General Access
Since X-Plane has been written to operate on Windows, Macintosh,
and Linux systems, the layout and appearance of X-Plane is the same
across all three operating systems for consistency. This may be
slightly different than the interface you are accustomed to, but is easy
to use.
Here are a few pointers to help you along:
- X-Plane's menu is hidden when you first launch the simulator. To
access the menu bar, just move your mouse pointer to the top of the
screen. When your mouse is within a centimeter or so of the top edge
of the screen, the menu bar will appear. There is no keyboard
command to access the menu bar.
- Anytime you've opened a window within X-Plane you can close that
window by clicking EITHER of the close 'X's' on the upper right or
upper left of that window.
- You can also hit your Enter / Return key to close any window that is
open.
-You can go to the SETTINGS > 'Joystick and Equipment' screen,
'Keys' tab, to see the key commands, and easily change them to
anything you like there as well. Additionally, note that many of the
keyboard shortcuts are shown in the X-Plane menus. For example, if
you go to the VIEW menu you'll see the list of all available views on
the left side of that drop down menu and the list of keyboard shortcuts
on the right.
Like most programs, the simplest way to navigate around X-Plane is
using the mouse, though there are many shortcut key commands to
help you navigate quickly through the options after you've become
more familiar with the program. These shortcuts are particularly
important when you're trying to use the mouse to fly. In that case, it is
much easier to use the '2' key to drop a notch of flaps than it is to let
go of the controls and then reach down with the mouse to adjust the
flaps and then reach back up and grab the controls again. Of course,
while you're attempting to do this the aircraft is merrily flying along at
150 knots or something.
Note: Most instruments and controls inside the cockpit are interactive,
meaning that you can use the mouse to alter switches, set
frequencies, manipulate the throttle(s), and trim, etc. Before you start
to use X-Plane, you may need to configure and calibrate your joystick
(if applicable), and set the rendering (display) options to optimize the
software for use with your system. We explain that now:
1: The axis that moves when you move the stick / yoke left and right
should be assigned to ROLL.
2: The axis that moves when you move the stick fore and aft should be
assigned to PITCH.
3: The axis that moves when you move the throttle should be assigned
to THROTTLE (NOT 'throttle 1' or 'throttle 2'), unless you're flying a
multiple engine aircraft and are using a multi-engine throttle quadrant.
4: The axis that moves when you move the rudder pedals left and right
should be assigned to YAW.
5: The THROTTLE axis should probably have the REVERSE box
checked.
If you have additional input devices, you can program them within XPlane in the same way.
Note: Any green bar which is not actively controlled by your hardware
needs to be set to 'none'.
Calibrating Joystick Hardware
This is a step of vital importance that often gets left out. Keep in mind
that X-Plane is capable of interfacing with most modern joysticks and
pedals and so-forth. Some devices may send a signal from 0 to 1,000
when you move a given control from one limit to the opposite and
another may send a signal (given the same movement of your hand or
Button Assignment
Now click on the Buttons tab at the top of the screen. The buttons and
switches on your joystick and other input device(s) can be assigned a
function within X-Plane, for example to actuate the flaps or landing
gear. As you operate the buttons and switches you will see various
'Joy' indicators change from dark gray to green, This is an indication
that X-Plane has received your input.
To change a button or switch assignment, simply operate the
applicable button or switch on your joystick or other input device, then
select the required function within X-Plane by clicking on the small
circular button to the right of the 'Joy' indicators. Repeat this operation
for as many buttons and switches as you wish to assign the functions.
Close the dialog and your settings will be saved. Note: You must
press the required button or switch to select it prior to assigning it a
Now go to the CENTER tab at the top of the joystick screen. The topleft sliders are the sensitivity curves which control the responsiveness
of your input device. If these sliders are set all the way to the LEFT,
then the response will be completely linear meaning that a 50%
deflection of your joystick will deflect the flight controls 50% of their
travel. As you move these sliders to the right the response becomes
non-linear. In this case, the first 50% deflection of your joystick or
yoke may only deflect the aircraft's controls by 10%. This will dampen
any aircraft movements and desensitize your controls, but keep in
mind that the remaining 90% of the control surface deflection must
take place in the last 50% of joystick travel, in this case. Thus, your
controls will be very dampened for the first half or so of their travel and
then become hyper-sensitive for the remainder of their throw. This
gives you plenty of fine-tune control near the center of the flight-control
envelope to hold altitude and roll precisely, but still lets you get full
control authority at the extremes. Try flying with the sliders in various
different positions to see what setting works best for you.
