Developer Spotlight - X-Plane https://www.x-plane.com/category/developers/ The world’s most advanced flight simulator. Mon, 22 Oct 2018 16:57:46 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.1 https://www.x-plane.com/wp-content/uploads/2022/09/cropped-SocialXP3-1-32x32.png Developer Spotlight - X-Plane https://www.x-plane.com/category/developers/ 32 32 Meet Gateway Artist anthony_d https://www.x-plane.com/2018/11/meet-gateway-artist-anthony_d/ Thu, 01 Nov 2018 06:57:27 +0000 http://www.x-plane.com/?p=34630 Anthony Dyer has submitted over 250 Gateway airports under the name anthony_d. He’s on a mission to provide 3D scenery for every airport in the UK. Where are you located? Aberdeenshire, Scotland. Nearest airfield in X-Plane to my house is X6IN Insch. Why did you choose X-Plane as your flight simulator? I did a move […]

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Anthony Dyer has submitted over 250 Gateway airports under the name anthony_d. He’s on a mission to provide 3D scenery for every airport in the UK.

Where are you located?

Aberdeenshire, Scotland. Nearest airfield in X-Plane to my house is X6IN Insch.

Why did you choose X-Plane as your flight simulator?

I did a move from the Microsoft brand to X-Plane 10 pretty much as soon as the demo version of X-Plane 10 came out. The thing that enticed me more than anything else was the run up and previews to X-Plane 10. In particular I was bowled over by the autogen, the OSM roads representations for the whole world and the HDR lighting. The one weakness in quality 3rd party addon aircraft was also addressed with JRollon’s CRJ200, and that was a deal maker for me. When you combine all that with the fact that the team behind X-plane was both small and highly energised, I could really see huge potential for the flight simulator to keep improving. We’ve come a long way since then.

What motivates you to develop X-Plane scenery?

Originally my motivation was driven my a desire to fill in gaps in the airport scenery. My first airports were obviously my local ones, EGPD Aberdeen and X6IN Insch. These were airports with custom 3D buildings that I uploaded to X-Plane.org. They are still there, but they haven’t been touched for a long time.

However once LR was open to receiving airport submissions to improve the default landscape, I tried a few more airports of interest that weren’t represented in 3D anywhere.

It kind of grew, as hobbies do, from satisfying my desire to fill in a few empty airports to the objective of making sure every airport under National Air Traffic Service (NATS) control in the UK was included in 3D. With every airport, attention to detail was important. I wanted to make airports that were enjoyable to fly to repeatedly. So If I could see a detail on the satellite image, no matter how insignificant, it had to go into the flight simulator. I think hobbies in the United Kingdom are things that we treat very seriously, whether it’s gardening, photography or in my case the prior two as well as airport building.

For me when I’m traveling on assignment, it’s been a very accessible hobby and one I can do almost anywhere in the world whenever I have some spare time. I’ve also found that when I’ve showed off my work to friends and colleagues who aren’t into flight simulators, a lot of them appreciate it. I think a lot of it has to do with the fact that everyone goes flying on commercial airliners these days, so they can all relate to a particular airport. If they see it in a virtual rendering, it makes them smile and that matters a lot.

Do you have a favourite airport that you have submitted to the Gateway?

ENZV Stavanger. This is probably the airport I most frequently fly in an out of in real life (normally frantically trying to make the 25 minute connection time from Aberdeen to Oslo). The airport has beautifully detailed satellite images which always makes airport building much easier, but also the real architecture of the airport lends itself very well to the art assets that we have in the x-plane library. I’m very proud of the effort I made here, and it was also my first airport where I tried a technique to include striped walkways.

Norway in general has always been a favourite destination both in real life and in the virtual world. So I embarked on a project this summer to ensure that all Avinor airports are 3D rendered in X-Plane. Stavanger is my favourite, but there are many other close contenders.

Do you have any advice for newbie Gateway artists?

