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  1. At Orbx, we are thrilled by the upcoming launch of Microsoft Flight Simulator and would now like to share more information on our initial launch plans – we know many of you have been eager to hear them. Orbx has led the way as a game-changing developer from the earliest days of FSX. Now, with the next generation platform from Microsoft, Orbx is again pushing the boundaries and producing top quality content: our vision and passion for innovative products will continue to lead the way. The whole team is very excited to be working with the new Microsoft Flight Simulator, and we have devoted much time to exploring its potential and features. To support the new platform, we will be releasing several products available at, or shortly after, launch. During the launch window, new products will be available for purchase at competitive pricing levels, ranging from US$7.99 to US$19.99 through both OrbxDirect and the Microsoft FlightSim Marketplace. We are also happy to confirm that current owners of Orbx the products running on FSX, Prepar3D, X-Plane and Aerofly FS 2 that are launched for Microsoft Flight Simulator will receive a 40% discount on those respective products (e.g., if you own London City Airport for Prepar3D or X-Plane, you will receive a 40% discount on London City Airport for Microsoft Flight Simulator). As ownership needs to be validated, this discount can only be applied via purchases from OrbxDirect. Explore the new Microsoft Flight Simulator with these exciting and immersive new products: EGLC London City Airport for Microsoft Flight Simulator Available Soon: US$14.99. (US$8.99 for existing customers) Orbx presents London City Airport - the first from our UK Team. This classic British airport truly comes to life for Microsoft Flight Simulator! Located a stone's throw away from Canary Wharf and the financial heart of the city, London City Airport is one of the last remaining true inner-city airfields. With one of the most exciting approaches in Great Britain, flying into EGLC takes you over the iconic centre of merry old London. Experience the added immersion and realism that only Orbx can provide. This is a must fly for all flight simmers! Landmarks London City Pack for Microsoft Flight Simulator Available Soon: US$7.99 Orbx has packaged together hundreds of iconic London buildings and landmarks for you. Take flight over the city of London in Microsoft Flight Simulator, and enjoy the true British experience with this must-have pack of London’s most famous and treasured landmarks. We have reproduced hundreds of key buildings and landmarks for you to enjoy as you immerse yourself in flight over the River Thames. Explore the skies of London today! LOWI Innsbruck Airport for Microsoft Flight Simulator Available Soon: US$19.99. (US$11.99 for existing customers) The airport that needs no introduction! Acclaimed developer Jarrad Marshall brings us the next generation of his iconic airport & cityscape package for Microsoft Flight Simulator. A true multi-purpose field in the heart of the European Alps, experience jaw-dropping backdrops, picturesque mountain villages, and heart-stopping approaches. Try your hand at the infamous circling approach, test your flying skills with a bad-weather winter departure, or just explore the hidden valleys and detailed cityscape of this stunning location. A major overhaul of this world-famous destination, every element has been carefully hand-crafted in beautiful detail. Explore the capital of the Alps with Orbx today! EGNM Leeds Bradford Airport for Microsoft Flight Simulator Available Soon: US$17.99. (US$10.79 for existing customers) Welcome to Yorkshire’s Airport. Another classic from our UK Team. Set in the beautiful English countryside, Orbx brings you Leeds Bradford Airport for Microsoft Flight Simulator. This vibrant and exciting airport for pilots lets you take off in an A320 to your favourite Spanish resort, or try your hand at taking the Q400 to many main cities across Europe. Surrounded by lush green fields and a small town, this airport offers incredible views from your cockpit on final approach. A huge variety of airlines and aircraft types visit the airport on a daily basis, making it the perfect destination in the North of England. Journey across Europe and beyond from this classic English regional airport, rich in detail and features. This superb recreation of this character filled airport is brought to you by Orbx. KORS Orcas Island Airport for Microsoft Flight Simulator Available Soon: US$12.99. (US$7.79 for existing customers) A Classic is Reborn for Microsoft Flight Simulator. Developer Andreas Hegi respectfully pays homage to one of the most memorable airfields that has graced the simulator since the days of FS9. Located in the largest of the San Juan Islands of the Pacific Northwest, in the northwestern corner of Washington state in San Juan County, KORS carries the spirit and charm of Orcas Island to beautifully render on the new Microsoft Flight Simulator. A completely new scenery that harnesses the latest technology of the new simulator platform, Orcas is the perfect home for all VFR flyers. Enjoy the spirit and the charm that is Orcas Island Airport today! KTIW Tacoma Narrows Airport for Microsoft Flight Simulator Available Soon: US$12.99. (US$7.79 for existing customers) Enjoy the spectacular views of Tacoma on Microsoft Flight Simulator, from our growing UK Team. Orbx brings you Tacoma Narrows Airport, an impressive product for those that appreciate the finer details. General Aviation pilots will soak in the exceptional vistas thanks to the natural beauty surrounding the airport and beyond. The 5,000ft runway is the perfect length for GA aircraft, as well as private jets offering charter or air taxi services. With plenty of parking spots on the ramp, grab some friends and do some exciting formation flying over a stunning region full of life and variation. With Seattle-Tacoma International airport only 18 miles away, expect to keep busy in the skies around Tacoma Narrows airport as you monitor the frequency to keep clear of the main international traffic. Enjoy the perfect excuse to fly across the region of Washington! KBUR Hollywood Burbank Airport for Microsoft Flight Simulator Available Soon: US$17.99. (US$10.79 for existing customers) Welcome to Hollywood! One of Orbx's most popular airports, KBUR Hollywood Burbank comes to Microsoft Flight Simulator. Acclaimed developer Matteo Veneziani brings you this comprehensive airport package, created with great care and incredible attention to detail for all simmers to enjoy. Being one of the primary airports of Los Angeles, experience this bustling destination in stunning high definition detail. From the iconic architecture of the terminal building, to the smallest details, no effort has been spared to recreate this famous airport. . Take flight with Orbx and explore the skies of Tinseltown today! KSBA Santa Barbara Municipal Airport for Microsoft Flight Simulator Available Soon: US$14.99. (US$8.99 for existing customers) Orbx presents the American Riviera. Welcome to Santa Barbara for Microsoft Flight Simulator, set against the rugged backdrop of the Santa Ynez Mountains in Southern California. The unique architectural style of the terminal really makes this airport stand-out, with various artwork and designs all faithfully recreated. KSBA is served by 5 airlines on a regular basis by CRJs, 737s, A320s and more, and is the perfect combination of airline and GA destination. With its main 6000ft runway and two 4200ft GA runways, it caters to pretty much whatever your favourite type of flying is. Developer Misha Cajic brings to life this stunning SoCal location for all your flying adventures!
    66 points
  2. Hello everyone, What a year 2016 has been! My goodness, so much change, so much hard work by the team, so much patience and good grace shown by customers. One thing is for sure, there's never a dull moment with Orbx eh? So 2016 saw Orbx be the main sponsor of FlightSimCon 2016, release 18 products including a new FTX region, another openLC region, airports, ports of all our products to P3D 3.x (for free), new developers, new staff, new unified lclookup, new FTX Central and of course, new store: OrbxDirect. Whew! Has it all been smooth, perfect and without issues? No of course not, change comes with a price, and we hope it's a price that most of you are willing to pay. The end game is clear: the best customer experience, the simplest product management, and the continued release of the highest quality FS addons in the industry. We're not quite there yet, but I believe we have made good progress towards our vision. Some are wondering what is the Orbx mission? Is it to be a rich company that dominates FS and just wants to be MegaFS Corporation? Not on my watch. Orbx is about innovation, quality and fostering the best talent. We are far from the biggest FS company in our community. There are other companies that could swallow Orbx up in an instant, such is their revenues and depth of products that span into the commercial side as well. So world domination is not our plan. Doing a good job is, however. I would give us a score of 7/10 for 2016, because I admit some things we did not roll out in the most smoothest and effective manner. We learn, we grow, we adapt. That is the nature of business. So what for 2017 and beyond? Well this is where things get exciting, not only for us, but for you. Let me share some key things to look forward to, whilst at the same time keeping our cards close to our chest. We will keep to our policy of not announcing products until they are in beta (yes, I know - we broke our own rule with ENNK and Cote d'Zur but hey, nobody's perfect ) Regions The big one is Germany South. When I say 'big', this will be our biggest region yet in terms of content. 770 airport upgrades! Large areas of photoreal and cityscapes 'lite'. Hundreds and hundreds of POIs with custom 3D models. The usual meticulous attention to detail from Sascha and Holger. Oh, and mountains. Lovely, hilly, wonderful alps and mountains. We love mountains at Orbx and GES will give you a nice playground. Release timeframe? Hmmm, April maybe, possibly May. After GES we will be spending R&D resources on some top-secret projects, see below. OpenLC South America is almost in beta, should be in your hands by the new year sometime. Better data, incredible detail, a whole new continent to explore in glorious openLC detail. Oh, and we'll be making airports in SA as well. Good times. Airports etc Let's tackle this by developer shall we? These guys have their own following from you, and you have your favourites. So without giving away too many secrets let's begin with Jarrad. Jarrad Marshall is finishing LOWI Innsbruck, which I think is his biggest and most beautiful project yet. I can't stop flying my beta build, it's that good. And in VR, my goodness it's something special. Jarrad will be in Europe in February on a special project and at the same time he'll be venturing out to take photos. Where? I can't tell you ... Misha Cajic is finishing Santa Barbara which will take a bit longer since he's been spending time in EU with family and friends. Well deserved too, he's been very busy in 2015/16. I'm looking forward to KBSA very much, it will have that classic Misha touch to it. D'Andre Newman from AirDailyX is even claiming developer credits for some water masking, haha! After KBSA Misha has a number of options including KHAF Half Moon Bay, but will also start his university degree. He'll need to balance his time. Scott Armstrong is still working on BuildingsHD. It's gone quiet on that project but he does fly commercially as a pilot so it's not his day job. Do I want it finished yesterday? Of course! Let's see how that goes, I'm looking forward to seeing cities take on a whole new shiny look. Maurizio Giorgi's labour of love Cityscape Cote d'Zur is going to be his focus for many months to come. Some projects need that hand-made care which Maurizio is now famous for after his freeware for OZx and then Canberra. Alex Goff is now working full time but still actively making great little airports in the New England region. The next one is Block Island which looks just terrific. It will work nicely with Bill Womack's upcoming Nantucket and we hope the attention to the NEM region continues by those guys. Tim Harris is now going solo after years of a successful partnership with Ken Hall. It's good for developers to team up; we've had a lot of fantastic partnerships at Orbx this last decade, but at the same time it's also good to focus on a solo project or two to get new inspiration. Tim is now working on a project on the US mainland. It will be a great destination I promise you. Ken Hall is working on GES for now and casting his eyes to 2017 for a few projects he and I are cooking up. Watch this space. Finn Hansen is our young Norwegian Tornado and I am sure he has his eyes on many more Norway destinations. Together with Tore Stranden (Bodo) and Andreas Hegi (EN??), Norway is going to be the hub of lots of activity in 2017. Why not? It's one of the prettiest regions in the world to fly. We love mountains remember? EDIT: Oh what the hell, here's a sneak preview of Andreas's project which is on short finals now: Marcus Nyberg and Philip Schall are still glowing in the success of Valdez (what an airport eh!?) and are back in southern Europe working on another destination. All will be revealed soon. ESSA's moving jetways have been outsourced to a contractor and we hope to have that patch delivered soon. New developers. We have new developers not yet introduced to our customers who are working on airports in the US, South America and Europe. These guys all have years of development experience and I am sure their Orbx debuts will impress! Top Secret Projects Now to the juicy stuff! Next year we have a number of top-secret projects being started. All of these are big budget, big investment, risky, adventurous and a little bit scary for us. I know I am going to sound deliberately vague, but understand we are investing deep into six figures for these initiatives so it's important to keep things within the company for now. Don't worry, I think you know how much we as a team love showing you new stuff, so things will be revealed soon enough. Project A - Massive. A huge investment in new tech, new tools, new apps and new staff. It will surprise many of you, and delight you all. It will focus on both Europe and North America. It will perform like nothing you have experience in your simming life. It will support VR. It will be a VFR flyer's wet dream. It will be sold on OrbxDirect. Oh, and it will be 64-bit. Project D - The evolutionary next step. Another big $ commitment, worldwide coverage, new tech, new experiences, a strong partner and an established record. Oh, and it will be 64-bit. Project P - Our continued commitment to our strongest platform and it has a huge backing. More refinement, more performance, more destinations from Orbx than ever before. An old friend gets better, faster, stronger, bigger. Oh, and it will be 64-bit. Project X - The surprise package. The dark horse. A big $ R&D commitment. Orbx quality where it's needed the most so things finally get to truly shine. Oh, and it's 64-bit. Project O - Introduced in 2016 this will become your go-to for all things Orbx with more stability, more features, better performance, and continued development so it never gets stale. How's that? Obscure enough for you? So let's recap: 2016 was huge, we're growing at over 20% per year in revenues, this is accelerating with OrbxDirect. 2017 sees your trusted developers doing what they do best; delivering quality, reliably good addons that you know will deliver what it says on the tin. 2017 will most importantly see a huge R&D investment by Orbx, new tech, new partnerships and new adventures for us all. Won't you come along for the ride?
    61 points
  3. G'day everyone, It is with a great deal of excitement that the team is proud to announce our latest region for FSX & Prepar3D, Orbx AU Australia V2! A monumental redesign of one of our most beloved products, AUv2 brings to life the entirety of the Australian continent with the latest region-based technology. Clocking in at a staggering 8 million square kilometres, AUv2 incorporates an enormous diversity of topography and geography. From the tropical rain forests of far-north Queensland to the wind-swept coastline of south-west Tasmania; from the temperate urban metropolises of the east coast to the desolate beauty of the red centre, explore a variety of stunning landscapes not seen anywhere else in the Orbx world. AUv2 is a landclass-style region that brings together everything on a massive scale. Almost 700 airports have been upgraded or created from scratch, giving you the perfect opportunity to criss-cross the country in true VFR style. Coastlines, waterbodies, road, rail and powerline networks have been recreated from scratch, using the latest high-fidelity data to vastly improve accuracy and detail across the continent. Towns, urban centres and other settlements have been reworked too; diversity, realism and accuracy greatly improve the immersion, whether that be flying cross-country long-haul or local VFR hops. Terrain elevation mesh has been brought to the next level; incorporating the latest data from the Australian Government, the new HD mesh makes a huge difference on both a small and large scale. In addition to these major re-workings, over 50 large-scale photoreal points of interest have been created from scratch to represent well-known geographical and man-made features. Mine sites, dry lakes, tidal water bodies, unusual geographical formations and more have been expertly edited, colourised and blended to the surrounding terrain. The largest of these features is the Great Barrier Reef; recreated in complete photoreal quality, this feature alone is larger than many of our existing regions! The centrepiece of AUv2 is undoubtedly our high-definition Melbourne Cityscape. The inner suburbs of Melbourne have been lovingly brought to life in full photoreal detail. 30cm ground textures, complete custom modelling for CBD blocks, high-detail POI, beautifully hand-placed autogen vegetation, and stunning night lighting combine bring to life the city that is, in many ways, the spiritual home for Orbx. We will go into much further detail on this exciting component of AUv2 in coming weeks. We have all been very much looking forward to showing this latest work off to you; for a long time we have been listening to your requests for more P3D projects, and more Australian projects - we have been listening! We also hope you enjoy exploring just a small taste of what this huge scenery has in store for you. FEATURES Melbourne, Victoria Kalgoorlie, Western Australia Adelaide, South Australia Great Barrier Reef, Queensland AUv2 FEATURE LIST Our largest and most popular region; 8 million sq km in full Orbx region quality Ultra-HD Melbourne Cityscape 370+ upgraded and 280+ all-new airports Over 50+ large-scale photoreal areas of interest such as salt lakes, mine sites, tidal areas and many more High-quality mesh, with high-resolution LIDAR data for the majority of the eastern/southern seaboard, major cities and Tasmania Completely new lakes, rivers and shorelines - much improved quality and accuracy Entire Great Barrier Reef in photoreal Completely new road and rail networks Improved and new landclass types Hundreds of thousands of new geographical features; dry lakes, parks, railyards, industrial areas etc Much-improved populated area shape accuracy Completely new powerline networks, windfarms and other man-made features Improved and updated bridges, harbour objects and marinas Complete seasonal variations Airports optimised for use with AI traffic, particularly our enormously-popular AI Traffic for Australia Designed to work seamlessly with all 32 Australian HD airports and Cityscapes (on sale until the end of May!) Completely compatible with FSX, FSX:SE and P3Dv1-v4 COVERAGE MAP Note: this map represents the current development version of AUv2, with more features likely to be added for release. THE TEAM As to be expected from such a monumental project, many developers have been working tirelessly to get AUv2 prepared for you all. First and foremost, Holger Sandmann is the Project Manager and Lead Developer for the project; as our resident GIS guru, he has undertaken all major vector, raster, elevation editing and processing. Frank Schnibben has been in charge of the Melbourne Cityscene component, many of the exciting new features seen in this part of the product are his handy work. Contributing several of the ultra-HD landmarks located within Melbourne, including the beautiful MCG, is Jordan Gough. Chris Clack, alongside Graham Eccleston and Ken Hall, have been looking after the upgrades to all the airports included in the project. Mark Halliwell has cast his eye towards colourising, editing and blending the large photoreal points of interest. Lastly, it is very important to acknowledge the work of our good friend and colleague, Neil Hill. Before Neil passed away last year, one of his last projects was laying the groundwork for the complete AUv2 airport database. We'd like to recognise the huge contribution Neil made to this project. FAQ Q. I own FTX AU (v1), am I eligible for some kind of discount? A. As long as you have a copy of FTX AU v1 in your OrbxDirect account, a discount of 40% will be automatically applied at check-out. Q. How much disk space will AUv2 take up? A. Current installed size is approx 21GB, though this is subject to change for final release Q. Will all my Orbx payware Australian airports work with AUv2? A. Yes. Graham is currently working through all HD airports to correct any compatibility issues. Q. I have a third-party mesh installed, will I need this for Australia? A. No. The mesh shipped with AUv2 is the best quality and resolution currently available on the market. COMPATIBILITY Orbx Australia V2 has been designed to work with all versions of FSX and Prepar3D. An up-to-date installation of the OrbxLibraries is a must. AUv2 is a stand-alone product and as such absolutely no other Orbx products are required. We do recommend using AUv2 alongside our freeware Australian AI pack. All Orbx HD airports, freeware airports and CityScene products will be fully compatible with AUv2. PRICING Orbx AUv2 will be available exclusively via OrbxDirect for AUD $54.95 (approx. USD $38.50/ €34.25 / £29.50). AUv1 customers who have a copy in their OrbxDirect account will receive a 40% discount. The team are working extremely hard in the background putting the final touches on this huge project, but in the meantime be sure to check out the following screenshots from across the country. Cheers! Use your mouse to explore this 360-degree view of Melbourne Cityscape Shark Bay, Western Australia Kalgoorlie, Western Australia Cocos (Keeling) Islands Hunter Valley, New South Wales Lake Eyre, South Australia Blue Mountains, New South Wales Great Barrier Reef, Queensland Melbourne CBD, Victoria RAAF Pearce, Western Australia. Also shown are new upcoming freeware AU AI Traffic updates (for P3Dv4 only) The Olgas, Northern Territory Adelaide northern suburbs, South Australia Victorian High Country Mount Warning, New South Wales Melbourne CBD, Victoria Jervis Bay Territory Near Alice Springs, Northern Territory Adelaide Airport and CBD, South Australia Near Byron Bay, looking towards Mount Warning, New South Wales Melbourne CBD, Victoria Darwin, Northern Territory Glasshouse Mountains, Queensland Adelaide Salt Lakes, South Australia Flinders Island Airport, Tasmania Port Melbourne, Victoria Brisbane CBD, Queensland Far North Queensland Melbourne CBD, Victoria Lake Amadeus, Northern Territory Keep an eye for more updates and info in the coming weeks!
