![]() ![]() X-Plane 12 changes the way directional gyro drift is calculated and the behavior of the directional gyro drift data refs. If your aircraft requires rudder pedal input to operate realistically (especially single engine propeller aircraft and light twins) consider configuring the constants for the new auto-coordination to improve the experience for users with no rudder hardware. “Airliner” with auto-throttle uses the auto-throttle to set climb power in climb, hold the selected cruise speed in cruise, and comply with speed restrictions (if physically achievable) in descend.įor a detailed explanation and examples see the article Autopilot VNAV modes and PlaneMaker settings. “GA” without auto throttle can only do geometric descents – the vertical path is controlled by the autopilot, while the pilot controls the speed by the throttle (or speedbrakes). The main difference is the availability of auto-throttle. X-Plane knows two different types of VNAV, which can be described as “GA” and “Airliner”-type VNAV. ![]() This article summarizes X-Plane’s capabilities when it comes to modern integrated approach navigation and sheds light on the new datarefs: Autopilot Navigation Source Autopilot VNAV modes Learn more: Airframe and Tail Anti-Ice and De-Icing boots Autopilot Navigation Source X-Plane 12 treats the tail surfaces different from the wing surfaces when it comes to ice accumulation and anti- or de-ice measures. Plane Maker Updates Airframe and Tail Anti-Ice and De-Icing boots Future guidance will come when this issue is resolved. OPEN ISSUE: as of this writing, the HUD light levels are not correctly set. So for example, a HUD with 20 degrees below the horizon and 10 degrees above would have an FOV ratio of tan(-20) and tan(10) or -0.364 for the bottom and 0.176 for the top.įor an example of the 3-d HUD, see the F14. To calculate the FOV ratios, use the trigonometric tangent function for the angle from center for each side. In one of your objects marked interior glass, use the new ATTR_hud_glass to mark the glass that the HUD “appears on” and make sure that that OBJ is in the “glass reflective” light group in X-Plane.Build the HUD image in your 3-d panel in the appropriate area.The angle of the HUD from the pilot’s view (as field of view ratios).The panel texture area to be used as the HUD (in pixels) and.Specify the geometry of the HUD in the Plane-Maker viewpoint screen, cockpit tab, 3-d HUD section.To use the new HUD you will need to do three things: ![]() This simulates the real-world HUD experience of the HUD being focused at infinity (and aligning with the horizon), while only being visible when the pilot’s head is within a specific 3-d box in the aircraft. The new HUD works by projecting a region of the 3-d panel in front of the aircraft in the distance, but only drawing it where it intersects a 3-d modeled HUD glass. This system is unrelated to existing tech for a HUD in 2-d panels or in the “forward with HUD” view. X-plane 12 contains a new 3-d HUD system. Learn more: Navigation Display Scaling New HUD These png files can supply alternate symbols, colors or fonts to generate the style of the nav display. Customization of the map display is possible by editing the map_s_HM-1.png, map_s_HM-2.png, map_s_HM-2.png and map_s_HM-4.png graphics and supplying the graphics specific for your aircraft through the library system (the path is cockpit/EFIS/EFIS_maps). Starting with X-Plane 12 it is possible to independently scale symbols and text of the navdisplay, and also change the relative locations of symbols and labels. Plane Customization Navigation Display Scaling ![]()
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