Start with a small airport, and learn the techniques there. The large airports are easily 100-200hour jobs, but with some practice you can get a small airport complete with wonderful detail inside 4hours or so. Never neglect the small places in our world. There’s a lot of satisfaction in flying a Cessna to a quiet part of the world and finding that the Gateway community hasn’t neglected it.

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Interview with Gateway Artist sstoeckle https://www.x-plane.com/2018/09/interview-with-gateway-artist-sstoeckle/ Sat, 01 Sep 2018 12:00:27 +0000 http://www.x-plane.com/?p=27185 Scott Stoeckle has been using X-Plane since version 3.0 and has contributed nearly 300 submissions to the Gateway. We wanted to share a bit more about this prolific scenery developer. Where are you located? Fredericksburg, VA (I’m not in witness protection) Why did you choose X-Plane as your flight simulator? At the time I was […]

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Scott Stoeckle has been using X-Plane since version 3.0 and has contributed nearly 300 submissions to the Gateway. We wanted to share a bit more about this prolific scenery developer.

Where are you located?

Fredericksburg, VA (I’m not in witness protection)

Why did you choose X-Plane as your flight simulator?

At the time I was interested in purchasing a new simulator to replace the subLogic Flight Simulator II for Commodore 64. When I got my first DOS PC I think it had Microsoft Flight Simulator 4.0 installed. I also purchased Flight Assignment A.T.P. but it had many scenery limitations. FS 4.0 was disappointing because to add more scenery or airplanes these were required to be purchased. I started a search for a better platform and there were several to choose from. X-Plane caught my attention as a possibly the best choice because you didn’t need to keep buying extra packages, at that time, global scenery was the only add-on. Also, you had to purchase other simulators at Best Buy or Fry’s, and I hated to have to keep going back to the store to buy more add-ons. I started with X-Plane 3.0.

What motivates you to develop X-Plane scenery?

Love of airplanes and flying for as long as I can remember. Having been an Air Traffic Controller/Traffic Management Specialist/Air Traffic Procedures Specialist for 33 years, a pilot since 1981, and just a general love for aviation, “accuracy of appearance” is the reason. Aviation is very procedural oriented and the necessity that airports appear as correct (i.e. signage, markings, traffic flows, etc. is paramount to me in airport scenery). World-wide aviation is very standardized (English is required for all air traffic control operations, ICAO and the FAA publish documents that depict how airport signs, marking, etc are required to appear. It is a fact that Flight Standards people go to airports, get on their hands and knees to measure the width of taxi-lines to ensure compliance with written procedures.

A side-story: several years ago the FAA developed ‘Converging Runway Operations (CRO)’ procedures for runways that do not actually intersect but the flight paths could. (CRO procedures are necessary but the result is possible reduced airport throughput (that is reduced arrival/departure operations per hour)). The FAA clarified that if 2 “non-intersecting runways” were at least 1-mile apart, then CRO procedures would not be required. An (this is a true story) airport determined that if the threshold on one of the runways was moved just 100 feet (30 meters) then CRO would not be required. So the airport ‘re-painted’ the threshold markings and voila, no CRO procedures needed. This is just an example of how technically accurate airports must comply with written procedures.

Do you have a favorite airport that you have submitted to the Gateway?

Chicago O’Hare (KORD). This airport is going through a complete runway redesign and keeping up with the new runways/taxiways being built, old runways/taxiways being decommissioned keeps me going back every so often to see what’s new and then updating the Gateway.

Do you have any advice for newbie Gateway artists?

I guess you could say from my other comments that being as “technically accurate” is the best advice. All the necessary publications on actual airport design are available on-line. Some are long and boring, but many publications are very easy reading with lots of pictures and diagrams to help pilots and scenery developers. X-Plane gives all the necessary tools to Gateway artist to build an accurate airport. Unfortunately, I see many airports free lanced with an artist’s imagination on how they want the airport to appear. Please, skip the Hollywood design and do it correctly.