    57 points
  4. Hi all, As hinted last week, here is an update regarding our plans with openLC Asia. From the very beginning, Orbx's vision has been to cover the globe with updated textures and accurate landclass but that's obviously a monumental task, especially in areas for which we don't already have FTX Regions. Our experience with South America and Africa showed that to create a complete and accurate product we needed to invest a significant amount of time and effort. If anything, the great landscape diversity across Asia makes this an even more challenging product, especially in the face of a new sim platform launching and some uncertainty in the market for our landclass products. However, Lockheed Martin's continuing development of P3D is a strong indicator that simmers are still enjoying the platform and, in turn, we remain committed to expanding its base. What better way than to complete the openLC series? So here is the plan for the rollout of openLC Asia: The product will be developed in three stages and areas, as indicated in the map below, and in the order of the numbered areas. Areas 1 & 2 are less complex in terms of landclass textures and autogen, hence them being released sooner. Area 3 is the bigger challenge requiring many new texture sets and custom autogen and thus will take the longest to deliver. We will release Areas 1 and 2 at early-bird prices (still to be determined) that will give you the whole product once completed. That way early adopters will end up paying less for the final product and enjoy the areas right when they become available. In terms of a very rough release schedule: we anticipate Area 1 to be in testing late December, and thus a release in the first quarter of 2021, with the other two areas to follow over the next 8 - 12 months. Happy to hear your feedback.
    56 points
  5. Hello everyone, Here's a quick sneak preview of TrueEarth US Washington for X-Plane I've put together. It really shows the incredible diversity of this amazing new region. Bush flying is finally on the agenda for XP11 users! A full announcement is coming next week with all the info you need. Enjoy!
    54 points
  6. Hi all, There's been a bunch of speculation about our pricing policy for the next version of P3D, likely based on my previous posts back in December. Let me clarify: we will NOT be charging anything for our products for the next version of P3D. They will be 100% free to use on the new platform. Better still, through the magic of FTXCv3 you won't even need to re-download them. Please do NOT ask me or any member of the Orbx team about any tech details about any new P3D releases from LM, or why we can make this zero-cost promise. We are under NDA and we will not be pressed into talking about it for obvious reasons. If and when LM give us permission to discuss things publicly then we'll do so. I just wanted to reassure those with a sizeable investment in Orbx products for P3D that you won't be asked a penny more to upgrade.
    54 points
  7. Hi all, We are very excited about the Prepar3D v5, which of course we will support. We have checked 230 products for major compatibility issues and so far we are pleased to say that the majority are working as is. Our ObjectFlow module has been rewritten to take advantage of new features in the Lockheed Martin's PDK. In the past, updating this module has sometimes been an issue, but with this module update, that is no longer the case. We will make compatible products available as soon as possible after Prepar3D v5's release. Please see our Prepar3D v5 Compatibility page for an up to date listing of products that are v5 ready. We will only provide Prepar3D v5 support for products in that list. We will work on the remaining products to get them up to v5 compatibility. This is not a commitment or guarantee that all products will be made available for v5. Regardless, we will endeavour to make all of them compatible but there may be instances where this may not be possible. Please read our Known Issues thread for more information. One notable exception to this will be Orbx Global VECTOR; at this point we are not intending to port this title to the new platform. The data within in Prepar3D v5 is much newer and complete and makes Global VECTOR less relevant. Airport data in Global VECTOR is also incompatible with Prepar3D v5. Though Global VECTOR does have additional features such as road tunnels and custom textures, at this stage we do not intend to modify it for Prepar3D v5. This upgrade will be free for our users. We have supported 4 versions of Prepar3D with free upgrades allowing you to continue using our products as the sim platform evolved - Prepar3D v5 is no exception. To get started, see our thread on Installing Orbx Products in Prepar3D v5. Now, take a look at some of our products in Prepar3D v5! KRND Randolph AFB Developed by Orbx for Lockheed Martin. The default airport in Prepar3D v5. Screenshot includes Orbx Global & openLC NA. LOWI Innsbruck Airport Cityscape Honolulu ENNK Narvik Airport Melbourne Cityscape Included in AU Australia v2 ESGG Göteborg Landvetter Airport LDDU Dubrovnik Airport KPSP Palm Springs Airport
    51 points
  8. G'day All, Whilst John has been mercilessly teasing you all with early alpha shots, the team are very proud to officially present the first of our next generation of region products; TrueEarth Netherlands! This is a game-changing product for the team; for the first time we are combining the full suite of features from our FTX Region sceneries, with a completely photoreal terrain base, a feature previously limited to our airports. It is important to understand that Netherlands TrueEarth is far more than a traditional photoreal product; comprehensive (and complete) building and vegetation placements, thousands of hand-placed landmarks and POI, complete seasonal and night variations, integrated GIS components and hand-edited textures only scratch the surface of the complete feature list. Ground-breaking technology has gone into bringing you the most detailed and accurate terrain product ever seen in a flight sim to date; we are very excited at what this product represents. ORBX TrueEarth TrueEarth is the name that we will be giving to our new line of photoreal region products. An ORBX TrueEarth scenery will combine the best features found in existing Region products, with the added benefit of full photoreal terrain. Many of the components found in TrueEarth packages are a natural evolution from our existing lines; for example we are leveraging CityScene technology found in CityScene Gold Coast, expert GIS technology found in our latest Regions, advanced night lighting from ORBX Global Base and openLC, propitiatory autogen techniques previously seen at Innsbruck, Berlin (GEN) and Munich (GES), and many more. TrueEarth regions will also sit alongside landclass-based regions; both types of Regions will be continued to be developed into the future. As John has already mentioned in other discussions, several other TrueEarth titles are currently in production for locations in Europe and the United States. TrueEarth pricing will mirror our existing regions; Netherland will be released for AUD$54.95 (~USD$42 / £30 / €34 ) TrueEarth Netherlands As our first TrueEarth photoreal region, Eugene and the team have pulled out all the stops to bring the best product possible. Rather than describe all the details (there are just too many!), please find a partial feature list below: The entirety of Netherlands depicted in complete detail! 85,000km2 of photoreal terrain at 1m resolution (nb the same resolution as traditional landclass textures) Complete seasonal variation: 5 hand-coloured seasons! Full 3D night lighting and night ground textures 43 updated airports, including 18 not found in the default scenery. CityScene building technology for all major cities, towns, villages and urban areas. CityScene tech improves on traditional autogen by adding unusual footprints, higher detail (roof details etc) and better long-range visibility Incredibly dense autogen vegetation. Far superior to automated OSM technology, our agn is compiled from multiple data sets, and hand-edited to ensure maximum fidelity, accuracy and density. Beautifully edited terrain textures - colourised, edited, cleaned up. Blemishes such as cloud cover, water sun glare, seamlines, discolouration and some vehicle footprints have been removed. Colour palettes have been edited to match ORBX Global texture sets. Custom-painted rural variations, including tulip fields during spring Ultra HD mesh at 5m resolution. Netherlands may be flat, but incredible details such as tailings dumps, sand dunes and even highway overpass ramps are visible Accurate road, waterway, bridges, transmission line and other vector/GIS components. Road AI traffic also included to regular Region standards Beautiful custom building textures for all autogen buildings Hundreds of custom landmarks and POI Traditional Dutch windmills Major churches and cathederals custom modelled Custom models for all major TV and radio masts Many major bridges custom designed Custom ship models unique to Netherlands Thousands of hand-placed wind turbines, refineries, harbours and other library objects Hand-edited and colourised water textures, including complete watermasking Fully compatible with neighboring regions (GES, GEN), ORBX Global and OpenLC Europe Netherlands will launch for AUD$54.95 (~USD$42 / £30 / €34 ) The TrueEarth Netherlands Team As to be expected from such a huge project, many developers have been working tirelessly to get Netherlands prepared for you all. First and foremost, Netherlands TrueEarth is the brainchild of Eugene Krikunov, the lead developer of many other best-sellers such as Global Base and our Open Landclass series. Holger Sandmann has contributed his considerable GIS expertise to the scenery, in between his long list of other projects. Chris Clack and Neil Hill bring the airports of the Netherlands to life; as our regular "region airports" specialists, their work can be found at each landing zone around the country. Richard Bui, Frank Schnibben and Sylvain Delepierre are the "special detailing" team; the custom landmarks, ships, bridges, radio towers, windmills and thousands of other custom placements are their work. Frank has also designed the custom building autogen texture sets found exclusively within this region. Finally, Allen Kriesman has brought components of his CityScene technology over to the urban and city centres of Netherlands. Iain Emms and John Lovell have been hard at work capturing many facets of the Netherlands, please find a small taste of the screenshots below. As always, we don't give any release dates. The team are working extremely hard in the background; we look forward to sharing more info with you over the coming weeks. Most importantly for you guys, Emmsie and JL will be posting even more shots later in the week... but in the mean time, enjoy! Cheers, Jarrad
    49 points
  9. Hi all, we have just released via Orbx Central updates to EGLC London City Airport, Landmarks London City Pack and KTIW Tacoma Narrows for Microsoft Flight Simulator. Changelogs EGLC London City Airport New 15cm updated ortho Runway start points correctly placed PAPIs now have correctly glideslope Adjusted TDZ markings Terminal glass now more opaque POI lighting should now not be on during daylight Fixed pontoon texture Glowing POI walls fixed Reinstated NAV/COM data Landmarks London City Pack Reinstated the default POIs (Tower of London, Tower Bridge, The Shard, Big Ben, Houses of Parliament, O2) Dimmed the night textures to better match the default lighting Fixed the height of the BT Tower Added the Dartford Crossing Bridge Added London and Wembley Stadiums HMS Belfast orientated correct way KTIW Tacoma Narrows PAPI glide slope corrected Fixed error where scenery was not being recognised in-sim under certain scenarios All these updates have been submitted to Microsoft for inclusion in the Marketplace and will appear in due course. Our Landmarks London pack has received quite a lot of attention and we are going to explore how we can improve on aspects such as higher definition models, particularly for the more prominent POIs, while maintaining high performance in the sim. Please note that there are still items in the pack such as bridge placements and areas where the Thames is not flat and we are working with Asobo to rectify that. The past week has been quite the learning journey for us and we appreciate everyone's support and patience.
    47 points
  10. Hi all Just by way of intro, I have been Orbx’s CEO since September 2019, and I am based in Australia. I have not actively participated in the forums so far, limiting myself to reading the diverse and eclectic views of simmers and industry players, but the recent announcement of MS Flight Simulator launch calls for a view on where Orbx sits in all this, so I am breaking the ice. Firstly, at Orbx we are thrilled to see that the new MS Flight Simulator will launch in August. Like the rest of the community, we are very impressed with what we have seen so far in Microsoft's next gen of Flight Simulator. We’ve been waiting for some time for a date to lock down our product roadmap on this new platform. So this is it! I am very happy to say that Orbx is producing content for FS, and are excited to be able to deliver our world class products on this new platform, both through MS marketplace and our own channel, OrbxDirect. Our roadmap continues to include high quality content for XP, P3D and Aerofly FS (when possible), and we will continue to support these platforms. We have some real gems in store, and of course we continue to support our partners and industry friends - specifically this month through #FlyJuly. Overall, we hope to see new users take up simming with the new FS as well as take our current simmers on a journey of discovery, with AAA content! I am keeping this topic open for questions or clarifications. Looking forward to expanding our (collective) horizons! Cheers, Anna
    47 points
  11. Hello all, We have been working with the (now in-house) Turbulent Aviation team on establishing a true end-to-end PBR workflow for the creation of P3D/XP11 airports. You will soon be shown some spectacular preview shots of our first airport to be built using 100% compliance to the correct PBR standards for all materials. This workflow allows us to release for both P3Dv4 and XP11 at the same time, or near enough to the same time, scheduling permitting. In the meantime, let me preview you two screenshots which highlight the details not only on the ground services equipment but also on the apron on which they sit. To view these full size, click on each so it appears in its own broswer tab, then click again to zoom. The incredible level of detail on the baggage lifter does not mean it is an FPS hog. The original model was made up of over 24 million polygons and that model was used to create the PBR map for a lower poly target. This means you get the benefit of insane amounts of detail without the high-poly penalty. Likewise, with the entire airport being PBR, the apron reflects light based on each material used such as asphalt, paint, metal grates and puddles etc. The lighting changes depending on the time of day, level of cloud cover, rain etc. Please don't ask where this airport is; we won't reveal it until it is in beta, which should be around the end of this month or early May.
    46 points
  12. Orbx is proud to return to our roots with our very first Australian product for Microsoft Flight Simulator - Cityscape Sydney! We know that many of you have been keenly awaiting news of our first homegrown project for the new sim, and as such we have to kick things off in style. Over nine months in development, Cityscape Sydney is an enormous project that pushes the boundaries of what is possible with the current MSFS SDK. Acclaimed developer Frank Schnibben (Cityscape Honolulu, Melbourne Cityscape for AUv2) has brought to life Australia's largest city with his debut MSFS scenery with the assistance of our in-house team. A complete cityscape, the scenery captures the feel and energy of the harbourside capital, with thousands of details and features across the entire metropolitan area. Over 100 custom points of interest have been faithfully recreated, including the city's tallest skyscrapers, well-known icons, sports stadiums and bridges. Whilst most of these have been created with a high level of detail that prioritises high optimization and unique PBR texturework, we have created a few ultra-high-detail "hero assets" - models that rival airport terminals in terms of detail - perfect for exploring right up close. You can see this in action with our incredibly detailed Sydney Harbour Bridge - the centrepiece of this scenery. Custom aerial imagery replaces the default Bing ortho for the inner suburbs, airport and CBD of Sydney. We made the decision to use our own ortho as it is a vast improvement over the default; fidelity, colour quality, source resolution and tonality, as well as Frank's hand-editing bring this feature to life. Additionally, water colour and detailing is greatly improved; the world-famous beaches of Bondi and Coogee look far more realistic and vibrant. Watermasks in the central parts of the scenery have been totally replaced, more accurately depicting coastlines. Frank has also totally replaced over 28,000 primary buildings with his own custom-designed models in complete 4k PBR. This vastly improves the type, footprint height and roof types of the most standout towers, residential blocks and commercial buildings not covered as points of interest. These improvements extend far beyond the primary coverage zone - major suburban centers such as Parramatta, Chatswood and dozens more have been replaced. Lastly, Port Botany next to Sydney Airport has seen a major overhaul, with detailing and improvements to this landmark that is visible on all flights into and out of the airport. AT A GLANCE Our first Australian scenery for MSFS An entire Cityscape covering the City of Sydney Airport terminal-quality Hero Assets such as the Sydney Harbour Bridge 103 Custom PBR landmarks across the Sydney metro area 28,000 replacement buildings with corrected heights, footprints and building types 250km2 of pristine custom aerial imagery - perfectly colour balanced and hand-edited Thousands of placed objects to bring the Harbour City to life Stunning night lighting Replacement watermasking for more accurate coastlines Improved tree heights in select locations Improved suburban centres and POIs beyond the primary coverage zone Port Botany recreated From acclaimed developer Frank Schnibben, with assistance from our in-house team As the first of several major Australian projects currently under development, we look forward to sharing more information and shots of Cityscape Sydney over the coming weeks - be sure to keep an eye out on our previews forum and social media for more information. Enjoy!
    45 points
  13. ORBX BUYS FORMER EARTH SIMULATIONS ASSETS - PLANS CHANNEL ISLANDS REDUX August 1st, 2018 - Toowong, Australia: Orbx Simulation Systems has recently purchased all digital assets from Earth Simulations Ltd, which ceased trading in 2015. Over the coming year, the Orbx team will be developing completely refreshed versions of their popular Channel Islands and Isle of Man titles for Prepar3D, Aerofly FS2 and X-Plane 11. Orbx CEO John Venema today said "This is a great result for both the former users of Earth Simulations and also the Orbx community.. It has been a desire of mine for some years to carry Darren and Vicki's benchmark scenery titles forward and give them a new lease of life." The sceneries will be split into four products: Alderney Guernsey Jersey Isle of Man Each will be priced competitively based on their land mass and features, and all will be completely rebuilt from the ground up using freshly licensed imagery from 2015 and 2016. We will add a vast selection of Orbx library objects and completely overhaul the performance of the autogen and models in order to provide state-of-the-art destinations for simmers. John added, "Our colleagues at Turbulent Designs have been tasked with these projects for FSX and P3D and I am confident their team will produce a rock solid set of products." Following the FSX/P3D releases, the scenery will be ported to XP11 and AFS2 and the usual 40% cross-platform discount will apply for Orbx customers. Because this project has involved a substantial investment in new imagery, contractor, and other license fees there will be no free upgrades for previous owners of the ES versions of these islands from 2015 and earlier. These titles will be exclusively available from OrbxDirect. Darren Vincent - the former director of Earth Simulations - said today, "I'm very pleased that Orbx have taken custody of our work and will give it a new lease of life across these simulator platforms. I am sure our previous ES customers will embrace this redux of our sceneries which we are very proud to have made back in the day. I wish John and his team all the best with their plans!" John concluded with "We will make use of the many digital assets that are available from the ES files, which you will see in products like TrueEarth Great Britain and elsewhere." The first channel island to be released will be Alderney for FSX/P3D which you can expect within the next 3-4 months. Previews will be shown once it has entered into beta testing.
