iBlue Yonder

Wednesday, October 18, 2006

Moving day

As happens now and then in the digital world, I decided to pull up stakes from Blogger.com and move my ramblings to a new home today. It was mainly a feature comparison that drove me to it, with a healthy push from Jon Patch. Ladies and gentlemen, update your bookmarks! From now on, this blog will be found at http://iblueyonder.wordpress.com/ -- come on over and pay me a visit!

Monday, October 09, 2006

FSX: New kid getting unfairly kicked around

There are things in life that move with a comforting clockwork predictability. The tides, the travel of the sun through the sky, the changing of the leaves... and the whining and moaning surrounding a new FS release.

FSX is here! You can tell by the bright glow on the horizon from a thousand forum posts blazing. To listen to the majority of the posters, you'd think the Aces team were days away from being brought up on charges and spending the rest of their geeky lives rotting in a Turkish prison for crimes against simanity. Before you take too much of the ranting to heart, though, stop and take a breath.

Breathe in... breathe out... better? Okay, time for some reason.

It's true that FSX will run on current mid to high-end hardware. It's also true that it will thrash said hardware badly unless the display settings are dialed back substantially when run straight from the box. However, hope is already pushing up through the ground despite the nay-sayery. Autogen scenery seems to be one of the biggest complaints in this version, with many saying they can only get good frame rates if they disable it altogether. This understandably brings howls from the masses of 'simmers who've grown accustomed to seeing a populated world in the past two versions. Here's the hope part: a forum post on Avsim detailing changes Matt Fox has made to the autogendescriptions.spb file shows that with a little tweaking, even the power-mad FSX autogen can be brought under control. I've tried out this tweak, and it's true that I can now run autogen on "normal" in FSX with smooth and thoroughly enjoyable performance and acceptably nice looking trees and buildings.

Jon Patch mentioned some FSX settings he's found to be helpful on his blog, and has also listed FS veteran Katy Pluta's thoughts on settings as well. Pay these people heed and read through what they have to say carefully. What you'll find is that, far from being a lost cause, FSX is a fantastic new sim that's simply ahead of its time. With the kind of brains the FS community usually brings to problems, it's obvious that relief for early adopters is coming fast and furious.

Saturday, September 30, 2006

Matching Faces to Avatars


"We're in Jail," I thought I heard the voice on the phone say, "come on up and meet us tonight... say around six?"

I looked at my watch... "Oh god, what have the Canadians done this time?" I thought to myself. "I'm sorry, where'd you say you were?"

"Yale," the voice repeated, "We're in Yale."

I breathed a sigh of relief that the first time I met my friend and co-developer Holger Sandmann, I probably wouldn't have to bring along my checkbook to post bail. One of the odd ancillary effects of the digital age is the ability to get to know someone and even launch a business venture with them, without ever meeting face to face. It's usually a little awkward for those first few moments, the attempts to match the face with the endless stream of instant messages and emails. Then there's the realization that while you may have intimate knowledge of how the other person designs 3D models or creates artwork, you have no idea whether they have kids, or pets, or like to dress in women's clothing...

That's usually how it works, anyway. Somehow we managed to skip most of that when Holger and I, along with his lovely wife Julie and my own better half Linda met last night. We had a lovely chat over some surprisingly good food at a roadside watering hole in middle-of-nowhere Washington. We relaxed, we enjoyed one another's company, we talked of many things. But unless you were slinging hash at Jack's restaurant last night or have a signed NDA on file, you'll just have to wait to hear the details ;-)

Friday, September 29, 2006

Welcome to Portland Oregon, Ladies and Gentlemen.

As a commercial scenery developer, it's not often that I feel moved to ramble on about the works of another designer. However, today is something special. Stepháne LePage, better known to the FS world as Vauchez, and his brother Patrice have at long last released their FlightZone 02: Portland scenery for Flight Simulator 2004.

This is a stunningly beautifully done piece of work, made all the more special to me by virtue of the fact that it models my home city and its environs. In addition to Portland Int'l Airport, you get fully detailed versions of Hillsboro (KHIO) and Pearson (KVUO) airports, and a very well-done reworking of Portland Troutdale (KTTD), my home airport.