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Interview With Julian Lockwood, Gateway Architect & Moderator https://www.x-plane.com/2017/04/interview-julian-lockwood-gateway-moderator/ Sun, 30 Apr 2017 13:17:12 +0000 http://www.x-plane.com/?p=14530/ Julian Lockwood is the main man behind the Airport Scenery Gateway. He moderates all the incoming airport submissions, and liaises with both the artists, and the Laminar team, to get X-Plane populated with the 3D airports that people want and expect to see in a contemporary flight simulator. Question: What are your duties with X-Plane […]

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Julian Lockwood is the main man behind the Airport Scenery Gateway. He moderates all the incoming airport submissions, and liaises with both the artists, and the Laminar team, to get X-Plane populated with the 3D airports that people want and expect to see in a contemporary flight simulator.

Question: What are your duties with X-Plane & the Gateway?

Julian Lockwood: My primary duty is to manage the X-Plane Scenery Gateway. I moderate the incoming airport submissions, and liaise with both the artists, and the Laminar team. We track a multitude of criteria for each airport submission, and our airport database continues to grow in terms of size, and as a commodity that has distinct value to the company.

Additionally, I build some airports myself in-house, and have recently completed EGCC Manchester and KLAS Las Vegas McCarran (not yet released). I’m currently working on KPHX Phoenix Sky Harbor. I do my very best to set the bar as high as is possible within the scope of the existing World Editor (WED) Lego-brick library, and I’m very fortunate to be able to influence some aspects of the design of WED, and the available library objects. The objective is always to provide our Gateway artists with a tool that’s intuitive, makes X-Plane look ever-better, and continues to inspire them to create new work.

Finally, I am authoring the pilot operating manuals for the default X-Plane 11 fleet, and navigation devices (FMS and GPS). I have always felt it’s very important to provide comprehensive documentation for the airplanes and the nav devices because I see so many examples of frustrated customers seeking this, and only finding snippets of information here and there, and trying to piece it all together. I still have quite a way to go, but ultimately, I am committed to providing quality and comprehensive pilot operating manuals for every default aircraft, and every default nav device.

Q: When and how did you get started with X-Plane? Do you have an aviation, programming or design background?

JL: I have a commercial software systems background, specifically around business systems and logistics. I started my career as a programmer at IBM, and more recently a software design and project manager in the Government sector.
I got my PPL back in the 90s, and racked-up about 330 hours of PIC before I gave it up. I don’t really know why – it just happened that way. Fast-forward many years and I wanted to go back to “flying”, but without all the expense and hassle associated with the real thing, so I decided to build my own fixed-base sim. I looked around for the best software platform and decided to go with X-Plane. At the time, version 10 was in it’s infancy – I think it was 10.08 that I started off with.

As an X-Plane customer I wanted to see 3D airports bundled into the core product, and I got the idea for the Gateway, which is essentially a centralized portal for crowd-sourcing airports from the community. I was very lucky on a number of levels. First, because Laminar had already built the airport developer tool (WED) and made this available to the community. Second, because the timing was just right, and third because it turned out I lived only an hour away from Austin. Now what were the odds of that? One in a thousand? Anyway, without knowing we were neighbors at the time, I sent an email to Austin with a mock-up of how the Gateway might look, and never really expected to hear back frankly. Not only did I hear back, but in less than 30 minutes!! To cut a long story short, we had lunch the next day at Austin’s favorite local restaurant, and that was the start of it, although I still had to put together a formal proposal and system-design.

The Gateway scope evolved somewhat from my original mock-up, but it still looks recognizable today actually. Ben had a considerable influence on the ultimate direction we went in – which was to develop a two-way interface between WED and the Gateway. Tyler put a lot of coding work into the project too. The collective team-effort was crucial to the outcome. We have over 2,000 artists currently signed-up, and we’re closing in on 5,000 3D airports.

Q: What type of computer set up do you use? Any hardware or accessories you couldn’t live without, or a 3rd party program or tool you find invaluable?