    45 points
  14. Hi everyone, We realise we have not announced any product roadmap for a while, mostly due to putting efforts on planning around the release of Microsoft Flight Simulator and understanding what was possible. After a few months, and a few more products, we feel now it’s a good time to draw up a list of products which we are planning to release in the next little while. Now - we know in flight sim (and in life!) things can change fast, so we reserve the right to modify the list and the sequence, so best to keep checking our “coming soon” page to be up to date with what is coming next. First of all, here are some of the Landmarks City Packs we have lined up for development in MSFS: Auckland, New Zealand Cape Town, South Africa Cairo, Egypt Dubai, UAE Dublin, Ireland Frankfurt, Germany Honolulu, Oahu, USA Melbourne, Australia Mumbai, India Panama Canal and Panama City Yokohama, Japan ....and Cityscape Sydney for P3D! Then a few Regional Packs, also for MSFS: Canary Islands Northern England Scotland A couple of very neat regions are planned for X-Plane 11 and Prepar3D, with the spectacular TrueEarth Eastern Alps (P3D) and TrueEarth Southern Spain (XP11), and you already know about openLC Asia. Regarding airports, we have a bit of a mix between P3D and MSFS, but we are also looking at a number of refreshed airports for XP11. These below are the ones in production: KBOI Boise International (P3D) KBUR Hollywood Burbank (XPL) KCRW Chuck Yeager (MSFS) KPBI Palm Beach (P3D & MSFS) LDSP Split Airport (P3D & MSFS) LIEO Olbia (XPL) LKPR Prague (P3D & MSFS) VTSP Phuket International (P3D) And from our Indies, we have the following that are in deep development: KAVX Catalina for MSFS (Ken & Tim) ENTO Torp for P3D (Finn) KVNY Van Nuys for P3D & MSFS (Matteo) LIPH Treviso for MSFS (Matteo) SBSP São Paulo for MSFS (Matteo) ESSB Stockholm Bromma for MSFS & P3D (Marcus) On top of these, our Australian HQ airport, YMEN, will be launched on MSFS, P3D and XP11 at the same time. Essendon Fields is celebrating 100 years of operation, and we are working closely with Essendon Fields management and airport operations to bring you this airport in its full glory, with max details and true to life buildings. We are rather excited by this (very excited as a matter of fact!), and we hope you will all come and visit. ;-) In some really new news, we will be soon releasing our very first aircraft for MSFS - the Edgley Optica. The aircraft was designed for low speed observation work with a loiter time of around 7 hours, intended to rival helicopters. The bubble canopy provides an amazing 270 degrees panoramic vision and almost vertical downward vision, which is perfect for enjoying Orbx scenery all around. A total of 22 aircraft were manufactured over the years and some are still operational in countries across the globe. Our version has been lovingly crafted with a high attention to detail and will come with some representation of real world skins including some of our own favourite custom designs. We are sure you will love flying this aircraft in MSFS as much as our team has. Well! That is a bit of a list which will keep us busy for the next few months… We are leaving this post open for comments. Happy to get your feedback and future requests! As always yours in flying, The Orbx Team
    44 points
  15. Hello everyone, I just wanted to share the status of openLC North America and some new tech we've developed leading up to its beta. As you know, currently in FTX Central you need to manually select the area of the world in which you want to fly in, such as Europe, Oceania, North America etc. This is purely because we have in the past developed separate unique lclookup.bgl and autogendescriptions.spb files for each worldwide area to cater for the large diversity of landscapes and buildings across the world, far in excess of the original FSX engine's design. We're getting FSX/P3D to do things it was never designed to do in the first place. We will shortly begin testing a new approach; a completely unified lclookup.bgl and supporting core files that will completely remove the need to ever switch worldwide regions in FTX Central ever again. This is a huge breakthrough in flexibility of all Orbx FTX Regions and FTX Global working seamlessly together. So soon you will be able to start a flight in the UK, fly to Europe or the USA and never have to think about which worldwide region you're in because everything will work seamlessly together. You can fly from FTX Regions such as PNW, NCA etc then east to openLC USA without blinking or worrying about which area FTX Central is set to. So goodbye Hybrid Mode and switching. Hooray! The benefits of this new tech are substantial. We will have an unlimited set of textures, landclasses and autogen to now continue to develop FTX Global for every corner of the globe without fiddly switching, hybrid modes or other stuff getting in the way. It will all just work seamlessly. Developing this tech however, has come at the price of it needing to be completed before we continue towards the openLC NA USA/Mexico beta stage. We wanted to ensure this all works before continuing with openLC. The good news is that we have also found new ways to increase the speed with which we can roll out Asia and South America openLC areas so in the overall scheme of things we should recover lost time pretty quickly. We will complete testing of the unified lclookup system over February then openLC NA USA/Mexico/Caribbean will enter beta in March. Expect to see preview screenshots in late Feb/early March. I know the rest of openLC NA is highly anticipated by most of you, and I know it's been delayed several times - but I can promise you the benefits of reworking the foundation on which it sits far outweighs an extra month of waiting here and there. Thanks again for your support and your continued patience; the wait will be worth it!
    44 points
  16. We would like to provide you with an update on the recently released Microsoft World Update: United Kingdom, and how it affects our Orbx Landmarks London City Pack product. The Microsoft update includes all new photogrammetry for central London, along with several dozen new custom models of landmarks, like London Eye and Buckingham Palace. What does that mean for our customers that have purchased and installed the Orbx Landmarks London City Pack product? In its current form, Landmarks London conflicts with the Microsoft update due to overlapping landmark buildings and our terraforming files. Thus, you will see duplicate buildings, as well as missing areas of photogrammetry buildings, among other inconsistencies. We are currently working on a separate pack which will be fully compatible with the Microsoft World Update: UK. This will be free for customers who have previously purchased the London City pack. Once this pack is released (in a week or less in Orbx Central and possibly a little longer on the MS Marketplace as we are dependent on their approval queue), there will be two products: one for the non-UK update and one for the UK update. You will then be able to activate one or the other, depending on whether you have the UK update running or not. In addition, we are planning a comprehensive content update in a few weeks’ time to add some exciting new landmarks to both packs. If purchasing the pack as a new customer, you will be able to choose either product, though both will be included in the same price, ie. you can get both, pay once, and decide which one you want to run. In the meantime, if you want to deactivate the Orbx London pack, you can do one of the following: If installed via OrbxDirect, uninstall in Orbx Central; or Uninstall inside MSFS from Profile>Content Manager (search for 'London") Please stay tuned to our forums and Twitter account for progress updates, and if you need help with any of this, please go to support.orbxdirect.com. Happy flying! The Orbx Team
    43 points
  17. Hello everyone. I just wanted to update you on the status of openLC Africa and also some news about openLC Asia. openLC Africa This project has been delayed many times, and it's both our own fault (we allowed the developer to focus on other projects) and one of a lack of suitable data sources. The current status is about 75% complete and we have about 3.5 months of work to get to a full beta build. The main issue is that a lot of the continent's landclass now has to be manually created due to a distinct lack of data in Africa. The good news is that all textures are completed, and that is a large part of the project done. I do apologise for these continual delays and I am mindful we have repeatedly promised delivery timeframes which have not been met, which goes against our usual modus operandi. openLC Asia Exciting news on this front! Holger Sandmann is now leading a parallel team to work on OLC Asia and work will commence in earnest in the next week or so and we're aiming for a release well before years' end. This will be a spectacular and diverse region to explore and will also include some amazing photoreal areas such as Mount Fuji in Japan to name but one. This means you can count on two OLC regions in your hands well before Xmas. Yours in updates.
    43 points
  18. In another topic about future regions I hinted about an Orbx Netherlands. Since this will soon be in early beta testing I've decided to show these alpha build shots to get people excited about our very first completely photoreal FTX region! This incredible region will feature every house, building, tree, mast, power line, windmill, industrial area and wind farm in the entire country in 3D and perfectly annotated and positioned. Many POIs. Every water body. Every airport upgraded. 5 Seasons. Night lighting. Vehicle traffic. 5m mesh. And more ... And a few screenshots of the amazing night lighting. Emmsie, John and the beta team will be doing proper previews soon enough.
    42 points
  19. Hello all, With the recent announcement by LM about P3Dv3 I'm pleased to announce that we have been testing all our regions, FTX Global, Vector and openLC over the past few months and they all function without any changes needed. Ed Correia has developed a new Multi-installer which now auto-detects what sims you have installed so therefore supports FSX:Boxed, FSX:SE, P3Dv1, P3Dv2, P3Dv3 with a simple pull-down so you select the target sim. We will be rolling out these new Multi-Installers for our core non-airport products over the coming month (there will be a delay for some weeks due to a staff member at FSS having to undergo surgery) Airports I've asked each developer to review exactly what is required to port their airports to P3Dv3. If it's a simple process then I'll compensate them for their hours spent and the airport will be a free download for FSS customers with a new Multi-installer. If there is substantial work involved then I will leave it to each developer to notify me if we charge a nominal fee for the work involved. I will leave that up to each developer to decide at their discretion. Rest assured we are keen to make any migration to P3v3 as painless as possible for everyone.
    42 points
  20. Hello everyone! I am pleased to announce that Australia v2 is now available for purchase on OrbxDirect! https://youtu.be/lf9Ph5B3zaI A monumental redesign of one of our most beloved products, AUv2 brings to life the entirety of the Australian continent with the latest region-based technology. Clocking in at a staggering 8 million square kilometres, AUv2 incorporates an enormous diversity of topography and geography. From the tropical rain forests of far-north Queensland to the wind-swept coastline of south-west Tasmania; from the temperate urban metropolises of the east coast to the desolate beauty of the red centre, explore a variety of stunning landscapes not seen anywhere else in the Orbx world. Features: Our largest and most popular region; 8 million sq km in full Orbx region quality Ultra-HD Melbourne Cityscape 370+ upgraded and 280+ all-new airports Over 50+ large-scale photoreal areas of interest such as salt lakes, mine sites, tidal areas and many more High-quality mesh, with high-resolution LIDAR data for the majority of the eastern/southern seaboard, major cities and Tasmania Completely new lakes, rivers and shorelines - much improved quality and accuracy Entire Great Barrier Reef in photoreal Completely new road and rail networks Improved and new landclass types Hundreds of thousands of new geographical features; dry lakes, parks, railyards, industrial areas etc Much-improved populated area shape accuracy Completely new powerline networks, windfarms and other man-made features Improved and updated bridges, harbour objects and marinas Complete seasonal variations Airports optimised for use with AI traffic, particularly our enormously-popular AI Traffic for Australia Completely compatible with FSX, FSX:SE and P3Dv1-v4 We are currently updating all our AU airports to be compatible with Australia v2's higher definition mesh. Please keep an eye out on the release announcement post or our Facebook page for further information on these updates. Orbx AUv2 will be available exclusively via OrbxDirect for AUD $54.95 (approx. USD $38.50/ €34.25 / £29.50). AUv1 customers who have a copy in their OrbxDirect account will receive a 40% discount. Enjoy!
    41 points
  21. Hello, one can read many complaints that there is no improvement, it is worse, it doesn't work etc etc. The simple answer is indeed to read the instructions for installing the new version and then follow all of them. Please read through all of the following text before starting the process. Regardless of where Orbx products or addon aircraft are installed, the P3D installer will leave them alone because it can only uninstall files that it installed in the first place. 1. using the Windows control panel, uninstall the P3D v5 client and when asked if you want to deactivate P3D v5, answer No. 2. Then uninstall the content and then the scenery and finally the top P3D v5 entry in the Windows control panel.** 3. You will now be left with a P3D v5 root folder that contains only files that you have added. If you added none, it will be empty. EDIT 12th June 2021: Please Note: In most cases, the uninstallation of the client will completely remove the ShadersHLSL folder. If your P3D v5 root folder still contains a ShadersHLSL folder after the P3D Client has been uninstalled, the ShadersHLSL folder should be manually deleted, as it must contain amendments added by the user or third party software that will cause problems with P3D v5.2. 4. Run Setup_Prepar3D.exe in your decompressed download from your P3D account as an administrator. Make sure that the target directory is the one you are left with after the uninstallation. Unless you installed to the default location, you will need to make a change. Wait until the process is complete. You will not be asked to activate P3D again. If you had everything installed inside the P3D folder, Global Base must be uninstalled and installed again. You must run Verify files for all open LC products. You must run verify files for the Orbx Libraries. For good measure, also run Sync Simulator. To find Sync Simulator, Click Settings -> Help -> Sync Simulator. If you had everything installed outside the P3D folder, then this is the advice from Ben. Once you have completed these steps, you must at least rename or delete your C:\Users\your user account name\AppData\Roaming\Lockheed Martin\Prepar3D v5\Prepar3D.cfg file and let P3D build a new one. You might need to delete the P3D v5 shaders at C:\Users\your user account name\AppData\Local\Lockheed Martin\Prepar3D v5\Shaders. You can delete the entire Shaders folder. Ideally, you should run the P3D\Delete Generated Files batch file but it will leave every setting back at default. If you have spent time on controls settings, for example, you will lose them all. It's up to you. If you do decide to run the batch file, be sure to run P3D at least once after that and before you run Settings -> Help -> Sync Simulator. Based on my own experience, doing all of this and nothing else will leave you with all the features of the Hotfix or update working as promised and your Orbx products intact. EDIT 10th June 2021: Now that P3D v5.2 has been released, it has become clear that unless the user installs at least both the updated Client and the updated Content, anomalies will occur, not least in the operation of the simulator. For this reason a full reinstallation of all three parts is recommended. Notes: ** 1. Following a customer question, these are the four entries referred to in line 2. UPDATE 14th June 2021 It would appear that LM may have made changes that break this installation process. You should not experience this if you downloaded the full installer before this date. If you experience missing default textures after reinstallation, run Repair for the Client module.
    40 points
  22. Happy New Year everyone! I wanted to give you an update on what has been happening @ Orbx and a bit of an outlook for the next little while. First up, the production team, under Ed’s leadership, has been super busy in the past few months, releasing a number of awesome products, including some of my favourites like Cityscape Sydney, Graz, Newcastle, the more recent Canary Islands for X-Plane from our internal teams (thanks also to Frank, Tony and Holger), and a number of highly detailed and charming airports from our indies, like Burbank, Malmö, Olbia, Göteborg. So many to name, it’s an embarrassment of riches! Our not-so-new-any-more Havant Studio in the UK is really producing outstanding visuals. We have such a great breadth of skills there, guided by Greg’s expert hand, with some real gems in the pipeline (check out the Coming Soon page if you have not seen it yet). We have also been flat chat freshening up our brand and marketing - you may recall we had an extensive initiative last July (#flyjuly) which we look at repeating this year - plus recently we have redesigned our newsletters and email comms. Kalum, our digital marketing manager, is the guy to blame here ;-) and we have added Alberto as our digital design lead, who is refreshing our designs and looking at how to best keep things simple. Our tech team (Ben, Josh, Mitch, Luke, and a couple new additions, Adam and Sagar) have released the first version of Volanta. This is still in beta, but will soon be released to everyone as a free platform, with some unique and exciting premium features to come. You would have read the release note already and we hope to see many many of you picking this up. The team has so much in store for Volanta in the coming months... stay tuned. The launch of Microsoft Flight Simulator has kept us on our toes, not really knowing what to expect in terms of customer preference for products, or how the simulator was going to handle some of our scenery products - we are pretty happy with the way it has turned out, even if it has been a steep learning curve. Watch out for the upcoming Orbx video in the MS partnership series, all things being equal, it should be out on 28 January. We are still working with MS and Asobo to make MSFS better and better. The video will have some info on how we do what we do (but no secret sauce just yet). With the various lockdown restrictions and international travel banned, it has not been easy for any of us a bit all over the globe, with lots of ups and downs, but Hangouts and Discord have helped a lot. You all know we have developers and artists all over the world, so we are pretty used to working remotely, at all hours of the day and night. Still it is kinda tricky at times to sync Europe, Canada (West) and Australia (East and West), but we mix night owls and early birds just fine ;-) All in all, Orbx has grown quite a bit in the past 18 months. We have more partners on board, strutting their stuff on OrbxDirect and Central. We are very fortunate to have some big names joining us recently in this journey to create the best catalogue of flight sim products there is. Developing for multiple platforms has been quite a challenge, but I want to reassure you that X-Plane and Prepar3D are firm on our radar (no pun intended), as well as - of course - MS Flight Simulator. Our HQ in Essendon Fields will also become the subject of a new version of YMEN with some cool details for the upcoming 100th anniversary of the airport. You may be able to take a sneak peek of what’s happening @ Orbx behind that glass on the apron! I won’t end this update saying Orbx has a long runway in front, because it would sound a bit too on the nose ;-) but let me say we have some exciting initiatives coming up. We are growing and expanding, we are crazy about all things flight sim, and some other games too (Cyberpunk 2077 anyone?). We want you all to be part of this journey, so please keep sending us feedback, comments and your wish lists. Though the team is bigger and we can achieve more than ever before, first and foremost, we want the quality of our airports and scenery to remain top shelf, so top it’s on the highest shelf, the one hardest to reach, and a little bit exclusive too. That’s what Orbx stands for. Expand your horizons.
    39 points
  23. Hi all, Orbx and our Melbourne-based development team (Josh, Mitch and I) are very excited to announce the next generation in flight simulator software installation. We are also looking for a group of people to help us test the functionality across Windows, macOS and Linux. If you're interested, please submit an application. Quite a few commonly requested features have made it into Central. We hope you enjoy them! Cross-platform We realise Windows may not be the first choice for many of our customers. For our X-Plane releases, we currently offer the cross-platform zip (available via your account page) for macOS and Linux users. However, for our X-Plane TrueEarth products, that means manually running scripts to convert the files into the format that X-Plane reads. Orbx Central is the first program to allow a product (e.g. KCGX Merrill C. Meigs Field) to be installed into FSX, Prepar3D, X-Plane and Aerofly on Windows, macOS and Linux. We think that’s pretty cool. Orbx Central on Windows and Linux Orbx Central on macOS Modern UI refresh We’ve taken the best parts of FTX Central 3, and improved them in Central. You’ll see large screenshots, clear text, and a responsive interface. The UI will appear the same on Windows, macOS and Linux. If you know how to use Central on one operating system, you know how to use it on all operating systems. When logging into Central, you’ll be presented with a beautiful screenshot. This screenshot will be updated each month thanks to our screenshot competition. The Central log in screen Home When you start Central, you’ll be presented with a beautiful Netflix-style homepage. We’ll use this to let you know what we’re working on, and also for inspiration towards completing your Orbx collection. Category view Finding a specific product in our haystack of products can sometimes be difficult. To make this easier, we’ve added a whole bunch of real-time filtering options. For the power users, you can press Ctrl + F to focus on the filter box (or Ctrl + Shift + F to search products in all categories). Filtering the category list in Central "My Products" view Central’s My Products view is a great way to see all of the Orbx products you own from all regional categories. This makes it easy to immediately start installing your products. Central's library view showing owned and installed products In-app purchasing Products can be easily purchased in Central in just a few clicks. The Orbx store experience is now fully integrated. Your browser does not support the video tag. That’s not all - we’ve taken it a step further. If you save your card in Central, you’ll be presented with a one-click purchase and install button. This takes away all the hassle of multiple menus and confirmation screens you may have experienced in the past when purchasing a product from us. Your card data is saved securely with our payment gateway. For more information, please see this link. Your browser does not support the video tag. Automatic updates If you own a lot of Orbx products, keeping them all up-to-date can be a pain. But now, products automatically update themselves to the latest version when your simulator is not running. If you don’t want automatic updates, you can disable them either per-product, or globally. Central's update settings page Add-on packages Recently, Lockheed Martin introduced the add-on package system into Prepar3D. This has a myriad of improvements over the traditional system of installing into the simulator directory, then hooking up the scenery in the scenery.cfg. We can now distribute immutable add-on packages, which install in their own directories outside the simulator. This means that if you choose to reinstall Prepar3D v4, you will not need to re-install your Orbx add-ons. After reinstalling Prepar3D v4, the next time you start the sim, your add-ons will be added again automatically. This can cut down the time for a completely fresh install of Prepar3D from hours to minutes. Another advantage of using the add-on package system is that you can enable and disable products that previously did not support that functionality. As an example, in FSX-P3Dv3, Global BASE will overwrite the core simulator’s textures. Whereas now, in Prepar3D v4, it just adds an additional texture directory that the simulator will use for textures instead. This means that you can enable and disable Global BASE with a single click. If you want to see what the sim looks like without any Orbx products, simply disable all of the Orbx “add-ons” from Prepar3D’s add-ons menu. It’s as simple as that! Libraries Now that we have truly massive products exceeding 120 GB, a common request is to install products to a custom location. With Orbx Central, this is now possible. The library settings page We have implemented a library system, similar to Steam’s libraries. When you install a product, you will be prompted to select which library you’d like to install that product to. You could have one library on a large HDD for storing region products, then have a smaller SSD for airports. It’s completely up to you. Central supports libraries for Prepar3D v4, X-Plane 11, and Aerofly FS 2. All other simulators will install into the simulator’s root directory. In Prepar3D v4, libraries make use of the add-on package system mentioned above. In X-Plane 11 and Aerofly FS 2, Central will automatically handle symbolically linking the relevant directories into the simulator. Downloader The download component has been re-engineered. It is now faster and more robust. We have done a lot of optimisation under the hood to ensure that installs don’t take any longer than necessary. As an example, the “scanning” stage for EGCB in FTX Central 3 took 4,080 milliseconds. Whereas in Central, it takes only 24 milliseconds. Although EGCB is a small product, the performance benefits here will be seen with products like Global VECTOR which contain over 60,000 files to scan. Furthermore, JPG to DDS conversions are now done whilst the product is downloading. This cuts down an installation of TrueEarth Great Britain South Demo from 9 minutes (in FTXC3) to less than 3 minutes in Central. More optimisation has also been applied to the various data formats Central uses when communicating with OrbxDirect’s API. This will mean less time between clicking install, and the actual install process starting. The download code is now also multithreaded, whereas previously only one file would be downloaded at a time. We now download multiple parts of the files simultaneously - similar to how a download manager works. Another improvement we’ve made is regarding the download queue. Previously, in FTX Central 3, you could only pause and cancel if the job was in the “download” state. But now, you can pause/cancel at any part of the installation process. Backup and restore In FTX Central 3 you have the ability to save and restore product backups - avoiding downloading them from the internet. However, it’s clunky, hard to use, and not very obvious. In Central, we’ve completely rethought how product backups and restores work. They are now seamless and happen in the background. When you install an Orbx product, we automatically backup the files to a location you designate (a cheap external backup HDD, for example). Then, if you install that product again in the future, we’ll automatically use the files from the backup without user intervention required at all. In addition to specifying the backup location, you can also specify a maximum size. So if you only want to allocate 50 GB for backups, Central will intelligently handle the files it backs up to avoid going over that limit. The backup settings page By automatically handling the backup process, this reduces the time it takes to install a product, amount of data you download (and therefore cost to us) and finally allows us to continue offering lifetime free downloads and a large library of freeware products. Account management You can now perform most account management tasks from within Central, including changing your password, opting in or out of Fastlane, and enabling Multi-Factor Authentication. The account settings page Multi-lingual support Don't speak English? That's okay! At launch, we will be offering the main Central UI in German and French too! Have any other language suggestions? Let us know (even better if you can help translate it with us ). Thank you to Richard Bui for the French translation! The Central UI in French. Once again, if you want to get early access and help us test Central, please submit an application. Expect a release of Central within the coming months! We're happy to answer any questions you may have
    39 points
  24. Hello everyone, In the coming week we'll be testing openLC Alaska/Canada which is now about 90% done. Preview screenshots will begin as soon as Emmsie and co get to play with it. We listen to our customers, and because you've asked for it, we're going to split openLC NA into two products, both triple-installers and FSX:SE ready. 1. openLC NA Alaska/Canada - due August - AU$19.95 (US$14.50 £9.50 €13.50) 2. openLC NA USA - later this year - AU$19.95 (US$14.50 £9.50 €13.50) The price is effectively half of the original $39.95 planned for all of NA. This approach means you get Artic/Alaska/Canada *now* instead of waiting until later this year, and you're not paying any more for the split products. The rest of openLC USA is well underway and we are negotiating with more contractors to help refine and better represent the small towns and settlements which have been the major hiccup. We want everyone in the USA to be able to accurately recognise their home town. In terms of new ground textures there is a vast new palette already done for the USA to better represent the SE coast, deserts, cities, suburbs, rural plains and everything in between. It will be like a 'mega-region' covering the whole of the USA and we're excited about it already! UPDATE: I've posted some alpha preview shots in the USA - http://www.orbxsystems.com/forum/topic/100340-first-ever-alpha-screenshots-of-openlc-na/ Vector 1.3 The PILOT'S team are doing final compiles of the Vector 1.3 update which addresses many user reported bugs and missing features and add major new data for PNG and North America. We hope to have this in testers' hands by the end of next week. Vector v1.3 will be a free update and triple-installer. PILOT'S is under contract to Orbx to product Vector 1.4, 1.5 and 1.6 over the coming 24 months, so the commitment to the roadmap is very real and it's a multi six-figure investment by Orbx, our largest single contract ever negotiated in our company history. We want Vector to be the go-to product for everyone and the only way to achieve that goal is constant improvement. I hope this news is welcome to you all, and I do thank you for your patience given the delays in our rollout roadmap announced back in 2013. It will be worth the extra wait.
