All trademarks are property of their respective owners in the US and other countries. might know me better as Rays Aviation - I have primarily been flying That might just me a misperception on my part, but at times I do struggle to force a simple switch into compliance with my request. Other than the minor wrinkle with the switches and flap handles, it is all very intuitive. The version In other words, if Laminar wanted to build a version 11, what should they put in it? © Valve Corporation. It has a resolution that's similar to Vive Pro and X-Plane 11 has trouble rendering in stereo at that resolution at a decent frame rate. I never really paid much attention to consoles until the Dreamcast came out. Eh, let’s just mix it all in together. I don’t remember where or when, but I came across a news posting praising Laminar for releasing a free update that offered X-Plane 11 owners the option to download a beta version that included their first efforts at providing a VR interface. While using the Touch controllers for switches, etc. This makes it very hard to fly well, especially if you have ingrained habits and expectations born from hundreds of hours of experience. First, in the Cessna 172, the flaps control is a little lever that has two detents. It wasn’t great VR - it required external controllers and very few of the cockpit switches and knobs were clickable. - of course also a master volume The effect of checking the box is instant, so only click it if you mean it. I know that normally X-Plane vs FSX vs P3D is almost as a religion control. It’s a notorious career killer. Output, Joystick, Keyboard and GPS and they all feature numerous You have to click the trigger again to let go. If it was turned to the left, that’s where it will stay and the airplane will continue to roll until it’s upside down, at which point it will likely break into pieces and fall to earth. View Profile, On the other hand, some of the toggle switches can actually be harder to manage in VR. So, how best to approach reviewing this? In normal mode, they toggle when you click them. It’s a beta. This is extremely non-intuitive and actually quite hard for a real world pilot to get used to, unless said pilot is used to a sidestick like they have in Airbus commercial airliners. The fun part would probably be to go directly to the flying, but As such, the competitive environment has (presumably) forced Laminar to take a little bit different path in their choices of areas to upgrade. What should happen is that when I let go of the yoke, or as in my own plane, the control stick, it will return to the center/neutral position of its own volition. X-Plane 11 is the first major new version from Laminar Research in quite a few years and brings some major improvements to the flight simulator. It just takes a little getting used to if you have never actually flown planes like that in the real world. At that time you had to order them through a Radio Shack store - Tandy didn't think they'd sell enough to justify stocking them in the retail stores. Let’s say you’re in the pilot’s seat of a 747 flying along at 32,000’ and you look outside at the beautiful scenery below. Fight simulators are like that, although owning more than one is a lot more approachable to mere mortals. I'm too old and slow to do well at the FPS twitchers or fighting games, but I do enjoy online Rainbow 6 or the like now and then, although I had to give up Americas Army due to my complete inability to discern friend from foe. Jim, I don't experience anything like this (even with 19 aircraft added). When you release the trigger, you release the throttle (or whatever lever you were moving) and get back to flying. It’s a beta. simulation experience. Sound features a customization of the audio both on/off but also in I was just looking at X-Plane 11 and was deciding whether or not to invest. When you mentioned Samsung, was that the Odyssey by any chance? Plus rudder pedals, of course, although many flight sticks provide for yaw via a twisting motion. With the higher priority being assigned to flight instruments, pilots could more accurately simulate instrument approaches and other operational aspects that ordinarily require a lot of expensive flight time. I don’t like the odds of it being fixed, though. new user interface that I now needed to get familiar with. While it couldn’t hold a candle to any single aspect of X-Plane 11, it did have one thing that almost immediately became so addictive that both X-Plane and DCS were soon shelved: Virtual Reality. Laminar put a great deal of thought into this and they decided that they would attempt to address what may or may not be an actual problem. That would actually amount to a “just catching up” upgrade in the eyes of legacy purchasers who have already learned their way around the UI and would not really benefit from having to unlearn it in order to learn an easier interface. Tracking is pretty good. I always enjoyed walking around the detailed airports in... You can view the page at https://www.flightsim.com/vbfs/content.php?21572-KerrSpectives-State-Of-The-Sim. menu. It wasn’t as easy as right-clicking the title in Steam (which wouldn’t work for me because I didn’t buy it from Steam) and selecting the 'Start in VR' mode. Let’s further say you are fiddling around with your Touch (or Vive, presumably - assume such from here on out) controller. I have been waiting for this for such a long time, and finally X-Plane 11 got native VR support for HTC Vive and Oculus Rift earlier this week. We're looking for new writers to join us. Being able to interact with almost everything in the cockpit with Vive motion controllers is definitely a game changer. It's now "bait and switch", we have to spend more money for an addon to accomplish something that should already be in the program WE PAID FOR! It On the other hand, some of the toggle switches can actually be harder to manage in VR. download went quite fast for a file of more than 58 GB. I just bought and installed this puppy. If you as General together with additional features.  Number of Views: 144936. From there I moved on up through the PC line, always buying just enough machine to support the latest version of the flight sims. model, red and black-out, damage on aircraft due to stress, etc. I had DCS for the more pyrotechnic flights. While there used to be only two top-shelf consumer-grade flight sims, the times have certainly changed. We all got suckered in by LR's demo several months ago. specifics. Can payware aircraft be exported from FSX to MSFS such as the first person "BOB" from ORBX? While it simultaneously suffered from a horrendously impenetrable user interface and equally unattractive scenery, it excelled at the things that matter to real-world pilots looking for a way to reproduce a reasonable level of accuracy and fidelity in fight dynamics on their home computers. As it stands today, the VR implementation is already far superior to anything else on the market, as is befitting X-Plane’s traditional position at the pinnacle of consumer-level flight simulation market. the page With a sim such as X-Plane, a pilot in need of some practice could do ten ILS approaches in the time it would take to drive to the airport and back. This is clearly a limitation of X-Plane 11, i.e. not be fair since FSX is a rather old platform. In the latter case, you have to figure out how to get over to the menu board. VR tends to exacerbate things like that. I had no expectations that they needed to meet because I didn’t even know they were working on it, but having seen the results of their efforts and what had to be hours upon hours of brainstorming I am now impatiently awaiting the next update. I am certainly very excited to test this new Luckily it’s the Graphics tab, otherwise you could hunt for a week looking for it. The flaps will follow the travel of the handle (as you move the handle, the flaps move proportionally) but there are four identified positions: Up, a little bit down, a little more down, and full down.