JL: I’m not a hardware expert, so I went to X-Force PC in Columbia. They specialize in building high-end gaming PCs that are nicely optimized for X-Plane. I did know that I wanted an i7-based machine, with the best graphics card available at the time, which was the NVidia GTX 1080. Because I moderate a lot of Gateway airports every day, I couldn’t live without the SSD. I need fast load times in X-Plane. Here’s my spec:

Intel i7-6700K, Nvidia GTX 1080, 32 GB DDR-4 2400 Mhz RAM, 1TB SSD, 700-Watt Power Supply, Fast USB 3.1 with USB Type-C ports, 8-Channel Audio, Windows 10

Q: What’s the most challenging part about your work with X-Plane?

JL: Well I come from a traditional corporate and Government background, with all the hierarchies, checks and balances that come with that. Large organizations must be structured that way, to move towards a collective strategic goal. Laminar Research is quite different, because it comprises a small team of people that are frankly incredibly talented, and have an outstanding work-ethic. That allows for a lot of freedom within the company, and some latitude to influence the direction the product goes in the future. It’s a big philosophical shift, and that can be a challenge at first.

In terms of the work itself, the most challenging duty I have currently is the construction of airports that utilize only our Lego-brick library, and yet meet a high standard in terms of default content for a simulator. It does require a lot of patience at times, and you must push WED to the limit, and sometimes go to battle to get the resources you need. It takes a lot of practice, and every airport is a little better than the last one. I do have to thank my colleague Jan Vogel here, because he pioneered the construction of what I’m going to call “super-airports” for the Gateway. Before that, I don’t think anybody really thought they could be that good. If mine are as good as Jan’s, I’m happy with that, and I would say I’ve met THAT challenge.

Q: What’s the best or most rewarding part?

Every time we reach a new milestone on the Gateway it’s rewarding for me personally. The original goal I had in mind when I went to see Austin for that first meeting was 1,000 3D airports. In fact, before the Gateway got a name, it was “Project 1000”. I figured we needed that many, so people could fly from one airport to the next in a small GA airplane in a reasonable time. After we got 1,000, I wanted 2,000, then 3,000, and now 5,000.

Q: Who or what do you look up to or get inspiration from?

Well lots of people, and lots of things. In this context, every time I moderate a group of airports that people have submitted to the Gateway, I’m inspired by the fact that we have a community of artists and enthusiasts that put so much of their own time into making this stuff. No other sim platform has that, and it’s one of the things that makes X-Plane the best in the end. You can build your own stuff. You can get involved!

Q: What’s the most important thing for new artists or people just get started with X-plane development to know?

Well, speaking only in terms of airport development in WED, it’s important to know where to go for the information you need. Start off with Jan Vogel’s YouTube tutorial series, which you can find on the Gateway NOTAMS page. This is, in my mind, the definitive source material for any artist interested in developing airports for X-Plane.

New WED artists should also download the WEDBing tool. This inserts ortho-photo imagery into your WED project, which allows for accurate placement of objects and features in your airport. That’s crucial for serious artists.

If you’re interested in seeing your airport appear in a future release of X-Plane, check out the developer instructions posted here. You don’t have to be a Guru. You can start by searching the Gateway for a small and simple airport that has no 3D scenery currently in X-Plane. Import it into WED, and then just make it a little better – perhaps by adjusting the pavement to fit the WEDBing imagery, and adding a few 3D buildings and objects. Now your airport is an improvement over the old one, and it’s probably going to be approved on the Gateway. You have taken the first step, but be careful, because it’s addictive! 😊

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Interview with Alex Unruh, X-Plane Art Director https://www.x-plane.com/2017/03/interview-alex-unruh-x-plane-art-director/ Wed, 01 Mar 2017 10:43:07 +0000 http://www.x-plane.com/?p=14308/ Question: When and how did you get started with X-Plane? Do you have an aviation or design background? Alex Unruh: I have been dabbling in flight simulation for as long as I can remember. I’m pretty sure that I’ve been an aviation nut even longer than that! My first exposure was Graphsim’s F/A-18 Hornet 1.0, […]

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Question: When and how did you get started with X-Plane? Do you have an aviation or design background?