    39 points
  25. Hello all, For a few years now I have been posting product roadmaps a few times per year, mainly to provide insight into our product plans for the next year or two. The main thinking behind this was to inform our customers of future plans and also to create anticipation. However the downside of such posts is that expectations are created as to when announced products will be released, and symptomatic of that are increasingly demanding requests for updates. This leads to a tension between you the customer and us the Orbx team, something that is counterproductive on both sides. To avoid this situation, from this point moving forward I will no longer be providing roadmaps for future product plans. This is what you should use as a guide from now on: Orbx will not provide release dates for any new product or patch which is not in the final stages of beta testing You will only find out about new products when they have entered beta testing and the first batch of screenshots are released by the team We will no longer provide sneak peak preview screenshots of any products or technology not yet in beta We will not respond nor answer any customers posts asking for updates on releases, even for patches or service packs. As a service to your fellow community members, feel free to refer such posts to this pinned topic. The team will be asked to not comment, reply to, or respond to any questions about release timeframes With regard to existing products the current practice remains and can be summarised as: Orbx will continually improve our products and release bug fixes, patches, service packs when appropriate. This is particularly true of products in the FTX Global series where the whole basis of selling them to you is continual updates and improvements. Orbx will use its own discretion about patches and SPs to its products, there is no onus to do so but you can use our history over the last eight years to see that we always provide continual improvements Orbx will not provide release dates for patches and service packs. We will introduce a new FTX Central app in which you can choose to be informed of any new patches for your installed products, automatically, then download at your leisure. We will always provide 24/7 tech support on these forums for free, for all products. With regards to the immediate future I can share these plans: We are continuing to port all remaining products over to P3D2.x - this won't happen overnight because in some cases developers have left the Orbx team, contractors are no longer available and developers have other personal issues to deal with including working on brand new projects concurrent to the ports. I will promise though all products will move across and you will see many new updates released over the coming months as triple-installers. We want everyone to have the chance to embrace P3D2.x We aim to release two FTX full-fat regions a year, but this varies according to the size and workload of the region We aim to release a new FTX airport each month, but this again varies based on developer availability and their own work/life balances We aim to release an openLC region every 6-9 months but please do not extrapolate that and come up with your own timeframes for the next OLC region. The FTX Global product series is an immensely ambitious programme that will take years to come to fruition, but your patience will be rewarded at the end when you have the OLC level of detail covering the entire planet. Sim engine and point release upgrades With regards to Prepar3D Version 3.0 we will be charging a nominal upgrade fee for any Orbx products ported to it, depending on the complexities of the P3D3.x engine and work required. Since V3.0 is very far away I wanted to go on record and give you a heads up that our policy moving forward is to charge a nominal fee for upgrades to new sim platforms. The same applies for any 'point' release of existing products, i.e. like the charge for YMML when it went from 1.x to 2.x I know this announcement won't please many of you but Orbx as a business is always revising itself, checking what works and what doesn't and there is an enormous amount of work going on behind the scenes that you aren't aware of to keep the business ticking over day to day. This means we refine and change processes, marketing, customer messaging and how we communicate. Any business that never adapts and changes to respond to market forces will stagnate and eventually fail. We don't plan for that to happen to Orbx. May I take this opportunity to thank each and every one of you for your support, your custom, your loyalty and the great sense of community that YOU create and foster on these forums. Thank you!
    39 points
  26. Title says it all... Some fresh screenshots from the developer, enjoy.
    38 points
  27. The History Of Orbx – Part 7/7 – Global Series And Beyond 2012 was an eventful year for me personally, with my 26 year marriage coming to an end, then relocating to the UK and despite Orbx's momentum, the company not being in a great financial shape. I do pride myself on one thing though; Orbx has no debts, has never borrowed from a bank and has never failed to pay any invoice on time (usually well before they are due). With an expensive divorce behind me and living on the other side of the world with an empty personal bank account, it seemed like I needed a reboot and a refocus to get the company back on track. I thought about how to expand our offering to beyond just regions and airports. The most logical thing to do was to repurpose the five years of R&D in terrain textures into a global product. As I was musing about how to achieve this, something remarkable happened. An Orbx user posted some screenshots on our forums where he had combined textures from a bunch of Orbx regions and created a whole new super-region, mainly to cover eastern Europe where he lived. Of course he was not aware this was against our EULA so I immediately contacted him - not to threaten legal action but to offer him a job. Eugene is a rare talent and has the chameleon-like ability to adapt to new methods and technologies like he's breathing air. So in secret as a side project without telling my staff, he and I set about creating FTX Global. Going Global FTX Global sounds like an easy thing to do; throw all our textures into a big bucket, swirl them around and out comes a mega world-covering region. But with anything covering such a vast area there comes challenges. We needed to unlock not dozens more land classes, but hundreds. We needed Global to 'play nice' with our regions and their customised system files. We needed thousands of new unique textures to depict terrain in all corners of the world. And we needed to convince our customers that Global was something they needed. So that is where the now-famous unified LClookup came into play. It took a lot of painstaking reverse engineering on Eugene's part to get all the pieces to work with each other but slowly but surely it came together. About 14 months after we began, the FTX Global Base Pack was released - and boy did it strike a chord with our customers! Now there was a way to get the Orbx regions look and feel for the entire planet. It wasn't a perfect solution of course, but it certainly made a huge improvement over the bland and dated default terrain of FSX and P3D. About the same time as FTX Global was released we struck a deal with the guys from PILOT'S in Austria and licensed their vector product which they helped to enhance further and package it as FTX Global Vector. It was released in December 2013. Not content with just texture and vector products, we saw the need for better worldwide landclass. So the openLC series was born out of that and soon Europe and the US began to look closer to our full-fat regions The Ben Factor Around this time I received an email from a young guy who had started university, criticising our website as being clunky and high maintenance. Instead of telling him to p__ off, I had to agree with him! As the CEO I was still editing the site by hand - it was made up of thousands of images, didn't use XML and it had become clunky an cumbersome. Ed Correia had to hand craft new thumbnails, headings and graphical elements in PhotoImpact each time a new product has due to be released. The solution was easy - I offered Ben a job and in the time since then he has finished his Computer Science degree and we've had the benefit of continual revisions of the Orbx website, the introduction of FTX Central and OrbxDirect and countless other invaluable apps and tools behind the scenes which the developers and management rely on every day. Ben McClintock joined Orbx in 2014 and introduced a new web design language to Orbx. The site continues to evolve, each time finding ways to cope with an ever-increasing catalog of products and sim platforms FTX Central and OrbxDirect Ben's talents as a coder really came to the fore with FTX Central. I had always wanted to create a simple and easy-to-use front-end to the Orbx products, sort of like how the Steam Store works. I mocked up sketches and conceptual ideas and he began coding. Matt Davies worked on the GUI elements. Fast forward to 2018 and FTX Central has evolved from a simple way to manage Orbx addons to a front-end to the OrbxDirect store. I set Ben a goal - customers had to be able to purchase a product with just a few clicks - and after a few years of continual development we finally got there when we opened the OrbxDirect.com online store in November 2016. The combination of our own online store deeply integrated with an easy to use management tool has really been incredibly well received by our customers. With faster internet download speeds becoming prevalent it is entire possible to use FTX Central to decide on a new Orbx product and have it purchased and self-installed onto your PC completely automatically within literally minutes! This was a revolution to many customers who hated dealing with ZIP files, extractors, download managers, serial numbers - the whole cumbersome approach that basically got in the way of enjoying the hobby. We've probably made it too easy and many customers on the forums seem to refer to terms like SWMBO and 'Her Indoors' or The Good Wife when trying to explain their addiction! Of the new products coming, I am very excited about our Netherlands project and after that PNW. To fly over the beta is like nothing I’ve experienced before, especially in VR. It sometimes is hard to discern from reality at certain altitudes. The sheer amount of objects we are cramming into the scenery is like nothing before it, it truly is a game changer! We have some very cool airport projects coming and some long overdue destinations. 2018 is set to be a great year indeed! So here we are in 2018 and I hope you've enjoyed a little bit of my self-indulgence in sharing the journey that got us here. I know I have left about 90% of the story untold, and to be honest the cast of characters is large and varied and I apologise to the many amazing people that contributed and didn't get a proper mention. There are guys on the team who have been with us through much of the journey like Chris, Neil, Wolter, Tim, Andreas, Maurizio, Sascha, Ken and Alex; new talent like Tore, Marcus, Finn, Richard, Frank, Scott, Jordan, Thomas and Richard. Then we have our amazing support and screenshot team like Emmsie, John, Nick, Doug, Richard and Matt. Our beta testers are too numerous to list here but their contribution is absolutely invaluable. I could probably write a book about the whole saga truth be told. It has been a decade of highs and lows, success and despair, good times and bad times, but mostly it has been ultimately fulfilling for many people, and I hope I've been able to add to the enjoyment of many people's love for this hobby. The Future I've posted our 2018 roadmap last December: I think with 115 screenshots, new tech and platforms and a lot of new challenges we are taking on including some exciting new concepts for regions you will soon be able to experience, you probably get the picture that we are not resting on our laurels and taking a breather for the next decade. Future star gazing, the end of the sim platforms Indulge me a bit here. I spent a lot of time in my IT career presenting future trends to CIOs and in 1999 I predicted that by 2009 people would be using touch screen smartphones to do internet banking and video calls. Those executives that did not laugh me out of the room and invested in infrastructure early had e-Banking apps ready for the iPhone in 2007. I am a voracious reader; I devour biographies of successful entrepreneurs, companies and businessmen and spend a few hours a day reading fiction, non-fiction, e-News and trends. You're never too old to stop learning. So what does the future hold for our hobby and for Orbx? Let me try to forecast a little and give some insight into the next decade. Firstly we will see VR and AR finally become mainstream and affordable, with cheap wireless 16K resolution headsets becoming the norm and sold for not much more than a smart phone. You will have a least a 220 degree field of view (FOV) with 8K+ resolution per eye, weighing a few hundred grams and using haptic feedback gloves as input devices. You will 'feel' the yolk as you hold it, feel the resistance from levers and switches and be totally immersed in the flying experience. For those who get motion sickness from VR there will be flexible 5mm thick wrap-around 8K or 16K monitors spanning about 10 feet in diameter. Nvidia will continue to lead the GPU war with cards so powerful they will make todays Titan-X look like a bundled on-board $5 Intel chip. The CPU will be less relevant versus the GPU as APIs mature to offload more and more physics and terrain handling to GPUs. Flight simulation engines will become more efficient and the interim platform winners will be the ones that are the most tightly coded and embrace new modern technology and systems without dragging the sim to its knees. Sim companies that don't foster a healthy third party developer community from inception will lose out (remember the MS-Flight debacle?). Flight sim addon developers will become increasingly platform-agnostic and new tools will emerge to compile content across many simulators and operating systems at once. The consumer won't be locked into a single sim, but will pick and choose addons for all his installed sim platforms to suit whatever mood they are in for the flights they want to do. And they will be most loyal to publishers that make buying choices easiest and provide support across the most platforms. The days of fan boys devoted to a single platform will die quickly as more and more new sims enter the market. There will be no guarantee that the darling favourite sim of 2018 will be the dominant platform of 2028, not by a long way. Simmers will become more fickle about which sim they use, even more so than some of the flip-floppers we see posting on forums today about how they switched away, and then switched back. The new minimum frame-rate will be 90FPS. There are kids less than 14 years old today who will be CEOs of companies that introduce remarkable new simulator engines and technology this coming decade and will uproot and disrupt the status quo of the our industry. The simple rule is: 'adapt or die'. Eventually the actual flight simulator engine will be marginalised and not relevant anymore. It will be all about the content which will run across a bunch of different simulators. The best performing most open standard sim will be the most commonly used. Closed proprietary platforms will die off. It has always been about the content. There is a reason we guard our IP so diligently at Orbx; all those assets can be used on future platforms without knowing what those platforms are today. Orbx's value as a company is not how many sims we support, but how many assets we produce that will eventually run on anything. A lot of Flight simulators will be cloud-based; meaning you will install a small base app and all the content you need and addons you purchase will be kept in the cloud and delivered on demand. A huge scenery addon won't be loaded all at once, but streamed on-demand based on your FOV, current position and distance to horizon. You will have multiple accounts from various vendors in the cloud and a standard FS addon format will likely emerge based on Vulkan and DX12 APIs or some other emerging 3D standard, terrain, weather and physics tech. To get an idea of what on-demand cloud based simming is today, trying using Google Earth's flight simulator mode or the Google Earth VR version and you'll see what I mean. It is total immersion and you can jump to anywhere on the planet almost instantly and zoom from the stratosphere to street level in seconds. You will run some sims on your smartphones and view them wirelessly on 8K VR headsets using haptic gloves, pretty much anywhere on the planet or in aircraft, trains, boats or in your car (which will likely not have a steering wheel anyway). By 2028 1-terabyte flight sim scenery addons will be the norm, and that is because PCs and other smart connected devices will have 30-50 terabytes of storage with five times the transfer rate of today. This storage will use new forms of memory far more dense and efficient that the type being used now. Battery technology will mean incredible power in handheld devices that only need charging once or twice a week. Internet download speeds will be multiple Gb/sec in 50% of western world homes, and mobile data will be using 6G technology with 500Mb/sec almost anywhere on the planet. Texture sizes for terrain will likely be 2048 or 4096 in size and new satellite imagery will be so clear you will make out newspaper headlines on cafe tables. The distinction between flight simulator and first person games will blur. You will be able to combine time in your virtual cockpit to time in your virtual car, house, land-based missions, water based missions and massively multiplayer worlds where flight is just one aspect of the experience. If you think we are in a simming golden age now, you ain't see nothin' yet! Does this all sound too fanciful? Save this text somewhere and read it again in 2028, that's my challenge What about Orbx? What will it look like in 2028? Well I can safely say I won't be its CEO, and apart from still being a shareholder, I won't be involved in the running of the company on a daily basis. By then I would have handed the mantle and vision onto the next generation who will have fresher ideas and sharper minds and business agility than me. I will likely be sitting on a boat in the Med somewhere, enjoying the sun, or exploring the world somewhere. I'll be almost 65 and well and truly retired. Because I am a serial entrepreneur (I have been involved with starting five companies here in the UK since I moved here in 2012, and I own one and am a part owner of two of them), I am sure I will have fingers in many pies and always keeping my mind active in that respect. The FTX brand will disappear, replaced by a unified Orbx brand. So FTX Global becomes Orbx Global and so on. The new Orbx Central will have intelligence added to scan your host device for any sims installed and will configure itself to offer addons that run on them. You will be able to have Orbx addons from the cloud and download them on-demand when needed. You will be able to pull up Orbx Central mid-flight from inside your virtual cockpit, then buy and install scenery for your flight destination in real-time, ready for you to land there. Orbx will likely be a publicly listed company by then, still be very much cloud-based but have actual bricks and mortar offices in almost every continent and have a staff of well over 100. Many of you will be shareholders in the company and enjoying dividends and feeling part of its future. It will have a board and management team of both old and new faces and will have released perhaps another 500 products across probably 15 platforms by then, including VR, consoles and whatever new mediums are available. The changes in Orbx have already begun with the FTX brand slowly disappearing from the website. Management changes will begin from the middle of this year so stand by for some announcements from FSExpo 2018 in Las Vegas. Better still, why not come and join us there and chill with us for the weekend? It's our annual pilgrimage to relax and chat to customers and drink a few bourbons If you've stuck with me all this way - thank you. It's been quite an exercise this past week digging into my fading old brain cells to recall some of the history, and it's made me smile, frown and experience a mix of emotions with the walk down memory lane. Last words: Thank you. Thanks for making Orbx what it is today and your continued loyalty and support. Long may we be able to serve you.....
    37 points
  28. Its my great pleasure to show some screenshots from the forthcoming region package FTX NA SCA Southern California. Please note this scenery is still in production, and therefore some elements shown may not be finished. All shots are taken in Prepar3Dv3... and thank you for looking.
