Runway markings? For example, using orange markings instead of white or yellow markings in arctic environments? A: Yes, the new apt.dat specification does include this. We also have this feature in WED, and we have the shaders to implement this.
Q: When can we try X-Plane 12? A: Our first milestone is to get X-Plane 12 ready for a private beta for third-party developers. After that, we will provide a public Early Access version so the community can get their hands on V12 first. Those who purchase X-Plane 12 during Early Access will also gain access to X-Plane 11.
Q: Regarding the new cloud system, will there be support for different types of clouds? A: Yes. In the new cloud system, cloud types and cloud coverage are separate. Clouds can be Cirrus, Stratus, Cumulus, or Cumulonimbus, and the engine supports mixing between different types. For example, Cumulus can evolve into Cumulonimbus over time. Cloud type controls the visual properties of the cloud and can be used for the flight model. Coverage is independent, so an overcast sky could be a Stratus or Cumulus layer. Cloud height is also independent, so a “towering” Cumulonimbus is just the situation where you make the clouds very high.
Q: When it comes to altitude or speed, do you have any limitations regarding the flight envelope? Or can you fly to any altitude as long as there is enough air or engine power? A: I (Austin) could never apply any preconceived notions of a flight envelope to any aircraft, never. In version 10, we could fly the Space Shuttle on a de-orbit burn. Any artificial limitations would clearly be against the design philosophy of X-Plane. Physics explicitly dictates the acceleration of the aircraft at every moment… and the integration of acceleration to velocity and velocity to position happens without any artificial limitations.
Q: Will X-Plane 12 scenery developers have mesh editing tools? A: No.
Q: Regarding the weather system, I previously put the wing into a cloud, and at that moment I would get Turbulence on one wing but not the other. Is this some connection where the clouds and rendering system communicate with the physics engine? A: I (Austin) have developed all the cloud calculations for X-Plane 12 with a resolution of 1 km, and then Ben renders them with higher detail than that. Next, Ben passes the higher precision data back to me to apply to the flight model. I don’t guarantee that I can get the precision down to below the wingspan of the aircraft, but it will be close enough for Turbulence in clouds, icing in clouds, rain in and below clouds, and things like that.
Q: Do you have any plans for improvements in VR integration, specifically in the user interface? A: Not in the initial release. We have a pile of feature requests for VR, including support for OpenXR and better integration for Plugins, which we will look into after release.