Alex Unruh: I have been dabbling in flight simulation for as long as I can remember. I’m pretty sure that I’ve been an aviation nut even longer than that! My first exposure was Graphsim’s F/A-18 Hornet 1.0, which I ran on the family’s Macintosh LCiii. I played that and A-10 Attack for years until we finally upgraded to a first generation iMac in 1999. It was during that time that I discovered a demo for X-Plane 5 bundled in with those CDs that you used to get in Mac magazines. Even though you could only run the sim for five minutes in demo mode, I was hooked. My builder self was drawn into Plane Maker early on. It was like throwing the entire Lego bin on the floor every time I opened it up without the problems associated with stepping on loose pieces late at night. I would spent countless hours building, modifying, and testing things that I had created. Could I build a jet truck and get it to Mach 1 by the end of the long runway at Edwards AFB? Could I build my favorite fighter jets? The answer was yes on both! Version 5 tinkering became version 6, version 6 became 7 and I kept playing in the sandbox, building my skillset, and learning all I could about aviation.

During my first and only year of music school back in 2005-6, I probably spent way more time than I should have developing commercial liners for the X-Plane Freeware Project including the Boeing 717 and Boeing 727. When it was clear that music school wasn’t going to be where my priorities were, I went back home and started work on a graphic design degree. I kept up with X-Plane during that time and started working on the Boeing 777 with a good friend of mine. That became the XPJets 777 which we had intended to keep developing post freeware release. After years of trolling around with odd X-Plane projects here and there, and another intensive art degree (this time in ceramics) in another state later, I was picked up by Laminar Research through an old X-Plane Freeware colleague of mine. I am currently serving as art director at LR.

Q: What type of computer set up do you use? Any hardware or accessories you couldn’t live without, or a 3rd party program or tool you find invaluable?

AU: I currently do the bulk of my X-Plane design work on a 27inch retina 5K iMac. I also use a MacBook Pro for development on the go. I’ve always been a Mac guy and I don’t see that changing for the foreseeable future. Blender and Photoshop are my go to tools. As long as I’ve got a trackpad, I’m good to go anywhere (ditched the mouse years ago, never looked back).

Q: What’s the most challenging part about creating for X-Plane?

AU: Two answers: If I’m building aircraft, the most difficult part of any build is modeling the systems to a sufficient degree that they reflect their real world counterparts. In some cases, it’s a one to one… X-Plane just gets it and does it the right way from the get go. In most cases however, real world systems are orders of magnitude more complex. As artists, we’ve got more tools now than we ever have including an in-house LUA scripting plugin and increased flexibility within X-Plane and Plane Maker to do what we need. Even with that, its still a walk down the rabbit hole every time I open up a LUA file.

If I’m building scenery, the real challenge isn’t with the scenery objects or with the texturing, but it is fitting everything within the proper framework, especially in regards to autogen. Good AGBs and AGSs are magic, and it takes such a high level of craft, attention to detail, and creative problem solving that to date, autogen is some of the most difficult work that I’ve ever had to do.

Q: The best or most rewarding part?

AU: This is actually a tough question. Every milestone is rewarding. The first time that you see all of the objects and textures in the sim animating properly is a great moment. The first time you get the cockpit geometry in place is a great moment. The last line of code, the last 3D manipulator, testing the last generic instrument… they’re all great moments. I think that what ultimately does it for me though is the first time that I’m able to see my airplane at night with all of the 3D lighting, billboards, LIT textures, and lighting controls in place, especially in the cockpit. X-Plane’s night lighting is so good, that it really can take you there, out of the simulation and into reality.

Q: What’s your favorite creation?