    37 points
  29. Announcing Pacific Northwest Ferries for Prepar3D v4 Have you ever wanted to ride one of the classic Washington State Ferries? Now you can --- with Orbx Bob that is. Or you can watch the BC Ferries come and go at Swartz Bay and Tsawwassen. Pacific Northwest Ferries greatly improves the default AI ship and ferry traffic in Puget Sound and Southern British Columbia with authentic models and giving them realistic places to dock. Larry’s longstanding community scenery project, PNW Ferries and Terminals has made the cut and is now Orbx Freeware. In order to do so it has undergone a major upgrade. Many new terminals have been added in Puget Sound, all quite detailed, including adjacent marinas. Terminal areas have been enlarged, annotated with autogen and have seasonal PR and night lighting. Shorelines, roads and road traffic have been adjusted where appropriate. All the large terminal models have been rebuilt and new ones added. Port Townsend is now a mini Townscape which includes 2 large marinas and an adjacent pulp mill. A number of POIs have been added or fixed up: Point Wilson lighthouse, Mukilteo lighthouse, Smith Island, DeltaPort near Tsawwassen, Entrance Island with lighthouse and helipad and more. Lighthouses are based on authentic models with custom light effects. All terminals integrate with the Orbx airports and seaplane bases in the area; CAE3, CAC8, KORS, KFHR, and 74S. The large marina and ferry terminal at Point Defiance serves as a point of interest for Orbx KTIW as you approach from the north. It’s worth a closer look too. There is a lot to explore; 47 terminal areas plus other features of interest. Besides the WSF and BC AI ferries, there are a number of ancillary AI boats; tugs, a couple of cargo ships, cruise ships and a large tanker all quite detailed. And of course there is the usual Extras folder. Among other things it has a pilotable version of the WSF ferry MV Kaleetan as well as a small xml add-on that will enable all new Orbx wave effects. The entire installation is managed by Orbx Central so no more fiddling around having to disable default traffic files. The new wave effects have been anticipated for some time and we have chosen this method of distribution to let you try them now if you wish rather than wait an unknown period of time for technical issues to be solved. As was the case for CAE3, Pacific Northwest Ferries is built for Prepar3D v4. It will be offered as Orbx Freeware via Orbx Central. Orbx Pacific Northwest is required. https://orbxdirect.com/product/pnw And now some screenshots from Iain: More screenshots from Larry
    36 points
  30. Hi all, starting today we're releasing updates for our FTX Regions that primarily deal with the larger airports in each region. The underlying issue is that the default airports in Prepar3D v5 have received new generic terminal buildings and layout updates. Our airport enhancements, at these larger airports, incorporated some of the v4 versions of these features, which then ended up missing or misaligned in P3D v5. These small service packs make the necessary adjustments. Also, some airports within the FTX Regions have had their ICAO changed and those will be updated as well. April 26, 2020 release: FTX Southern Alaska: PANC, PAJN, CYXY adjusted FTX Pacific Fjords: PAKT, PANT, CYBD, CYYD, and others adjusted FTX Pacific Northwest: CYVR, CYYJ, CYXX, KSEA, KPDX, KEUG adjusted May 9, 2020 release: FTX Central Rockies: KBIL, KBOI, KBZN, KGTF, KHLN, KIDA, and KPSC adjusted ; also Driggs-Reed Memorial ICAO changed from U59 to KDIJ FTX Northern Rockies: CYEG, CYLW, CYXD, CYYC, KFCA, KGEG, and KMSO adjusted June 18, 2020 release: FTX Northern California: KFAT, KMFR, KMRY, KOAK, KRDD, KSFO, KSJC, and KSMF adjusted; also ICAO changed for Nevada County from O17 to KGOO, for Mariposa-Yosemite from O68 to KMPI, and for Westover Amador County from O70 to KJAC FTX Southern California: KBFL, KLAS, KLAX, KONT, KPSP, KSAN, KSBA, KSBD, KSNA and MMTJ adjusted; also ICAO changed for Boulder City from 61B to KBVU June 27, 2020 release: FTX Germany North: ETNL, EDHL, EDDH, EDDW, EDDT, EDDB, EDDV, EDDG, EDLP, EDLW, EDDL, EDDP, and EDBH adjusted. August 1, 2020 release: FTX Germany South: EDDC, EDDE, EDDF, EDDK, EDDM, EDDN, EDDS, LFSB, and LSZH adjusted. FTX Norway: ENBO, ENBR, ENGM, ENTO, ENVA, and ENZV adjusted. October 5, 2020 release: FTX England: EGBB, EGCC, EGKK, EGLC, EGLL, EGNM, EGNT, and EGSS adjusted. FTX Scotland: EGPF and EGPH adjusted. September 8, 2021 release: FTX New Zealand South Island: NZCH, NZCI, NZDN, NZNS, NZNV, NZQN, NZRT, NZTI, NZTU, NZUK and NZWL adjusted. --------------------------------------------------------
    36 points
  31. Hello everyone, Firstly, please allow me to thank all our customers for the continued loyal support which you've given Orbx through 2018 as we rolled out brand new technology, further tuned our delivery platforms, and embraced a new simulator platform. Orbx revenues are continuing to show very robust and healthy growth and in 2018 most of our profits have been invested back into the company for R&D, new staff and acquisition of IP from other companies. In 2019 we embark on a major expansion programme with our our new UK development centre which will focus on TE regions and airports, and our IT Centre in Melbourne which will focus on new product delivery infrastructure. I'd like to wish everyone and their families a fantastic festive season these holidays; please stay safe and in good health as we welcome 2019. If you missed tonight's OrbxLive Twitch stream where we covered the roadmap for 2019, here it is again in "hard copy" format. You can also revisit the Twitch stream again when the video is made available. *** Please note! *** Many of the screenshots shown here are from pre-alpha, alpha and beta stages of development and are not necessarily indicative of the final product. Inclusion in this roadmap does NOT indicate a commitment or promise by Orbx to deliver the mentioned product in calendar year 2019; all software projects are subject to delays and resource requirements are sometimes out of our control. I am going to start by focusing firstly on our core systems in terms of product delivery and customer experience, then onto our core sim platforms. Goodbye FTX, It's Been Real! Next year we will completely drop the "FTX" tag from our products, website, apps and documentation. FTX was an acronym based on the original 2007 product line "Full Terrain Experience" and whilst we still endeavour to bring you the most authentic terrain possible for each platform, we going to focus on the single Orbx brand to avoid confusion to customers. You will already have noticed that FTX has all but disappeared from the OrbxDirect website; for example we now refer to the former FTX Global as Global Base Pack. Orbx Central Completely new for 2019 is Orbx Central, the multi-platform version of what used to be called FTX Central 3. This is a complete re-write of the code from the ground up and it now runs on Windows, MacOS and Linux. Here's a sneak preview of the login screen shown on all three platforms. Customers using Orbx addons for XP11 on Mac and Linux will now have the same seamless experience as their Windows cousins. The number of changes and enhancements to Orbx Central is just too long to mention here and early in 2019 Ben will be sharing a detailed in-depth announcement topic on the new version and all the benefits that it brings. We're very excited about many of the features that have been added to Central including many that stem from customer feedback and requests. If you thought it was simple and painless to buy addons from Orbx now, you ain't seen nothing yet! OrbxDirect We will be making changes to the OrbxDirect website/store mostly to improve the browsing and selection experience. In 2018 we have already introduced multi-currency pricing shown on product pages, and also the ability to filter the site by simulator platform: This greatly speeds up your ability to hone in on the products for the platform you are interested. We have many improvements planned for the website in the coming year, so stay tuned! Prepar3D V4 The majority of new content we're working on now is for Prepar3D. This is still the dominant platform used by over 70% of all our customers. Whilst it may have appeared that over the past year we have lost focus on P3D in favour of XP11, this is a perception mostly based on ports of airports from FSX/P3D. Most of that ported content is six years old. In 2018 we released twenty brand new content products for P3D, versus 12 products for XP11, most of which were ports from P3D. Last year we clearly signalled our intent to embrace new simulator platforms and we have delivered on our promise. However, this should not be viewed as a "threat" to those of you who use P3D as your main platform, because any content released for P3D first will come to XP11 eventually - and vice versa. As we begin to hire more staff to cope with the demands of multi-platform development, you'll begin to see the gaps between platform releases come closer together until we will almost have concurrent releases.. A heads up though - we will slowly be phasing out support for FSX as developers begin to implement new tech such as PBR and the use of larger textures. You saw this trend start with TrueEarth Netherlands for P3D only, and the recent Tyabb airport is again P3Dv3/4 only, as well as some upcoming releases I'll show below. Here are some of the P3D products in development (not a complete list): openLC Africa - FSX/P3D The highly anticipated next instalment of our openLC series is due in Q1 2019 and here are some preview shots. New landclass textures New autogen buildng types Arid city night lighting Arid city More unique landclass textures NZNV Invercargill - P3D Tim Harris is working on another iconic airport for New Zealand. NZNV will be a fully modelled airport featuring the new terminal, 540km sq of pristine photoreal imagery, full city of Invercargill with many POIs, Bluff Harbour including the town and seaport, Flat Hill windfarm and the Tiwai Point aluminium smelter. KSGU St George Regional Airport - P3D Misha Cajic's next project is a desert airport in Utah that only opened in 2011. It hosts GA and airline services for the area, and will come with an enormous coverage area covering the beautiful red coloured plateaus and mesa's all around the airport, as well as multiple lite renditions of smaller airports in the area. KSBA - SODE Jetway update - FSX/P3D LDDU - SODE Jetway update - FSX/P3D Channel Islands Alderney - P3D The first of the Earth Simulations Channel Islands series given a new lease of life by Turbulent Designs, Alderney is progressing very well and has many enhancements over the original release. Expect a release early in 2019. CityScene Honolulu - P3D Holger Sandmann and Frank Schnibben have been working on a project sure to delight most simmers - a complete coverage of the Honolulu area! Here is a render of the cityscape And overlaid onto the photoreal imagery This is then combined with landclass enhancements Australia Version 2.0 - FSX/P3D The one that has been eagerly awaited by thousands of you for a long time, here are the first sneak previews of this monumental upgrade of the oldest continent on Earth. Here are some of the highlights to look forward to: Wooramel River, Western Australia Telfer Mine, WA Sunrise Dam Gold Mine, WA Sunrise at the Olgas, NT Shark Bay, WA Port Phillip Bay, Victoria Lake Eyre, SA Lake Eyre facing south Kalgoorlie Mines, WA Great Barrier Reef, comparison to AUv1 Cadia-Ridgeway Goldmine, NSW Boddington Gold Mine tailings, WA Boddington Gold Mine pits, WA One of the major undertaking of AUv2 is the upgrade of all 400+ default FSX/P3D airports and additionally the inclusion of 400+ grass strips. A lot of the work that went into these airport upgrades is the final legacy of Neil Hill before his sad passing. YBUN Bunbury WA enhanced Flinders Island, Tasmania - Terminal day Terminal night YHSM Horsham VIC enhanced Also included in AUv2 is a comprehensive cityscape of Melbourne, covering the CBD and reaching well out into the suburbs. Melbourne cityscape model (before texturing) Global BuildingsHD - FSX/P3D Work continues on BuildingsHD, a project with a very long gestation which is finally coming to completion in early 2019. This will transform the look of every town and city on the planet in a single install. Asia Central Apartment complex Russia South America East Africa Central KSUN Sun Valley by Turbulent Designs - P3Dv4 Exclusive A custom modelled airport area with sloped runway and taxiways, dynamic season textures using v4 native scripting, light reflections in puddles, custom modelled autogen around airport area, bonus 1ID5 Lukes Wood River Medical Center Heliport, many POIs and Turbulent RealFlora around the airport area LEAS Asturias - P3D This is the next project from Marcus Nyberg     ESSA Stockholm Arlanda - P3D - major update This SP will be quite big with lots of new models and textures and some areas of the airport has been updated to reflect the changes that has been made since the airport was released. Also all vehicles and clutter has been redone with new models & high-res textures, all of this with no significant performance loss, also this update includes SODE-jetways. CityScene Orlando - P3D CityScene Orlando is the biggest CityScene project to date - developed by Allen Kriesman, this scenery package covers a whopping photoreal area and includes two major airports - KMCO Orlando International Airport and KORL Orlando Executive Airport. We have also included Lockheed Martin's HQ east of the main coverage area. CAE3 Campbell River Water Aerodrome - FSX/P3D Here are a few screens from Larry Robinson's CAE3 Campbell River Water Aerodrome which also includes the town of Campbell River and some other odds and ends. During the 1960’s CAE3 was said to be the busiest SPB in the world. This will be freeware. Cityscape Cote d'Azur - P3D Maurizio Georgi continues to make progress with his epic hand-crafted mini-region in the South of France. Boulder City 61B -FSX/P3D 61B services tourist flights around Hoover dam and Lake Mead, short flight from Las Vegas, surrounded by some of the most colourful rock formations in Nevada. Scenery includes a huge photoreal covering lake Mead and surrounds and over 30 POI's. Main terminal is a very unique building faithfully modelled. A major release from Ken Hall based on photos taken by Orbx staff after FSExpo 2018. LIEO Olbia city & airport - P3D Matteo Veneziani's next airport includes a large photoreal area with dozens of POI's and a full recreation of the airport with 2019 layout, new 2019 runway extension and SODE animated jetways.  KBUR Burbank Bob Hope Airport - P3D A quick sneak peek of Matteo's other project for 2019 ENBO Bodø - FSX/P3D Tore Stranden continues to make progress with this complete re-make of his original project and is currently focusing on airside static vehicles, aircraft and ground polygon. No vegetation in place yet. Here are some screenshots from the airport area. KDAL Dallas Love Field - P3D Bill Womack shares some early renders of his next project TrueEarth Great Britain South - P3Dv4 This has now entered official beta testing, so lots more screenshots incoming soon. Here are some pre-beta snaps. TrueEarth Pacific Northwest - P3Dv4 Very early build shots from some time ago but scheduled for a 2019 release. X-Plane 11 The new kid on the block (for Orbx at least), XP11 has made a big splash onto the VFR scenery scene in 2018 with our TrueEarth regions and ports of iconic small-to-medium sized airports. We are absolutely delighted with the extremely positive reception to Orbx's move to the XP11 scenery market and sales volumes have been very encouraging to say the least. Most importantly, we have not seen any major hostilities between enthusiasts from the main sim camps, with most people welcoming thousands of new forum members to the fold and sharing screenshots and videos from all the platforms we support. We have seen quite a few long time Orbx customers try XP11 for the first time as well. Our opinion is that each sim has its own strengths and weaknesses and many simmers have them all installed on their PC to suit what experience they are after for any given time. Long may this trend continue! Our plans for XP11 in 2019 is to continue to port our legacy Orbx airports from P3D to XP11, concurrent to releasing brand new content as well. We will also continue to develop TrueEarth regions, with TE Pacific Northwest for XP11 being the first in North America. Also today's issue of PC-PILOT magazine features scenery on its front cover for the first time ever, with their review of TrueEarth Great Britain South for X-Plane, hading us their their Platinum Award with a score of 95/100! Here's some upcoming stuff for XP11: TE GB South SP1 - XP11 No less than several hundred more POIs and bug fixes/improvements! Below is the third road colour option 'Darker X-Plane Roads' which blends in much more seamlessly into the Ortho. TrueEarth Netherlands North - XP11 There is a poll still underway on the forums to see if there is demand for the northern part of the Netherlands to be released as a budget region to allow Schiphol to Heathrow flights. Once we get to a over 200 votes it will tell us whether to green light this. Here's a good indication of what it will look like: TrueEarth GB North - XP11 Work is well underway for the final instalment of the Great Britain series, and here are some sneak preview shots from the Oban area: Eagle County Regional Airport - XP11 Jarrad Marshall's classic high-altitude airport nestled in the heart of the Colorado Rockies, Eagle-Vail is notorious for its challenging terrain and difficult weather. As gateway to many nearby mountain villages and ski resorts, the airport is busy with airline and GA traffic, the attached National Guard rotary-wing base, as well as being one of the largest corporate jet bases in the country. Often listed as one of the world's most dangerous airports, be sure to test your mettle with the well-known and highly-unusual Gypsum Five and Meeker Two departures. Unannounced Project for X-Plane 11 A single shot from an upcoming X-Plane project, which Jarrad is very excited about EGSG Stapleford - XP11 Continuing our ports of the legacy airports from England, Scotland and Wales, the next one in line is Stapleford. A few from Jon Murchison while performance testing during the beta (so not long now!) Orbx Global for XP11 R&D work has begun on providing a global replacement texture solution for X-Plane11. We are still at the experimental stage and looking at different approaches on how to solve the technical implementation. We are aiming for a release sometime in 2019. XP Default textures Orbx Global new textures Aerofly FS 2 Our plans for AFS2 in 2019 are less defined than for P3D and XP11, although we will continue with some ports of the most popular airports which fall within an IPACS region DLC coverage, and perhaps porting the TrueEarth GB series to the sim. It remains our favourite sim for the smoothest VR experience due to its incredible frame rates, made even faster with the recent Vulkan support. We are constantly in communication with IPACS and thus have insight into some exciting new developments in store for 2019. Sedona Airport, Arizona - for Aerofly FS2 An iconic airport set atop a red-rock mesa, located in one of the most scenic destinations in the United States. A short flight from the Grand Canyon, and within the default AFS2 scenery coverage zone, Sedona is popular with GA, helicopter, military and corporate flyers alike. So that wraps up our 2019 Roadmap, and it's by no means an exhaustive list of some of the 50 projects we are working on behind closed doors. As you can understand we do keep some cards close to our chests so that we don't dilute the impact of announcing major new products in the first quarter of 2019. There is some very exciting new releases due in the first half of the year! As a team we are very excited about the state of the consumer flight simulation software market, with many new developers entering the scene for the first time in 2018 and what we feel is a significant groundswell towards XP11 since 11.2x was released. We are seeing many younger people entering the hobby and a large part of our customer base is now made up of the 18-34 bracket. This is a very encouraging sign and bodes well for the future. 2019 will be an expansion and growth year for Orbx as we endeavour to meet the demand for our regions and airports from an ever-growing customer base. We hope that we can meet all your expectations! Thanks again for your unwavering support, we truly do appreciate it! JV
    36 points
  32. Hi everyone! I'm proud to showcase my home city to you all, and the home of Orbx, recreated in incredible detail with dozens of custom landmarks. I'd first like to give a congratulations to Frank Schnibben for really piecing this city together. He's done an incredible job leading the charge and should be exceptionally proud of his work. We also had Gaya Simulations contribute several landmarks which are also featured below. Melbourne will be included in the upcoming Australia v2, and we hope you enjoy exploring the second most livable city in the world. Enjoy the shots! Looking towards Southbank from Federation Square, with the Eureka Tower taking centre stage. Melbourne Exhibition Centre and Crowne Plaza The iconic western skyline - the Bolte Bridge and Docklands The Melbourne Star with the dynamically lit Bolte Bridge in the background The hospital precinct - the new Peter MacCallum Cancer Centre, opened in 2016, with the Royal Melbourne Hospital by Gaya Simulations. The Royal Childrens Hospital is also in the background. And YES! The helipads are there for all the rotor heads Looking west with Swanston Square in the foreground. This building is also a new addition to the skyline, and is part of RMIT University Raz's stunning Melbourne Museum and Royal Exhibition Building. A contrast of old and new in the one precinct And again The Melbourne skyline looking south. The photoreal coverage extends all the way up to the Melbourne Gateway and down to St Kilda. The West Gate Bridge and Fisherman's Bend. A lot of Melbourne's big industry is down here, including the Boeing factory and the Port of Melbourne The foot of the West Gate Bridge, with the Todd Road karting track and the ever-popular pink lake. This is one of the very few naturally pink lakes in Australia. Melbourne Sports and Aquatic Centre (MSAC) Albert Park Lake - home of the Australian Grand Prix. This is one of Melbourne's biggest local sporting hubs, with multiple ovals, a running track around the lake, MSAC, a golf course and the athletics stadium. My main contribution, among others, to Melbourne City was the Melbourne Cricket Ground. I pounced at the opportunity to do the MCG, as I've spend a lot of time both on the ground and in the stands, and it felt right to bring the hallow turf into the sim in ultra-HD detail. I made sure to represent both the AFL and Cricket seasons, seen below, and switch automatically depending on the time of year. The home of the Boxing Day Test. Also in the background is the highly unique AAMI Park - modeled brilliantly by Raz Goeta. Also surrounding the MCG is the venues hosting the Australian Open tennis - Rod Laver and Melbourne Arena (formerly Hisense). The Holden Centre, home of the Collingwood Football Club, also modeled by Raz, is also hiding in the background. Over 3 million people walk through the gates of the MCG during the AFL season. The average attendance here during season 2018 was 53,000. Cities don't sleep, so of course Melbourne includes full night lighting including P3D v4's native dynamic lighting. Melbourne Park all lit up Melbourne park as would be seen from the Eureka Tower The skyline from the west. The Melbourne Star really shines at night, a stunning view for the heavy haulers when approaching Tullamarine from the south More previews will come as AUv2 nears, but in the meantime all the best. Cheers!
