![fsx acceleration f18 fsx acceleration f18](http://www.allflightmods.com/wp-content/uploads/2017/02/FA-18-FSX-Acceleration-and-Captain-Sim-FA-18-Textures-Pack-2.jpg)
Then turn it off and go back to DX9 for now, so you can enjoy the work I’ll be creating in the next couple of years. Enjoy what it has to offer, and imagine what coolness awaits you in the next sim. The message I’d like to get out to my scenery customers is this: if you have DX10 hardware and run Vista, by all means try the preview when you get it. And we can make a lot of noise about it in the process. All we can do is cross our fingers and hope they find new ways to implement these features that work in the next sim. that look so much better than the defaults. Oh yes, and going forward, there’ll be no more FS8-style ground polys, the kind that have been used by scenery designers for years now to create custom runways, taxiways, etc.
#Fsx acceleration f18 code
Seasonal textures for objects, conditional code so that models react to sim weather variables (think windsocks), hard winter photo texture that no longer show snow when the flakes begin to fall… these are biggies, and without them scenery takes a big step backward. All of that is fine, of course, except that in FSX several key features we scenery designers depend on were removed. It’s a heads-up for add-on designers: get with the SDK program, or your work will be irrelevant in the near future. From what Phil says, anything not authored specifically for FSX, be it scenery or aircraft, won’t display properly (or at all in some cases) in the DX10 preview. All that advancement has a price, and in this case it’s the loss of backward-compatibility. From what I’ve seen, it looks amazing, and portends well for FS11.Īye, but here’s the rub. They focused on the areas of VC self-shadowing, improvements to water, and atmospheric effects, like HDR bloom (giving much better frame rates than the original bloom). What we actually have is a hint of things to come, rather than a full-blown set of new features. Phil sounds especially frustrated about those, as they set some expectations that proved too difficult to meet for this version of the sim. Forget the so-called “magic screenshots” that were bandied about before. Phil outlines what that means, but in essence it comes down to problems achieving what they wanted to do with DX10 in the FSX scope. The implementation of DirectX 10 in FSX is now officially referred to by the Aces as a “preview”. Has MS ever done a full-on expansion like this in the history of the franchise? Not that I can recall, but then again I’ve only been at this game since 1999. Toss in 30 new missions, and you’ve got your next few weekends blocked out for you. Three new aircraft (an F18 “Hornet”, an EH101 heavy helicopter, and a tricked-out P51 air racer), some killer new features like slingloads for the choppers, aircraft carrier launch and recovery, and even multiplayer air racing, all converge for what sounds like a lot of fun. The news is a mixed bag, but let’s start with the fun bits.Īcceleration sounds like a terrific addon, and one that will surely delight current FS fans, and perhaps garner a few newcomers as well. In Phil’s blog post, he gives us the skinny on what to really expect now that they’ve more or less completed both FSX SP2 (the long-awaited DX10 update), and their Acceleration expansion pack. It’s a breath of fresh air to have regular updates from the team, and I for one very much appreciate it. Before any discussion of what he said, I think we owe Phil a big thank-you for keeping us abreast of Microsoft’s thinking re: FSX and beyond. Well, Phil Taylor, anyway, who’s one of the more vocal of the MS Aces developers. The talking heads in Redmond have spoken.