AU: My favorite creation tends to be what I’m working on or what I’ve just finished. As of right now, my favorite is the 737NG for X-Plane 11. It has been such a terrific learning experience (I learned to code!) and to see everything come together including the new integrated FMS from Philipp, it’s just at the top of the heap for me. Whether or not it stays my favorite remains to be seen. I have a distinct feeling that my next project may eclipse it.

Q: Who or what do you look up to or get inspiration from?

AU: I would say that I draw my inspiration from reality, from the real thing. There is something magical about watching planes come in on approach. Whether it be the noise, the condensation wake, the wings bouncing through rough air or standing in the wake turbulence, I am all about doing justice to the actual aircraft. When I start a new project, I drown myself in images and videos of what I’m making. I study every curve and pour over the details. Pretty soon, I begin to appreciate the character of what I’m working on. Replicating that character, getting the face just right, it is something that takes immersion and a great passion for aviation.

I approach texturing from both a technical and a painterly approach. The foundation is technical, but weathering is different. It tells a story, and I get to decide what kind of story I’m going to tell, until the thing that I’m working on starts to develop a life of its own. Then you just run with it. In the end, it is all about bringing the aircraft to life inside the simulator as convincingly as possible.

Q: What’s the most important thing for new artists or people just get started with X-Plane development to know?

AU: My advice to newcomers to X-Plane development is simple. Start small and stick with it. Begin by modifying existing aircraft or perhaps build something from your imagination in Plane Maker. Maybe you start by giving your favorite aircraft a new paintjob. Perfection is never the goal. The important thing is to build up your skill set so that you can handle more ambitious projects later on.

If you’re already an artist familiar with the 3D workflow and texturing, start with a basic aircraft. Work through the process, work through the tool chain, and go to the communities for feedback and advice. Stick with it until you’re comfortable with Plane Maker, the ins and outs of datarefs, animation, avionics, flight dynamics etc. Once you’ve mastered everything on the small scale, take it up a level. Increase the complexity. Solve new problems. It’s a rewarding process.

I’ve spent the past 17 years using X-Plane in some form or another, and the past 12 years developing seriously. I’ve been using Blender and Photoshop for about 13 years now and am still learning. While I have had breaks due to school, I’ve always come back to it. There are plenty of good resources out there, communities of great people to answer your questions, and worthwhile projects to be done. That is ultimately the great thing about X-Plane. If you can imagine it, you can make it.

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Explore the 3D cockpit of PMDG’s Douglas DC-6 https://www.x-plane.com/2016/04/explore-3d-cockpit-pmdgs-douglas-dc-6/ Thu, 21 Apr 2016 20:41:20 +0000 http://xplanedotcom.wpengine.com/?p=11733 PMDG has been creating high quality payware aircraft add ons for FSX & Prepar3D. The Douglas DC-6 will be their first aircraft created for X-Plane. Take a 3D look around the cockpit of the DC-6 via a video posted today on their Facebook page!

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PMDG has been creating high quality payware aircraft add ons for FSX & Prepar3D. The Douglas DC-6 will be their first aircraft created for X-Plane. Take a 3D look around the cockpit of the DC-6 via a video posted today on their Facebook page!

PMDG_video

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Scenery Creation with Jan Vogel https://www.x-plane.com/2015/05/scenery-creation-jan-vogel/ Fri, 29 May 2015 18:49:59 +0000 http://xplanedotcom.wpengine.com/?p=10504 Laminar Research: Can you provide a little background on yourself and your interest in aviation? Jan Vogel: My interest in aviation started in childhood, probably when I clenched my fingers around the chainlink fence of the Kiel-Holtenau Airport at age 5. It culminated with getting my Airline Transport Pilots License at age 26, flying jet […]

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Laminar Research: Can you provide a little background on yourself and your interest in aviation?

Jan Vogel: My interest in aviation started in childhood, probably when I clenched my fingers around the chainlink fence of the Kiel-Holtenau Airport at age 5. It culminated with getting my Airline Transport Pilots License at age 26, flying jet airliners for a major German airline ever since.