    36 points
  33. G'day everyone, I am proud to offer you all a sneak preview of my current major airport project, Innsbruck Airport (LOWI), located in the very heart of the European Alps. A destination that needs no introduction, Innsbruck is one of the iconic airports of the world, with a jaw-dropping backdrop, heart-stopping approaches, and a location smack dab in the heart of Europe, only a short flight away to major German, Swiss, Italian and Austrian mega-hubs. A European destination has long been on my radar, so starting in September last year, I got to work putting the pieces together for this scenery project. Given it is my first foray into the EU (and first non-US airport in quite some time!), I thought it best to pull out all the stops and include something a little extra - hopefully these first screenshots will give you a taste of what's to come. In addition to the airport, an exhaustive coverage area is included (the largest PR area of any ORBX airport to date), many helicopter landing areas, and over 160 detailed landmarks and points of interest. Far beyond the city, explore the peaks of Karwendel, Stubai and Tux Alps, the picturesque Inn, Wipp and Stubai Valleys, a portion of the historic Brenner Pass and even Germany's tallest mountain, Zugspitze. Over a dozen towns and villages dot the Tyrolian landscape, each carefully reproduced with colour-blended scenery and highly-detailed autogen. Keep an eye out for visual cues useful to pilots of all stripes; animated trains, prominent structures (including notable church spires along the flightpath), custom-modelled bridges, hazardous power lines and notable buildings are all lovingly recreated. Innsbruck is the largest city in Western Austria; located in the heart of the intersection of the Inn and Wipp valleys, the city is unofficially known as the Capital of the Alps. A major winter sports destination, the city has hosted several Winter Olympics; evidence of which can be found dotted around the city in the form of stadiums, ski facilities and institutions. Aside from this, Innsbruck is a major university city; campuses are located across the metro area, including noteable locations adjacent to the airport and University Hospital Heliport (LOIU). Be sure to also keep an eye out for the distinctive Tyrolean architecture to both churches and major landmarks alike. Innsbruck Airport itself is Austria's third largest, with major carriers from across Europe serving the popular tourist destination. A true multi-use airport in every sense, Innsbruck caters for aircraft from gliders and helicopters through to Boeing 767's (we won't count the one-off appearance of an A330!). In addition to the busy international terminal, a vibrant business jet / GA terminal (currently undergoing redevelopment) and heavy maintenance facilities, Innsbruck is home several gliding clubs and flying schools. The adjacent heliport - Innsbruck Air Rescue (LOJO) - is a major base for both Rescue and Federal Police services, both utilising EC135 aircraft. Almost all virtual pilots will be aware of the unusual departure and approach procedures for the airport - one of the very best APX designers in the business has come on board to ensure this is replicated as close to the real world as possible. Lighting, navaids, hazard lighting - it's all included and closely matched to real-world specifications. I have endeavoured to capture the atmosphere and palette of the beautiful Tyrol region, whilst still spending a huge amount of time on the "small details". As always, I stress greatly about performance; as such huge efforts have gone into optimising this scenery in anticipation of you flying your favourite resource-heavy airliner - we are currently deep in performance benchmark testing with the team. Whether you are a by-the-book airline captain, bizjet guru, helicopter rescue pilot, casual general aviation flyer or even slow-and-silent glider pilot, ORBX FTX Innsbruck will be the scenery for your simming adventures. Work is ongoing with this airport; we are deep in development and beta testing mode, and as always, no release date is given. I would ask you to please not ask for release dates (thank-you in advance, sincerely!). COMPATIBILITY: - FTX GLOBAL BASE or OPENLC EUROPE is required - the scenery is colour matched to blend with either. - Fully compatible with FTX Vector and Pilots Mesh - Will be compatible with the upcoming FTX Germany South region TOPOGRPAHY & COVERAGE AREA - Massive 2500 sq km of PR at 1m/60cm/30cm - Huge extended coverage area with full LC, 10m Holgermesh, vector roads/rail/powerlines and waterbodies. - 200,000+ building and 800,000+ vegetation autogen placements - Custom seasons files with transitional altitude-based snowlines (mimicking what you would see in a full-blown region). AIRPORT & HELIPORTS: - Innsbruck Airport (LOWI) - The centrepiece of the scenery, in full HD - Innsbruck Air Rescue Heliport (LOJO) - major helicopter base attached to Innsbruck Airport. - Innsbruck University Hospital (LOIU) - the famous rooftop helipad in the city centre. - Hat Tux Heliport / Alpin 5 (LOJT) - forward base for alpine rescue operations, located high up in the Tux Alps. - Fire Service College Heliport (LOIN) - a fun location, and a little hard to find. Training school for local fire/rescue operators. - Emergency Helipad - A nondescript landing area situated adjacent to the railway line near Buch-in-Tirol. SCENERY FEATURES: - Ultra-detailed rendition of LOWI Innsbruck Airport - Enormous coverage area at 30cm and 1m coverage - our largest coverage area yet! - Colour blended and corrected orthoimagery coupled with highly detailed custom autogen - All new static aircraft & ground GSE unique to LOWI - all controllable via the CP and sorted by type (Airliner/Airline Charter/Corporate/GA) - Super high-quality ground poly with environmental effects (oil/rain/sitting water) - Advanced rendering, ambient occlusion and unique night-lighting methods used for maximum realism - Highly detailed and AI-ready APX designed by resident APX guru, Graham Eccleston - Over 160+ landmarks and POI in coverage area, including highly detailed cityscape - Full suite of ObjectFlow, PeopleFlow2, TextureFlow and more included - Complete seasonal variations for immersive experience - Airport modelled on massive on-site photography by Fabian Stuefer, Fabian Klamm & Maximilian Gruber - Optimised for use with high-end airliner products, control panel with full option suite via FTX-Central NOTABLE FEATURES, POI & LANDMARKS - Most major buildings in Innsbruck City Centre including University campus, hospitals, churches and hotels. - 5x animated trains over 30km of routes, including local, ICE and freight (OBB) types. - Both major train stations modelled - Innsbruck Central and Innsbruck Westbahnhof, including brand-new Adlers Hotel - Olympic Park, Tirol Football Stadium and Ramada Olympic Park hotel - Bergisel Olympic Ski Jump - Innsbruck University Technical campus (massive complex next door to airport) - Europa Bridge (one of the tallest in Europe) - Many major churches including Basilika Wilten, Stift Wilten and others - Most noteable apartment towers - 20+ custom modelled bridges, elevated freeways and overpasses - Outlet shopping centre - Standschützen Military Base - Large sections of detailed powerlines with visible cables - Zugspitze - the tallest mountain in Germany - Many other apartments, schools, shopping centres and industrial complexes - over 160+ custom POI in total. Cheers! Jarrad
    36 points
  34. Hi all, Over the past few months, our team has worked hard to refine the experience when using Orbx Central. We’ve made a lot of improvements to make your life easier. A part of this process has been listening to feedback from customers and staff alike. As our ecosystem expands with 3rd Party Partners such as Milviz, Parallel 42, Pilot Plus and more, we need to ensure our client software continues to evolve to meet their needs. Because of this, we embarked on a journey to further modernise Central’s UI and UX. Refreshed User Interface The first thing you’ll notice is our new top-level navigation. The “Store” tab will show all products whether you own them or not. “Partners” only shows products from our 3rd Party Partners. “Discover” shows our new map page. Finally, “My Products” shows just the products that you own. The top-level navigation also contains our new global search. This search can take you to any product, or focus the product on the “Discover” page. Hint: press Ctrl/Cmd + F to focus on the search box. Additionally, you can now search for airports that are within other products. For example, if you search for ESSD, you’ll see that comes as a part of the ESNQ Kiruna Airport triple pack. Moving to the left hand side of Central, we’ve rethought how a product’s state should be displayed. The download queue has been vastly improved from previous versions. You will not only show products that are currently in the queue, it will also show products that have pending updates. You can click on the download icon to begin the update process for those. Discover One of our most anticipated features is a way to view Orbx products on a map. Products and regions that you own are shown with a purple highlight. Products that have a discount applied will show in red. Clicking on a product will show many more details about a product, including bonus airports, helipads, POIs, etc. Clicking on a region will show all of the POIs and airports within it. We hope you enjoy all of these changes to Central - be sure to let us know if there are other improvements you’d like to see. Orbx Central 4.1 is in Fastlane now. You can opt-in to Fastlane in the Central settings (under "My Account").
    35 points
  35. Hello everyone, We have been hard at work since November to further enhance your experience when flying over TrueEarth Great Britain South for XP11. Many of the fixes, additions and improvements have been a result of customer requests and our desire to improve the realism of the region even more. Here are the main improvements in SP1: Removed buildings from airports (as long as they have a boundary set in X-Plane) Added Ambient Occlusion (AO) ground and wall effects to autogen Updated autogen to PBR Upgraded tree placement algorithm (forests are now even more accurate) Updates to autogen placement, fixed reported building rotation bugs Made the roads darker to better match the ortho, and these are now enabled by default Added supermarkets (Sainsbury's, Lidl, Morrisons, ASDA and IKEA) Added fast food outlets Numerous small bug fixes with object placements Some optimisation to London buildings to improve performance In addition we have added 192 344 new Point of Interest (POI) 3D models to the regions including: Many castles Stately homes Every stadium over 7,500 seats Many cathedrals Bridges Other POIs The majority of models are new, others are redone versions of previous models. Also note that we have enhanced many ports and harbours including boats, ports and cranes, shipping yards etc. Here is the complete list of POIs added to TEGB South SP1:Various Gasometers (London)Various Static Boats, CranesCastles Beckington CastleSalisbury CathedralSaint Michael MountGloucester CathedralCanterbury CathedralMacLaren TechClifton Suspension BridgeBristol CathedralNATS RadarGuildford CathedralRoyal CrescentWinchester CathedralEden ProjectRochester CathedralKidderminster Viaduct 1Kidderminster Viaduct 2SatcomCastles Christchurch CastleCastles Pevensey CastleColchester CastleChilham CastleScotney CastleLeybourne CastleHastings CastleKinnersley CastleAllington CastleLongford CastleTonbridge CastlePlace HouseUpnor CastleSutton Valence CastlePendennis castleIOW FerryMarisco CastleRose BowlSouthwold PierWeston Grand PierCity GroundSt Andrews StadiumSelhurst ParkBET365 StadiumLondon StadiumAmex StadiumAshton Gate StadiumStamford BridgeThe HawthornsEmirates StadiumSt Marys StadiumStadium MKWembley StadiumThe ValleyVilla ParkMolineux StadiumOxford City CenteBanwell CastleEastnor CastleWolvesey CastleCooling CastleRougemont Castle ExeterChiddingstone CastleSherborn CastleSecond Severn BridgeNorris CastleKim Bolton CastleKing Power StadiumBrampton Bryan CastleWilton CastleCooling CastleBeckington CastleChiddingstone CastleBanwell CastleCaverswall CastleWolvesey CastleBrampton Bryan CastleNorris CastleLongtown CastleWalton CastleStourton CastleBramber CastlePortman RoadStraddle carrier4Dean CourtPriestfield StadiumSandy ParkRoots HallBurnham on Sea High SomersetPevensey CastleInce CastleElvaston HallPengersick CastleHurst CastleKimbolton CastleLewes CastlePortsmouth Naval MonumentSubmarine bunkersSmeatons TowerRoyal CitadelMount Batten TowerTavy House BlueTavy House GreenTavy House RedFort AlbertFort MoncktonFort GilkickerSt Helens FortNML FortFort BrockurstFort CumberlandSpitbank FortHorse Sand FortFort VictoriaGolden Hill FortFort RownerDungeness Power StationBigbenCoventry CathedralHarringworth Rail ViaductSixways StadiumKassam StadiumBrewery FieldBescot StadiumLiberty StadiumPenydarren ParkPontypool ParkMillennium StadiumHuish ParkTottenham Hotspurs StadiumColchester Community StadiumTwerton ParkCardiff Arms ParkParc y ScarletsCardiff City StadiumMemorial StadiumSt James ParkSWALEC StadiumRodney ParadePride Park StadiumKenilworth RoadNew MeadowCroydon TowerCrystal PalaceT owerBAE Complex on Portsdown HillRoyal GarrisonPyramids CentreIOW BuildingClocktowerD-Day MuseumSpice Island May Rose MuseumM33HMS BristolBritish American Racing HQPortsmouth CathedralStill & West PubOld PortsmouthRound TowerHMS WarriorCastles Pembridge CastleLizardNorth ForelandLundy Island SouthPakefieldDovercourt HighLongshipsEast Nene Sutton BridgeTater DuDuIlfracombePortland BreakwateBurnham on sea lowgorlestonHunstantonWatchet HarbourAnvil PointPortland BillLyde RockPendeenSt Andrew s ChurchFolkestone PierShorehamRoyal SovereignLundy Island NorthSouthwoldNab TowerBerkeley Pill RearBelle ToutHartland Pointcrow pointdungeness 2Start PointOrfordnessBow CreekLowestoftBerry Headdungeness 1Gorleston South PierRamsgate West PierBull PointSouth Foreland LowDubris PharosRound IslandBlack Nore LighthouseHurst PointSt AgnesPortland Bill LowSt AnthonyTeignmouthWolf RockPortishead PointEddystonePortland Bill HighLynmouth ForelandBishop Rock LighthouseHappisburghHarwich LowGunfleetBerkeley Pill FrontPlymouth BreakwaterLundy IslandSt Cartherines OratoryWintertonSt CatherinesSmeatons TowerChapel RockSouth Foreland HighHarwich HighCromerDovercourt LowGodrevyPeninns HeadWest Nene Sutton BridgeTrevose HeadCarrow RoadHome ParkCraven CottageNew Den StadiumFratton ParkMeadow LaneTrent BridgeMadejski StadiumLoftus RoadWelford Road StadiumSkyStudiosTescosSthBkTowerShellCntr100BishopsgateScalpelSGAptsBT TowerHeron TowerCubeSky News HubSky Gillette22 Bishops gateOXO TowerTwickenhamSky Carp arksNational TheatreSky CentralSky Out Buildings (Near Heathrowe)Tate ModernGillette CentreCastles Hurst CastleBrighton MuseumBrighton StationShoreham Power StationBrighton PavilionShoreham WarehouseCastles Tintangel CastleColchester CastleRochester CastleBrownsea CastleCarn Brea CastleStar CastleHedingham CastleCromwells CastleElvaston CastleDeal CastleHertford CastleDownton CastleFort HooHartlebury CastleTreago CastleLulworth CastleOdiham CastleST Mawes CastleGoodrich CastleLaunceston CastleSnodhill CastlePorchester CastleHadleigh CastleCalshot CastleStarkey CastleWalden CastleMackworth CastleRye CastleFranklins GardensCentre CourtCrystal Place National Sports CentreRecreation GroundCounty GroundKingsholm StadiumSt Lawrence GroundLondon Road StadiumCastles Kentchurch courtCastles Clifford CastleLangstone Tech ParkMarchwood IncineratorMedina MosqueeWilton CastleGrace RoadLongtown CastleWithdean StadiumAbbey StadiumNO 1 COURTAdams ParkPembridge CastleCaerhays CastleBerry Pomeroy CastleRufus CastleCompton CastleCorfe CastleWoodsfordPowderham CastlePlympton CastleCroft CastleGidleigh CastleHemyock CastleArundel CastlePortland CastleOkehampton CastleKingswear CastleSt Catherine CastleAffeton CastleSalcombe CastleLongthorpe CastleDrogo CastleWatermouth CastleBickleigh CastlePennsylvania CastleTiverton CastleLydford Castle Here are some screenshots of the improvements and POIs: New PBR autogen models with reflections, bump textures and new night lighting: New darker roads that integrate much better into the ortho: Many cities are improved, such as Portsmouth: Missing items such as bridges have now been added: Too many castles to mention, such as Arundel in West Sussex: Many new stadiums, such as Amex in Brighton: And much much more .... SP1 will be announced as available released shortly, and you can update using Orbx Central.
    35 points
  36. We are considering special x-platform prices for current customers who have bought content for P3D and XP, which will also appear on MSFS. We haven't really decided anything yet, but the intention is to make it easy and affordable to use the same content across platforms.
    34 points
  37. A little mix of caps from TEGB South & TEGB Central in X Plane 11.32... Also using XVision with my own modded preset. I would like to extend a huge thank you to Ken Hall for the help and kindness he has given me... you are a star and these first caps are for you mate Thank you for looking
    34 points
  38. Happy Easter everyone! Whilst we are very excited to bring you TrueEarth Netherlands for FSX/P3D in April, we are also hard at work on many other TrueEarth regions for FSX/P3D, AFS2 and X-Plane 11. This teaser trailer shows EGCB Barton Manchester Airport fully integrated into TrueEarth Great Britain, the first of our UK+Ireland TrueEarth series for X-Plane. When our company decided to commit to the X-Plane platform, we meant business. EGCB is the first Orbx product we are releasing first for X-Plane. Expect dozens more X-Plane 11 products from us in 2018 and even more in 2019! We commissioned renowned video producer Thomas Rasmussen to create this teaser trailer, and I hope you enjoy it!