If you're looking for a realistically rendered and insanely detailed bit of virtual scenery, you owe it to yourself to try this out. Heavy iron drivers and GA propheads alike will find a lot to enjoy. I'm excited that so many virtual flyers will have a chance to explore an area that I consider to be one of most beautiful in the U.S.

Then again, I might be a little biased. Find out more and purchase at their site, http://www.flightscenery.com/

Monday, September 18, 2006

Argh.

Nick made it sound so innocent... "I'm going to go have a fly at FZ01 Rhode Island, I think."

"Ooh," think I, "haven't had a good multiplayer flight in ages. Yes, it's the middle of the workday, but what's the point of being self-employed if you can't slip off and do a little MP flying with chums across the pond now and then?"

What's the point, indeed. Here I sit, back at work an hour later, never once having connected to the MP server. I could see it fine, but some quirk of my firewall or router disallowed any actual contact. Think toasters, people! Plug it in, flip the switch and fly. How wonderful would that be?

Maybe it's time to start thinking seriously about FS on XBox.

Thursday, September 14, 2006

That Certain Something

Flight Simulators have taken enormous strides in the last few years towards the holy grail of immersion, that point where your brain can trick you into thinking you're actually piloting a real aircraft. One of the the cul-de-sacs that the realism conversation can become mired in is the simulation of night lighting in the virtual cockpit.

I had the opportunity to take my first ever night flight a couple of days ago, and I came away from the experience with a newfound respect for after-hours aviating. My in-cockpit nighttime adventure featured one aspect I'd never encountered in a simulated aircraft -- no night lighting at all! We thumped and jiggled on the various dome and instrument light switches during the preflight, and managed to get a weak glow to emanate from a couple of the instrument faces, but it was purely token lighting, and not particularly helpful.

Seeing as how we had the required exterior lighting, my instructor and I decided to go for it and do the flight anyway. Having another soul in the front office is a big help in this sort of situation, as she could work the penlight, shining it on the instruments while I did my best to keep us airborne and on course. You've not truly experienced a night landing until you've done one in a gusty unpredictable crosswind, yelling "airspeed, airspeed" to the person sitting next to you, who has become fixated on the threshold and let her flashlight arm droop.

Curiously, the more I fly, the more forgiving I am of simulated aircraft and their quirks. I've begun to understand that any aircraft over five years old seems to have its own personality, nasty habits included. Any oddness in the flight model (within reason) or lack of a feature, like, say, cockpit lighting, is more apt to be considered "just part of the plane's charm" for me at this point. It's all just part of that certain 'something' that brings the simulated world an inch or two closer to reality.

Thursday, September 07, 2006

Missing in action

Sorry, I've been a little remiss lately with my postings. I blame it all on FSX. Now that big brother has released we happy few, we band of beta testers to squawk to the world that we're on the team, I guess it's okay to say it. It's been an interesting ride. This version of the sim is a great leap forward in several areas, and I've been enjoying my latest flights around the new and improved digital world.

A truly round Earth, flights as high as one million feet, sexy reflective water, and much higher res ground textures are some of my fave features so far. But far and away the element that most interests me are the missions. If you've not heard yet, they have implemented a new system that allows for more purpose-driven flying in FS. Sure, it introduces a gaming aspect to our precious simulator, but it also gives us control over things we never dreamed of before, like triggering bird strikes or keeping track of which airport we land at, even controlling not only AI aircraft around us, but also ground vehicles and even animals! The narrative possibilities are endless.

One of my other pursuits, besides banging my head against FS scenery development, is fiction writing. I'm currently working on a draft of my first novel, The Big Spin, which I'm hoping to complete this year. I've had meetings with agents already about the premise, and got some positive feedback, so fingers crossed! Now with FSX, I'm seeing the chance to meld my love of creating digital environments with my lust for storylines. I'm in the early stages of planning, but watch this space... it could get interesting!