LR: Why did you decide to start making scenery & how long have you been creating X-Plane scenery?

JV: I have always had a vivid interest in personal computer based flight simulation, ever since flying FSII in 1984 on my Commodore 64. Back in those times, the flying areas were very limited, you often had a few airports to fly to. That always bothered me, and I guess it planted the seed for scenery design later on.

In the late 1980s we had “scenery disks” that would expand those areas, but still didn’t contain all airports in the enclosed area. I ended up marking the aiports on my flying maps with a coloured pen.

Needless to say that I still had to go to any airport I passed by, and I was intrigued by the special architecture and layouts of airports. The markings, lighting, the signs, terminals, airside and landside structures. All very clean and functional, yet every airport is different and has a special character!

LR: What’s the most challenging part about creating scenery?

JV:The hardest part is really just starting out with scenery design. A tool like WED is very powerful, but also hard to learn and there are a million little things to know and consider. The scenery and layering in X-Plane is also complicated, and it takes a while to understand why and how things do or don’t work out. Persistence and frustration tolerance are both required skills.

LR: What’s the best or most rewarding part?

JV: Definitely when I get feedback from other users. The biggest motivation for me is the idea that I am helping with something and that people enjoy my work. This used to work pretty good when I still posted my scenery on some public download pages, now with the Scenery Gateway I just have to believe that people have fun with my airports.

I also enjoy the part when I first fire up the sim to check my creation in 3D – it is a little bit like taking a sculpture out of the mold for the first time.

LR: Do you have a 3rd party program or tool you find invaluable?

JV: Just one word: WEDbing

LR: What’s your favorite scenery creation?

JV: I would have to limit my selection to scenery uploaded to the Scenery Gateway, not scenery that uses third-party libraries or photoscenery. I think it is easier to make great scenery with those tools, but to make good scenery with the hopelessly limited Laminar “Lego-Brick” library that we designers still have to suffer today is something entirely different and requires being inventive.

The best scenery I have seen on the Gateway is EDDN Nuernberg Intl by BEDA, he is a very good designer with patience and an eye for detail. Check it out!

LR: What’s the most important thing for new artists or people just getting started with scenery development to know?

JV: Where to get help at first! Don’t just dive in, watch the instructional videos, then start experimenting with a SMALL airport (not KDEN!). There are some great forums out there that cater to scenery design, and you can tap into the knowledge of more experienced designers there. Then again, real men never read instructions or ask for directions!

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Interview with Chris Serio on X-Plane 10 Mobile https://www.x-plane.com/2015/05/interview-with-chris-serio-on-x-plane-10-mobile/ Wed, 13 May 2015 14:44:57 +0000 http://xplanedotcom.wpengine.com/?p=10482 This week FlightSim.com published a new interview with Chris Serio, X-Plane 10 Mobile Product Manager. In it he goes into a lot of detail about the differences (and similarities) on developing mobile and desktop applications, and the challenges of Android and iOS. Below is an excerpt from the interview. FlightSim.com: Do you plan to release future X-Plane versions […]

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This week FlightSim.com published a new interview with Chris Serio, X-Plane 10 Mobile Product Manager. In it he goes into a lot of detail about the differences (and similarities) on developing mobile and desktop applications, and the challenges of Android and iOS. Below is an excerpt from the interview.


FlightSim.com: Do you plan to release future X-Plane versions on Android devices as well as iPhone and what are the challenges of developing for each?

Chris: Yes, we’re hard at work on the Android version of X-Plane Mobile V10 which will match the iPhone version as much as possible. I have it running on a few devices already but there are literally (let me check…) 8,027 different devices that we’d like to support…which is always the biggest challenge. With iOS, we have to support 15. It’s easy to purchase 15 devices and test them thoroughly, however it’s not feasible to buy 8,027. So we have to deal with more issues that pop up that are very device-specific. The good thing about Android’s openness is that any time that I have a question, I can just look at the source. When we hit troubles on iOS, we have to do a lot of guessing and testing to prove our theories. Each platform has its own strengths and weaknesses. We’ve always preferred iOS as our primary platform because we find it easier for us to develop on. However both platforms are extremely important to us. Android is more capable now than ever before which will allow more parity between iOS and Android than we could have had in the past.