    34 points
  39. G'day All, I am delighted to make three introductions to you all; a new member of the Orbx Team, a new line of Orbx Products, and a much-anticipated new scenery project for Australia! Allen Kriesman is a legend of the Flightsim community; a master of his craft for several decades, you will know from his company Scenery Solutions, and highly popular products such as Ultimate Terrain X (UTX). We are delighted to have him on the team; not only will you see new scenery projects from Allen during 2018 and onward, but his technology will be making it's way into many of our other product lines over the coming months. Orbx CityScene is a new line of scenery products that will recreate urban centres and cityscapes around the world in incredible detail. Building upon thousands of hours of R&D over several years, Allen's ground-breaking new technology enables highly-detailed scenery, coupled with highly improved performance and optimisation compared to default city centres. Bypassing traditional autogen methods, buildings correctly replicate unusual footprints, improve on building height and type accuracy, and even add more details for an immersive experience. Vegetation, lighting, terrain, traffic, are all fully integrated. Most importantly, CityScene technology uses next-gen optimisation techniques to ensure the very best performance. The CityScene line will sit alongside bespoke hand-made Cityscapes such as Maurizio's Canberra and Cote d'Azure; likewise some components of this new tech will be utilised in upcoming region and airport products. In short, features you can expect from an Orbx CityScene product: - Highly detailed city and urban landscapes brought to life - Accurate and detailed buildings that go far beyond the limitations of the P3D autogen system - Realistic photoreal/satellite orthoimagery base - Dense and highly-accurate vegetation placement - Road traffic, vector, mesh (DEM) and landclass where required - Full 5 seasons (where applicable) and complete night lighting - Important POI, landmarks and features modeled - Optimised for the best balance between performance and detail CityScene Gold Coast is Allen's first project with Orbx, and recreates the entire City of Gold Coast and surrounds. A long-awaited return to our Australian roots after a hiatus of several years, Goldy has been designed in parallel with Matteo's YBCG Gold Coast International Airport (more news on that soon!). The CityScene captures one of Australia's favourite tourist destinations in complete detail; explore 600 sq km of beautiful beaches, urban landscapes, hotels, towers and waterways. As a bonus, Allen (with the help of Jordan Gough) has included lite renditions of several helipad locations, and Southport Flying Club (YSPT), perfect for launching low-and-slow flights over the coverage area. As Australia's largest non-capital city, Gold Coast has long been famous for it's beaches, surfing and weather. After a massive development boom in the 1980s, the population of the area is now over 600,000, as well as being home to dozens of skyscrapers, including Q1, the tallest building in Australia. The area straddles the New South Wales - Queensland border; Brisbane lies 65km to the north, whilst major NSW regional centres such as Balina, Byron Bay, Coffs Harbour and Port Macquarie lie just to the south. One of the features of the calendar is the Gold Coast 600 Supercar Motor Event; held in the centre of the city, the event is a launching stage for spectacular aerial displays from the RAAF (recommended flying inspo here, here and here!). Given it's southern Queensland location, Gold Coast is the perfect centre for short airline flights to well-loved ORBX destinations such as Brisbane, Coffs, Port Mac, Hervey Bay, Bundaberg, Cairns, Tamworth and Bathurst. Talking of airline flights, CityScene Gold Coast is prepared and ready for the upcoming Gold Coast Intl; a simple placeholder airport representation has been included as an interim measure until the full HD airport is ready as a separate product. CityScene Gold Coast has been designed to blend with ORBX Australia. ORBX CITYSCENE GOLD COAST FEATURES - Highly detailed, accurate representation of the City of Gold Coast and surrounds - Beautiful ground textures at 60cm, with bonus 7cm ultra-HD at Southport Flying Club - Huge 600km2 coverage area - Next-Gen CityScene Technology - Custom 3D lighting, road traffic, and vector components - Bonus Southport Flying Club (YSPT) lite airport - Bonus light helipads: Marina Helipad and Gold Coast University Hospital - Custom DEM mesh - POIs including Q1 (Australia's tallest building), Jupiters Casino and more - Over 69,000 custom objects! - 119,000 accurately-placed buildings - 1.12 million trees! - Expertly optimised using ground-breaking techniques for best performance. - Compatible with all versions of FSX and P3D, designed for use with ORBX Australia - The exciting first product for Allen Kriesman! - Price will be AUD$24.95 (approx. USD$19.50 / €16 / £14 ) COVERAGE AREA MAP Please enjoy these first screenshots from Emmsie, and stay tuned for plenty more shots and information over the coming days! Cheers, Jarrad
    34 points
  40. Hello everyone, I'll keep this as brief as possible. Firstly, my sincere apologies for removing PayPal as a payment option for now, but we had no choice as you will see below. I am on the phone to PayPal daily and working with them to resolve the situation. I am sure Orbx is not the first business in the world to face this problem but their timing could not be worse, right after our store opening and during a sale. We're as outraged as you all are, that much I can promise you. I love using PayPal myself, have done for years. It's quick, convenient and secure. It's also the first time we have been on the other side of the fence as a merchant. So here is the facts, although as you can understand there are delicate confidential business discussions taking place which would be foolish for me to disclosure until the matter is settled. On November 29th PayPal informed me our account was under review and limited. This limitation was restricted to Orbx not being allowed to close our PP account. Not a problem for us The reason cited was the sudden huge increase in $ and transaction volume since our store opened PP requested company documentation to clarify what business we are in - this was provided immediately We heard nothing more about the matter, but I thought this would be a formality and the limitation lifted On December 6th PP informed me our account was further limited This time we were unable to move any money out of our merchant account, effectively freezing our funds Extensive further documentation was requested and immediately provided I called PP every two days expecting the review to be concluded. Meantime the merchant account balance was growing; I normally do a transfer each Monday When the merchant account balance grew to six figures and with no resolution in sight, I made the decision to stop all PP payments We now have a substantial amount of our income held by PP until this review is concluded We have no promise this money will be released We have no choice then, but to protect both the interests of Orbx and its developers to ensure they are paid for their hard work If we fail to resolve the issue then many customers would have 'bought' and effectively gotten free products We will continue to call PP daily, as I have just done. I have been requested more documentation today which I provided. I hope, along with all our staff and of course you as customers, that PP can complete this review and allow us the confidence to use their service again. We did not feel it was appropriate to reveal this information to you yesterday because it is business confidential and frankly, we're not obliged to tell you. But after waking up to the furore on the forums this morning, and the rampant conjecture that has been going on at many forums, I thought I would reveal as much as I can without actually risking jeopardising the PP account review. So .... it appears some people like to think Orbx is doing its best to push customers away with V2 migration, OrbxDirect, FTXCv3 and now this PayPal situation. The truth is that we have had a vision for some years to make the way our customers interact, purchase and maintain our software the simplest and easiest on the market. Sure, there have been bumps in the road. Sure, there are bugs outstanding. But Rome was not built in a day and I believe we are heading in the right direction. We have closed over 2,000 Zendesk tickets since the store opened. We have hired two permanent support staff to deal with issues. Ben is working some very long hours on coding and other tasks. We feel your pain, but we know most issues will be resolved eventually. Orbx is not going anywhere soon. We have a lot of very exciting plans for 2017 and beyond. Plans that move us beyond just FSX/P3D and into some of the most ambitious projects we have ever conceived. We are spending many hundreds of thousands of dollars on R&D in 2017 and this is without any guarantee of success. But where there is no risk there is no reward. So watch this space! Allow me again to apologise for a situation that was NOT in our control, not planned, nor desired. I hope to have it end in a positive outcome as soon as possible but the matter is not in my hands. Thanks for your continued loyalty to Orbx products and your support in 2016, I hope you will give us the chance to grow into new ventures in 2017 and come along for the journey ... A great festive season to all of you!
    34 points
  41. Your personal flight tracker, powered by Orbx The Orbx software development team is proud to announce Volanta. Volanta is an easy to use smart flight tracker that integrates all your flight data across all major sims. Volanta gives you one more reason to fly. Take flight with our easy-to-use interface, which takes all the paperwork out of setting up a flight in your simulator - leaving you more time to enjoy your flight. For those of us who like to complete detailed planning, we support that too. The core features in Volanta will always be free, with added premium features at a later date. You are invited to sign up for the invite-only beta. We hope to see you in our flying community soon! Key Features Automatically track your flights in all major simulators, on all operating systems Fun and fresh challenges to complete Regular giveaways from Orbx and selected partners for active pilots Performance focused. Super fast application on every page Detailed GPU rendered map with advanced filtering options tailored to aviation Unlimited flight storage and retrieval Detailed statistics for aircraft, airports and routes Generate a flight plan with SimBrief, or import one you’ve already made Keep up with your friends flying activity and view detailed statistics Security focused. Adjust who can search for you, see your flight history, or see you on the map. TOTP multi-factor authentication supported. Access your flights from anywhere in the world via the web and mobile Connect with Navigraph to see up-to-date navdata on the map And more… keep reading to see detailed information Volanta: In Depth Map The core of any flight tracking service should, rightfully, be the map. In fact, our whole user experience is built using the map as a base. Almost all pages include a beautiful, full-screen map. We have invested a lot of time into finding the best solution for displaying thousands of concurrent flights on our map, while still maintaining a fluid and smooth user experience. Using GPU rendering technology, we can show every airport, every waypoint, every airway, and every flight all at once, smoothly. At higher zoom levels, more details are progressively added to the data we show, and the underlying map itself. This keeps the map less cluttered and easier to digest. When flying online, or with friends, it’s important to know where they are. We aggregate live data for VATSIM, IVAO, PilotEdge, FSCloud and of course, Volanta. This is displayed in one integrated map. This aggregated flight data also allows you to import network flights that you did not fly on Volanta. Further, when a user is flying on both Volanta and an online network (for example, VATSIM), we automatically hide their network flight so that you only see the more frequently updated Volanta data. This results in a cleaner map, without unnecessary duplicates. As in real life, not all aircraft look the same. With Volanta, you can see various details about an aircraft at a glance, just by its icon and colour. We have icons for over 40 aircraft types, with more being added soon. The colour of an aircraft’s icon changes based on the network, and whether you’re friends with them. With so many possible map layers, including for online networks and navdata, it’s important that they’re easy to toggle on and off. This is easy in Volanta! Simply open the slide-out Map Settings on the right, then you can instantly turn layers on and off, with the results instantly reflected on the map. All of the information you’ll need is at your fingertips. When clicking on an aircraft on the map, we show graphs of the aircraft’s height and the ground, as well as rendering their full route on the map. We even render SIDs and STARs if they’re provided. This allows you to see if an aircraft is deviating from its planned route, and get a beautiful representation of the route on the map. We also display navigation data on the map. We’ve partnered with Navigraph to supply data for us. If you have a Navigraph subscription, we’ll show you data from the latest AIRAC cycle. If not, you’ll be shown data that is slightly out of date. Using OpenStreetMap data, when zooming into an airport, you’ll see runways, taxiways (including their identifiers), and gates all drawn in their correct locations. Flying requires thinking in three dimensions. Because of this, we include the aircraft’s altitude in position reports, and we draw it on the map. You can explore all of your past flights in 3D detail - see how well you flew the challenging approaches into airports like Innsbruck, Tivat or Calvi, then share it with your friends! Intelligent Tracking Flight tracking is at Volanta’s core, so we’ve put a lot of thought into efficiently tracking flights, so you can focus on what’s important. We call this “get in and fly.” The premise is simple: you shouldn’t have to complete a long process just to set up your flight tracking software. Here’s how it works. Make sure Volanta is running (can either be before or after starting your sim). Our tracking automatically starts - no more taking off then realising that you forgot to start tracking your flight! You can then just fly from your origin to your destination. Volanta will try to infer as much information about your flight as possible. For example, Volanta will try to autofill: Origin and Destination based on the position of your aircraft. Your Aircraft including registration and type, is automatically selected based on the aircraft you’re flying in the simulator. If you’re flying on a multiplayer network, we auto-fill as much information as we can. This reduces your workload and makes Volanta the smartest flight tracking app available. That said, if we do guess information incorrectly, or if you’d like to enter it yourself, you can override any information about your flight that Volanta has inferred. Your flight data gets sent to our servers every 10 seconds. This results in beautiful 3D flight paths on our map. However, we’ve implemented some smarts in this area too. As part of our Intelligent Tracking system, we have made Variable Rate Position Reports. When you are cruising we will reduce the rate of position reports if your aircraft remains almost exactly straight and level. The instant you start a turn, or change altitude, the position reports will go back to the highest frequency. This feature saves resources on your PC, and our servers - allowing us to keep Volanta fast and free for everyone without compromising on the quality of the data. We are careful to maintain the quality of the data we log for you. If you are slewing, or using replay mode, we will not send position reports to our servers. This keeps the data for your flight looking clean and beautiful. Sometimes, the real world can get in the way of your simulator time. If you need to pause, or use time acceleration, we handle that too. For every flight, we calculate both the real-world time, and the effective in-sim time. This gives you the ultimate flexibility to fly how you want, without giving any users an unfair advantage. After you’ve finished your flight and shut down your engines, Volanta will automatically end your flight after one minute. Then, when you’re ready, you can take off and fly to your next destination and have it all automatically logged by Volanta. This intelligent tracking technology allows you to leave Volanta minimised for a whole series of flights, then view it at the end of the day to see the beautiful visualisations we’ve created for you. We hope you enjoy tracking your flights with ease! Flights Once you’ve tracked your flight, you can view it from anywhere, at any time - we won’t make you pay just to access your past flight data. Each airport pair is drawn on the map, along with the frequency. The more you fly a route, the more vibrant the line will be. We also show your full virtual logbook in an easy timeline. Clicking on a past flight will reveal comprehensive data that we’ve stored for you. You can see the full 3D path of your flight, as well as useful metrics such as block time, flight time and fuel burned. Furthermore, you can see exactly where you touched down on the runway, as well as the landing rate, ground speed, wind direction and wind speed. Aircraft Volanta keeps track of your aircraft, anywhere in the world. Each unique aircraft has its own location, flight history, and accumulates flight hours (along with many other statistics). This allows you to track your favourite aircraft, and see which aircraft you need to pull out of the hangar more! Aircraft are automatically created for you when you start a flight - no manual work is required. If you already have an aircraft in your account, Volanta will automatically find it and assign it to your flight. Keeping your data accurate. This is just the start, we have many more features planned in this area. Planning One of the most important aspects of flying happens before you enter the aircraft. A detailed flight plan provides you with all the information you need to arrive safely at your destination. With Volanta, we can do the planning for you, or import a plan you already have. We’ve partnered with SimBrief, flight simulation’s best free flight planner, to make planning your flight even easier than before. You can plan your flight completely in Volanta, or plan it on SimBrief’s website - importing the details into your Volanta flight with a single click. Volanta’s intelligent tracking technology helps save you time here too. We already know your aircraft’s type, so you don’t need to enter it again just to plan your flight. If you’re flying on an online network like VATSIM, PilotEdge or IVAO, and you’ve filed a flight plan, you can import all of the details with one click. This is one of the easiest ways to get started with your flight. We’ve made it easy so you can focus on flying. If you use another planning tool like PFPX, you can import your flight plans using a saved route file or by pasting the route. You can do this at any time during your flight - you don’t need to do this before you start flying. That said, planning your flight is optional. If you don’t want to use a flight plan, you don’t have to. You don’t even need to know where your destination is, that’s fine. You shouldn’t have to change the way you fly just to use a flight tracking tool. Challenges As many flight simmers know, deciding where to fly can sometimes be challenging. In Volanta, we’ve built a robust and powerful challenge system to help. Challenges in Volanta can come in many shapes and sizes. Some challenges may be as simple as flying from A to B. Others may involve flying under a bridge, flying a route accurately, or a time trial. These truly test your abilities as a pilot and expand your horizons to new and exciting places. Completing challenges gives rewards, including achievements, experience and prizes. Some challenges are hand-crafted by our team, and others are automatically generated by our system. Exciting new challenges await every day. This is just the beginning for challenges. The challenge system will be one of our primary focus areas going forward, with new minigames in the works. We’re very excited to hear your ideas. Friends & Profiles One of the most rewarding aspects of flight simulation is flying with others. Volanta makes this fast and easy with our built-in friend system. Clicking on a friend in your friends list gives you easy access to a plethora of statistics on their profile. See their total number of hours, number of flights, distance flown, and their detailed flight history all from one place. With rich status, you can see where and what your friends are flying at a glance. If you’re a Discord user, we also forward your rich status there. Volanta profiles are the perfect way to share (or show off!) your flying to others. Although, the friend and profile system is optional - if you prefer to fly solo, you can. Volanta has robust privacy settings. You can control who sees your data. Simulator and OS Support Our goal is to enable any flight simmer, no matter their operating system or simulator, the ability to use Volanta. Our desktop app works on Windows, macOS and Linux. You can also use Volanta on the web, or on your phone to track your flight from anywhere in the world. The web and mobile versions have all the features you love from the desktop. For simulators, we currently support FSX (including Steam Edition), all versions of Prepar3D, X-Plane 11, and Microsoft Flight Simulator. Support for other simulators is coming soon! Data Imports and Exports If you already use existing flight tracking software, all of your data can be safely imported into Volanta. We currently support importing data from projectFLY and SimToolkitPro. We plan to add more soon - let us know where you want to import your data from. With Volanta, your data is truly yours. Through our data manager, you can export your data with only a few clicks. The data will be exported into easy to use .json files that you can import into other tools. This system is completely automated and usually finishes within an hour. You can export data on your schedule - no need to contact support. Roadmap This is just the beginning. We want to see Volanta grow into a tool everyone in our community uses. Integrations: we plan to integrate with many more simulators and services. DCS World, Infinite Flight and FlightGear are just some of the things on our list. Notifications: get notifications to your mobile device when you’re reaching top of descent. Get notified when your friends go online and start flying. Schedules: imitate real-world flights with up-to-date real-world schedules. Streaming tools: including a comprehensive overlay, a Twitch bot and a Twitch extension (plus more). More challenges: minigames, interactive challenges, multiplayer challenges. Translations into many other languages (let us know if you want to help!) Other community driven features Keep in mind that the roadmap above isn’t a commitment. It will be heavily shaped by what you, our community, want to see. Invite-only Beta We hope you are as excited as we are about the new opportunities and enhanced smart flight experience Volanta has to offer. You are invited to join Volanta’s invite-only beta and connect with the global community before it is officially launched. Register for the invite-only beta. Expand your horizons with Volanta today! Psst, we also have some social media accounts. Check us out on Facebook, Instagram and Twitter.
    33 points
  42. Just an update chaps to whats been happening since this post. Well as things stand the medication is working it will be adjusted higher soon, I went to a cardiac unit yesterday and had an angiogram that was interesting seeing inside my heart on a big screen. Afterwards the heart consultant that did this came and seen me and explained they have booked me in for a pacemaker with defibrillator to be fitted to keep my heart in its proper rhythm so it wont go like the clappers anymore, So with this and the medication things are looking better than they were. I wont ever be the same as before but you have to adjust to this and get on with life there are people a lot worse than me in this world of ours. cheers Emmsie
    33 points
  43. Got an email from ken re this thread, and just took a look (first time online for a while..) Thanks for your kind thoughts lads, it gave me a big boost to know that there are those our there that care Here is a quick rundown on my situation. My illness is not really showing much improvement, at least it was not until yesterday when the visiting nurse set my up a telephone meeting with a doctor, who set me up with new medication. The outcome is an improvement on my ability to move around without needing to fall over due shortage of breath, and this has allowed me to set targets for myself, easy objectives,,which I can do every hour or so. Hopefully, it's onward and upward from here.. Thanks for caring fellas..I hope to be back to normal before long...Terry.
    33 points
  44. To those few who may have missed me, I am happily back, after some challenging events. I was gone from here, since early last summer, I believe. A few years back, I was wounded in action, and suffered some serious injuries as a result. I never disclosed that to anyone on here, except maybe a few of you privately. Well, last summer, I started to experience some serious medical issues related to my wounds. As a result, using a computer (and hence, flight simming) became extremely difficult and sometimes downright uncomfortable. Short story is they found out I was having low grade seizures due to a brain injury I suffered when I was wounded. Computer use was heavily aggravating it. Lots of specialized rehab later, I have been cleared to 'fly' again....yay! I have missed you all here, and I have missed my simming. I do have some residual side effects, like memory loss, word processing issues and various other cognitive 'things' but in general, I am doing much better. Once I explained the whole flight sim process to one of my occupational therapists, they actually said it would be a good thing to do for my brain because of all the processes and routines involved. I just won't ever be flying any real planes...lol. Anyhow, just wanted to let you all know where I was. I am here now, and although I may process things slower now, and I might need some help to remember things, it's still me, Sniper31...happy simmer to be back with you all.
    33 points
  45. Hello all, Normally Orbx does not announce projects until they are at least in alpha or beta stage and we have something to show. However in the case of this announcement, a lot of exploratory pre-alpha work has already been done and indeed I've shown some sneak preview shots already. Moving forward I think in the current climate of multiple sim platforms we will likely be giving more advanced notice of future projects. What I can announce today is that we have secured pristine aerial photography for all of the UK and Ireland and this now paves the way for projects to commence in earnest. Jarrad Marshall will be announcing the name of these series of addons this weekend so I won't reveal the Orbx product series name yet, but they will be made entire from aerial photography orthoimagery and not landclass based. In addition to the Netherlands for FSX/P3D coming in a matter of weeks, we will be releasing photoreal regions for England, Wales, Scotland, Northern Ireland, Ireland, Pacific Northwest USA and Germany in 2018/19. These will be released as a region each, allowing you to pick and choose which ones you want and also manage the footprint sizes on your drives. We may split Germany into halves to contain the installation size. The prospect of flying from Ireland to the eastern part of Germany in a contiguous photo based scenery is now very real. The first sim platforms these UK/Ireland regions are to be released on will be X-Plane 11, followed by Aerofly FS2. This is because the pre-work has already been done and they will be summer season only. FSX/P3D will follow but there is a lot of work to produce 5 seasonal variations of each regions therefore extra development time will be required. We will be producing a test compile somewhere in the Midlands soon, and we can then share a few further sneak preview shots. These regions will be "install-and-fly". Everything will be managed by OrbxDirect and FTX Central so you can focus on just enjoying the regions themselves. We plan to include every house, building, tree and structure in all of the UK/Ireland and the regions will also include (based on each sim's functionality) night lighting, traffic, power lines, water masking, light houses, cityscapes, POIs, marinas, ships and thousands more 3D objects. Airports will be upgraded in the FSX/P3D version but we are not 100% decided on XP/AFS2 for airports at this stage. Those may follow in a service pack or we take a different approach (more details TBC). So imagine doing an approach with scenery that looks like this: This will soon be possible across multiple sim platforms and I am sure you are just as excited as we are about the prospects of seeing this level of detail in your favourite sim. More information to come in due course!
    33 points
  46. Good day to all, Welcome to San Diego v2! I'm very happy to announce my new project which I’ve been working on since Gold Coast Intl was launched. I've put all of myself to give to you a much-improved version of KSAN. Using the latest optimization techniques this version is almost 100% new compared to the KSAN you are all currently flying. Performance increases, plenty of new details and a few new major features are all part of the update. I’ve taken on board all of your feedback, and have channelled this into the new version. I hope you all get even more enjoyment out of this new version! Of course, the most exciting part of this news is that KSAN v2.0 is an entirely free update for all existing users! If you haven’t had the chance to try KSAN yet, now is the perfect time as the scenery is currently on sale. What's new in this version? First of all, I spent a great deal of time trying to understand how to improve this huge scenery, using latest techniques. This has been achieved by re-working almost every 3D component of the airport, extensive optimisation and consolidation, whilst at the same time adding more detail. Our testing team have all shown big performance improvements across the board, with a few testers even showing double the performance when used with Orbx FTX Global! Whilst the performance has been a large focus of my efforts, I have added many other features as requested by you: Massive optimization efforts to greatly improve performance New animated jetways! (CTRL-J) Far more terminal detailing (P3D only) New modelled interiors for main terminals (P3D only) Totally replaced static aircraft – new types unique to KSAN Updated ground poly (with new textures), New ground imagery (higher quality, better colors and blending) Updated and revised GSE placement and types Added lite versions of surrounding airports: KMYF, KNRS, KNZY, KSDM, KSEE Major updates to POI and downtown textures Improved autogen Improved clutter and details Dynamic lighting (P3Dv4 only) Compatible with FTX GLOBAL, openLC North America or Southern California For Microsoft Flight Simulator X and Lockheed Martin Prepar3D v1-4 A little bit of info about beautiful San Diego city: San Diego is a major city in California, United States. It is in San Diego County, on the cost of the Pacific Ocean in South California, approximately 190km south of Los Angeles and immediately adjacent to the Mexican border. The city has a population of 1,419,516. As well as the airport, this scenery covers the entire city in detail, including dozens of POI and a detailed rendition of downtown. San Diego International Airport: San Diego International Airport, formerly known as Lindbergh Field is an international airport very close to downtown San Diego, Many of you will know it for its famous approach, and for challenging landings over the short runway, coming very close to the well-known parking lot. The airport serves domestic, transcontinental and international destinations. You can see at the airport almost all types of aircrafts, from Boeing 737 to Boeing 747. Don't miss the opportunity to pick up this scenery whilst it is on sale, and of course, keep an eye out for more previews coming soon! Enjoy!
    33 points
  47. Hello guys, this is a map that I've created for myself, but I found it quite cool so decided to share. It is basically a copy of the official Orbx product map, but I made several changes: - added standalone freeware airports - added airports from the 2018 roadmap - color coded the airports. This is to easier decide which ones are suitable for different kind of airplanes. The coding is as follows: BROWN - grass strips ORANGE - small paved GA airfields, LIGHT GREEN - bigger GA / small regional airports suitable for Dash 8 or a bizjet DARK GREEN - airports suitable for 737 BLUE - regional and international airports, with enough runway and parking place for at least 757 I did not use any fixed criteria for this classification, rather a combination of runway length, apron size, real world schedules and common sense. So there can be some errors or you may not agree with the classification. But I hope you'll find it useful https://drive.google.com/open?id=1-fqf4PZR7FHf0M7L3M_d2t5o2AuFgO22&usp=sharing
    32 points
  48. The History Of Orbx – Part 1/7 – Early FS forays As part of the 10th anniversary celebrations and the week-long sale event we're having, Ben suggested I should write a series of articles on the history of Orbx. I thought it was a great idea so here goes nothing. This will be quite a personal walk down memory lane. I'll add a new chapter during each day of the sale event. So where to begin? Before Orbx, before VOZ, before anything that had a public face, I was mainly a flight simulation enthusiast. I had always been fascinated with aircraft and flying. An Aviation Family As a young boy in the early 1970's my father would give my mum a break from the kids by taking all his sons (about six of them at home at the time) to the newly built YMML Melbourne International Aiport which had an observation deck at the top of the terminal. We'd sit there for hours planespotting and trying to imagine where all those aircraft had come from and were going to. My parents brought my siblings to Australia from Holland in 1971 and they flew back to the Netherlands every few years. Every departure and arrival at YMML was a major event for us, and they would always treat us to new boxes of Lego and Dutch licorice when they came back! I loved being at airports. In my later IT career decades later I would spend 300 days in one particular year flying around the world for my job. At one time I had over a million frequent flyer points. My father was involved in aviation with the Missionary Aviation Fellowship (MAF) and had experience in flying in Cessnas around Australia. His love for aviation rubbed off onto his sons because three of them ended up with their PPLs and one became a CFI. Many thousands of hours of stick time is shared between them. Me? I was the dreamer of the bunch, never doing more than playing with flight simulators from the pre-FS1 module for the Apple II called A2FS1 by Bruce Artwick. This allowed me to model the trench run scene from Star Wars and I thought I was at the pinnacle of 3D animation at the time! Then came FS1, colour graphics on the PC and various iterations of FS2/3/4/5 etc until I sort of lost interest in the mid 1990's. Rediscovering Flight Simulator Then in 2000 I rediscovered Flight Simulator again in the form of FS2002 and I began to resume interest in the hobby. When FS2004: A Century of Flight was released in July 2003 I began to collect aircraft and scenery addons, admiring the skills of those early developers and gaining an appreciation for bush flying. I loved Bob Bernstein's Orcas Island and Harvey/Monroe - the little details made the airports seem like microcosms and little universes. I would spend hours looking at the detail and doing circuits. Then I discovered Holger Sandman's early projects both payware and freeware - amazing stuff like Misty and Tongass Fjords and Glacier Bay and many lovely other sceneries around B.C. and Alaska, the early Ultimate Terrain series by Allen Kriesman, great little airports by Bill Womack - all legends of the hobby in my eyes. I became quite the flight sim hoarder, downloading hundreds of freeware addons, scouring forums, buying every new aircraft and scenery that my budget would allow, filing everything into neat folders and filling up hard drives with a vast collection. Each new acquisition would give me the pleasure of discovering something new and admiring the authors’ skills. My morning coffee at work would involve reading forums, product reviews and looking for more destinations to visit. BEV It was during this time of enjoying flight simming again that I stumbled upon a guy called Stephen Stever sharing some amazing new ground textures for FS9 on the Ultimate Terrain support forums. I commented on how great the screenshots looked. At the time he hinted it was a personal project and they were just some "alpha shots". I sent him a PM and told him if it ever went to beta I'd be keen to help out. Sure enough, he replied a little later and after a few teething problems with logins etc, a crew of about 12 people assembled in a private forum called "AREA 51". So the BirdEyeView (or BEV) project was born. Stephen was great texture artist, but had very little clue about sales, marketing, forums, websites or generally a business model at all. Being a sales and marketing executive for IT companies, I set about organising things in the background, creating little logos and banners and working a (lot!!) of hours in my spare time. Here's one of my early creations, a forum signature image for the testing team So BEV occupied an enormous amount of my time and I'd often be found at work editing textures, logos, website, and testing - much to the dismay of my bosses! Eventually after finding a work colleague of mine to code a switcher app, we had some sort of a product on our hands and the website began to take shape and interest grew in the product. KoorbyGen Because Stephen was using standard FS9 autogen building textures I set about sourcing building textures, learning the autogen SDK, editing texture sheets and creating a whole new set of autogen, which I dubbed "KoorbyGen" (my forum nickname has always been koorby for many years). Koorbygen textures are in fact still used in Orbx NA regions, believe it or not. That's because I had created HD textures four times the resolution of FS9, not knowing that would be the native resolution of FSX some years later. In fact you can still download KoorbyGen from AVSIM BEV ended up using my KoorbyGen for its North American products which was released just before I left the team, because real life got in the way and the hours I was spending on BEV were getting too crazy. I learnt so much from the experience though and generally had a great experience working on a project and seeing it come to life. I also learnt that FS development could be a huge time sink and you needed discipline and structure to make commercial releases, or relax a bit and make freeware stuff. The first release of BEV The BEV website So after BEV I sort of lost interest in flight simulation for a while, I needed a break. Of course, a bit later I decided to begin my PPL and began lessons. The problem was, FS9's depiction of my local area in Australia looked like the Gobi Desert so trying to practice my navs and circuits was a joke. What happened next is for part 2 tomorrow .....
    32 points
  49. We have encountered a number of posts on these forums from customers advising us that their entire ORBX folder has disappeared. The blame is being pointed at the 151108 Orbxlibs release. Firstly, let me assure you that there is absolutely nothing wrong with that Orbxlibs installer and there's no need to be concerned about your ORBX folder disappearing if you have purchased legitimate licenses for all your Orbx products from day one. Please allow me to remind everyone that you don't own any Orbx software, products or libraries. What we sell is a *license* fee that gives you permission to use our intellectual property on a single PC for personal use. Of course, we also sell a commercial variant of that license. We have clear links to the End User License Agreement (EULA) on our website here: https://fullterrain.com/eula Furthermore, since our first product release back in March 2008 we have asked every single customer to click on a button in the installer applications to agree to those EULA terms, and again we offer a printed copy in the User Guide. The license is not transferrable. You can't buy someone else's copy on eBay or Amazon etc. You can't install a 'friend's' copy, or receive it as a 'gift' from someone. You can only buy them from flightsimstore.com (they sell vouchers if you do want to gift Orbx products, by the way). Allow me to give an analogy: If you are of driving age, the government in your country asks for a paid fee to sit either a theory and/or practical test and then awards you the privilege to drive a vehicle. You don't own the privilege, it's the government's right to take it away, as it often does if you breach the terms of your license. I know; I lost my driving license twice in my youth when I was a bit reckless. It sure taught me a good lesson. So then, we make it clear that you need a valid paid license to use our software. However, if in the past at any time you have perhaps "tried before you buy" and availed yourself to a copy of Orbx software from any source other than flightsimstore.com or a previously authorised DVD reseller, whatever mechanism that was used to install that unauthorised copy of Orbx software was logged onto your Windows system somewhere. Every now and again we release products (they can be Orbxlibs, regions, airports - these are random) where the installer checks for any evidence of past unauthorised Orbx products having been installed on your PC. In that instance if we detect a breach of the EULA, we reserve our right to remove all our intellectual property from the ORBX folder. You have essentially forfeited your privilege to use our software, so we're enforcing our rights as the owner and publisher of it. Please note that we do not touch anything outside the ORBX folder, nor interfere with your Windows or PC installation or other vendors' products. How do you fix this situation? The solution is to think back to that "try before you buy" (to clarify: pirated, torrented, illegal) Orbx product that was installed and then go and purchase an authorised license from flightsimstore.com for that and any other unauthorised products that may have been installed in the past. Here's the hard part: You will need to re-install Windows from scratch to prevent a random Orbx installer from affecting the ORBX folder yet again. Whilst this may cause you inconvenience, it pales into insignificance compared to the millions of dollars worth of Orbx products that have been stolen in the past eight years. I need to remind people that Orbx provides a means of income for many people, some of who develop on a full-time basis and who can spend up to 12-18 months working on a single project at a time. We have a zero tolerance policy towards customers who think they can download our products from unauthorised sources. Those people who have been affected recently will be contacted and given a ban from the Orbx support forums for a few months to think about their actions and allow them time to purchase legitimate copies. So it matters not if you've purchased every single Orbx product including a few "try before I buy" copies in the past; you need to ensure 100% of your product installers come from FSS and if you have experienced an ORBX folder loss you will need to re-install Windows. I will make the unusual step of leaving this open to discussion but the moment the topic becomes antisocial it will be locked. I don't want to see any inflammatory posts or cries of "how dare you call me a pirate" etc etc. I can promise you that the tech we used to detect unauthorised activity has been thoroughly tested, and this is borne out by the fact is has affected only 9-10 people out of some 3,000 installs of Orbxlibs in the past week. It actually beggars belief that these people are posting on the Orbx forums in these circumstances. To the majority (and I mean, 99,9% of the 57,875 registered forum users) who always support Orbx by purchasing licenses from flightsimstore.com - I say "thank you".
    32 points
  50. Hi all, Since releasing Orbx Central just under two weeks ago, we have been receiving valuable feedback for Central - both positive and negative. We are committed to listening to this feedback from you, our customers. We have not slowed down our development speed since releasing Orbx Central. In fact, we are adding more members to our team to ensure we build an incredibly stable and robust platform for installing Orbx products. We have been carefully reading every post in the Orbx Central Support Forum. Even if we don’t directly address your post, please be assured that we have read it and are listening to your feedback. We are striking a balance between identifying the issues that are high priority (and fixing them!), versus responding to feedback on the forum. We have seen some great performance improvements with Orbx Central compared to FTX Central 3. For example, the average time to download and install Innsbruck for X-Plane in FTX Central 3 is 45 minutes and the average time in Orbx Central is 27 minutes. That’s an average time saving of 18 minutes. Similarly, FTX Central 3 can install TrueEarth US Washington in 5.5 hours and Orbx Central in 3.5 hours, saving an average of two hours. Due to the vast differences in everyone’s simulation environment, the release was not as smooth as we had hoped for. There were some issues that did not arise during our extensive beta testing, which was conducted internally and externally. There are some issues we are still aware of and are working to fix. If you do experience an issue, please post a new topic in our Orbx Central Support Forum with the appropriate log file. Including the log file in your support post allows us to diagnose the issue and therefore ensure we can quickly fix the issue. Current known issues Vector Control Panel & AEC tool Unfortunately some issues with the Vector Control Panel slipped through the cracks during our testing process. However, we are making changes to this tool that will not only make it faster, but will resolve issues that have existed since the release of Prepar3D v3. We are currently going through our internal beta testing process for a new version of Vector that will resolve issues that have been identified. The main issue was that in some cases, the Vector Control Panel could not detect the simulator correctly. This has been resolved and will be available in the upcoming Vector update. Another issue is that the version of MakeRunways which is bundled with Vector could not read scenery installed using the add-on package method. We have resolved this by writing our own tool that can read both scenery installed as an add-on package, and a traditional install in the scenery.cfg. Please note that this has been the case since the add-on package was introduced with Prepar3D v3. Furthermore, we have improved the performance of the Vector AEC tool. In some of our tests, we’ve seen an 80% decrease in the time to scan a simulator with a mix of scenery.cfg, and add-on.xml scenery. Global openLC fallback texture location The other primary issue that will be remaining after this update is Prepar3D uses an incorrect fallback texture location for our openLC products. We will be working with Lockheed Martin to resolve this. When experiencing this issue, you will see autogen misplaced on top of default textures. We have identified that Prepar3D is actually locating the correct autogen files from Orbx Global BASE, but it is for some reason is reading textures from the base simulator. Here’s an example of what you might see if you are experiencing this issue where default textures are incorrectly showing with the correct openLC autogen locations. Until we have found a permanent solution, the workaround is simple. If you have installed Orbx Global BASE using the add-on package method (i.e., installed it into a library in Orbx Central), then you will need to install it into the simulator directory as well and therefore overwriting the default textures. This can either be done by installing Global BASE in FTX Central v3, or by clicking uninstall in Orbx Central, then installing it again in Orbx Central using v4.0.6 or above. More insertion point / layering choice Currently, if you have many packages installed using the Prepar3D add-on package system, it can be difficult to layer those packages among each other. In Central, you can choose a scenery insertion point relative to scenery.cfg entries. Future improvements will allow users to select more granular insertion points amongst add-on packages as well. What we have changed Installing into the simulator directory (all simulators) One of the most common requests since we released Orbx Central, is giving users the ability to install scenery into their root simulator directory as it was in FTX Central v3. With clicking the “install” button with Orbx Central 4.0.6, you will be given the option to install directly into the simulator directory or into an Orbx Central library. This applies to all of the simulators we support and across supported operating systems. There are some exceptions where you cannot choose between a library or an in-simulator install: Orbx Global BASE must be installed into the simulator until we resolve the above mentioned issue with Prepar3D loading the incorrect texture. Orbx KSUN Sun Valley must be installed into a library. It makes heavy use of the add-on packaging system to provide extra features. Orbx ObjectFlow 2 must be installed into a library. This is installed automatically if you install a product that requires ObjectFlow. More details provided when migrating a product When we provided the “migrate to library” functionality, we did not expect people to migrate all of their products. We only provided this as a stop-gap to prevent people unnecessarily re-downloading all of their scenery when they already had it installed. Our stance has remained unchanged: if your scenery is working fine now, do not migrate. There are not many benefits to migrating your scenery to a library when you already have everything working. You do not have to migrate all of your products to use Orbx Central. As the core of this issue is miscommunication, we now show a dialog when a user clicks “migrate to library”: More details provided regarding scenery ordering As the Prepar3D add-on packaging system is new to many of our users, so is the way to order certain types of entry in the scenery library. You can still choose your library insertion points (as before in FTX Central v3) by going to Settings -> Insertion Point. Central will then place the Orbx scenery at your assigned position (in both scenery.cfg, and with add-on packages). We have added an extra step to the onboarding flow explaining this. Unicode issues with scenery.cfg Some users who had non-English characters in their scenery or their PC username would experience strange issues with their scenery.cfg. We have resolved this by supporting Unicode in Orbx Central. Stability improvements There are many other bug fixes and performance improvements that we’ve made to Orbx Central since release. If you have experienced issues in the past, I’d encourage you to install Orbx Central again. For a full list of the changes we’ve made, please see the changelog that you can find at Settings -> Changelog. -------------- Finally, we would like to stress that if your scenery is working fine now, there is no need to migrate it to a library. Orbx Central will continue to read scenery that you have installed into the simulator.
    31 points
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