FlightSim.com: Ben Supnik mentioned to us that the iPhone is a closed platform that doesn’t allow for direct third party input leaving no plugin system on mobile devices. How do in-app purchases of add-on aircraft work today? Do you plan to have add-on scenery, ATC or other features included as possible options as well?

Chris: In-app purchases are going very well though we do get occasional flack because in V9, Austin included tons and tons of planes for free. This was a reasonable thing to do because V9 aircraft were very simple. There were no 3D cockpits and the devices at the time were not capable of much so the planes did not need to be very detailed. Low authoring costs for us, meant low costs to the customers. In V10 however, we’re literally creating desktop quality aircraft. Some of our newer planes like the CRJ200 and the B777-200ER are pushing close to one million vertices! Each aircraft takes hundreds and hundreds of hours to create. That’s why we decided to make aircraft purchasable and make the simulator a free platform. This way, you buy what you want for the price of a small cup of coffee at Starbucks. These are aircraft that would easily sell for $30 or more on the desktop platform.

I can’t really comment much on future plans for features but I will say that it’s our intention to make the platform grow in breadth and detail. We will keep adding features that customers want and those will make their way to both iOS and Android.


Read the complete 3 page interview here on FlightSim.com.

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Developer Spotlight: Alabeo https://www.x-plane.com/2012/08/developer-spotlight-alabeo/ Mon, 13 Aug 2012 16:00:14 +0000 http://xplanedotcom.wpengine.com/?p=5155 Howdy folks! Today we talked to Fernando Herrera from Alabeo, the company behind the amazing new Pitts S-2S for X-Plane, which we will be reviewing soon! Alabeo has been a part of the FSX and Prepar3D payware markets for some time now. They decided to add X-Plane to their portfolio because they believe we have […]

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Howdy folks!

Today we talked to Fernando Herrera from Alabeo, the company behind the amazing new Pitts S-2S for X-Plane, which we will be reviewing soon! Alabeo has been a part of the FSX and Prepar3D payware markets for some time now. They decided to add X-Plane to their portfolio because they believe we have a bright future. When I asked him if the transition to Plane Maker was a challenge, he replied, “Yes, it was difficult, but we have a very talented team which did the correct things, plus we associated with an X-Plane expert.”  Alabeo will continue to develop aircraft for X-Plane, FSX and Prepar3D. At the moment, their team is working on the WACO YMF for FSX/P3D and the Sukhoi SU26 for X-Plane. This a company that will bring good things to the X-Plane community!

See ya’ later!

Thomson

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Developer Spotlight: Ntr09 https://www.x-plane.com/2012/08/developer-spotlight-ntr09/ Fri, 03 Aug 2012 16:15:50 +0000 http://xplanedotcom.wpengine.com/?p=5147 Howdy, folks! This week we have interviewed Ntr09, who has made several scenery packages in the Tennessee area. He chose to begin there because that is where he takes flight lessons in real life. He began creating scenery a few months ago after seeing some of the amazing work done by frede and royaloak. While […]

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Howdy, folks!

This week we have interviewed Ntr09, who has made several scenery packages in the Tennessee area. He chose to begin there because that is where he takes flight lessons in real life. He began creating scenery a few months ago after seeing some of the amazing work done by frede and royaloak. While taking lessons around the Crossville area (KCSV) he flies a C172 and occasionally a PA28-151 Warrior. So far he is most proud of his model of Upper Cumberland Regional (KSRB). He uses WED 1.2 on Ubuntu for scenery development. Next up on his list is Portland, TN (1M5). His creations make it very clear that he truly enjoys bringing scenery to life. If you would like to check out his work, download his Jamestown Municipal Airport scenery.

 

 

See you guys later!

Thomson

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