Notice that there is an additional set of sliders on the upper right
portion of this screen. These control the X-Planes stability
augmentation mode by dampening the predicted forces acting on the
aircraft flight control surfaces. If these sliders are all the way to the
LEFT, then there is no stability augmentation of your aircraft. Now
let's say you drag the sliders to the right a bit . . . this means that XPlane will automatically add some stability augmentation to your
aircraft, adding some elevator input to level the nose, some aileron
input to minimize the roll rate, and some rudder input to counter any
aircraft yaw rates. In other words, the simulator will try to make the
plane easier to fly by adding control inputs for you. Try dragging the
sliders all the way to the right and flying the airplane . . . now it is a lot
easier to fly, right? Notice that the aircraft also becomes less
responsive and heavier on the controls.
Go ahead and play with the two sets of sliders to custom tailor the feel
of X-Plane to be comfortable to you.
texture resolution is LOW, then the runway and terrain will look pretty
blurry and blocky . . . really not so great. While this will not look too
good, it will use very little VIDEO MEMORY (VRAM), so a high-framerate will be more easily possible. (We'll get into a lengthy discussion
on frame rate and how to optimize it in a few sections.) The more
powerful your video card is, though, the higher you can set your
texture resolution in X-Plane without hurting the frame-rate. The frame
rate will be VERY BADLY REDUCED, though, if you select a texture
resolution that requires more VRAM than your card has!
So, how do you tell what texture resolution you can set? Easy! Look
at the very BOTTOM of the rendering options screen and see how
much "VRAM is used at current settings." If you have a 128-meg
video card, and the VRAM used is only 32 Meg, then you can go up to
a higher texture resolution. The scenery, runway, and airplane will all
look much better and sharper and more crisp. And, as long as you do
not ask for more VRAM than your video card has, your frame-rate will
not be impacted. Note that if you set a texture resolution which
requires substantially more VRAM than your video card has, your
frame rate will be MASSIVELY impacted as the computer begins to
use system RAM to store textures - a VERY SLOW process.
NOTE: you must restart X-Plane (but not your computer) for the
changes in texture resolution to take effect! Thus, if you are using 32
MB VRAM according to the rendering options screen, but have a 128
MB video card, then crank the texture resolution up a notch or two and
re-start X-Plane... then go into the rendering options screen and see
how much VRAM is used at the new setting. In a perfect world, the
VRAM used will be just right about equal to or a bit more than the
VRAM of your video card. This will give maximum texture detail
without overflowing the video card and reducing your fame rate.
Set Color Depth and Monitor Resolution on X-Plane
Startup
Check this box and X-Plane will automatically reset your monitor to the
same resolution as X-Plane every time you start it, making the sim
always run full-screen. If you check this box, you will also get to
choose a color-depth of 16-bit or 32-bit... 32-bit looks a little better. If
you don't have this box checked, then X-Plane will run in whatever
color depth you have your monitor set to, which is probably 32-bit (or
"millions of colors" as described on Macs).
Anti-Alias Level
The anti-alias option is pretty interesting. There are only about a
million pixels on your monitor; which seems like a lot, doesn't it? In
reality, it's not for what X-Plane is doing. When any computer tries to
draw a diagonal line across these rectangular pixels, "jaggies" result,
which is pixilated-looking "stair-stepped" lines. If you would like to try
and eliminate these jaggies select anti-aliasing and this will actually
draw the X-Plane world several times per frame and blend them
together, resulting in a better-looking image. This will completely kill
your frame-rate if you don't have a strong video card, but if your video
card is powerful, you can crank this option way up without the framerate being affected too badly.
Screen Res (Resolution)
This option sets the full screen resolution of X-Plane. The default and
screen. If you buy a monitor of some OTHER aspect ratio (like a widescreen) then if you set the monitor res to a wide-screen res (like
1280x768) then you will have un-used pixels on either side of the
monitor. If you set the monitor to 1024x768, then you will be stretching
1024 pixels across the space occupied by 1280 pixels . . . a clear
case of distortion!
So stick to 4:3 aspect ratio monitors to avoid image distortion if you
want to fill the whole screen with an X-Plane cockpit with no distortion.
OK, this one is a bit difficult to explain. Imagine if you take a picture
and look at it from about two feet, with your eye directly above the
image and perpendicular to it. Things are clear and sharp, right?
Now take the same picture and rotate it 90 degrees away from you so
you're looking at the edge. How does the image look now?
Obviously, you can't see it any longer. Now rotate it back towards you
but only about 5 to 10 degrees. You can just start to make out the
image but, since you're looking at it from such a low angle the picture
is all fuzzy and poorly defined. This is analogous to looking at the XPlane scenery from a low altitude on a clear day. The images directly
in front of the aircraft will be relatively clear, but the farther the scenery
gets towards the horizon the fuzzier the image becomes. The
anisotropic filter helps to filter this fuzziness out, helping the image to
be more clear. This option has a minimal effect on most machines
and a moderate impact on some machines. Try it out and see if you
like it and if you can live with the performance penalty.
In the past this was a user option. In the new version, X-Plane
populates areas of ocean for you automatically with Oil Rigs, Aircraft
Carriers, and Frigate Vessels, which can be used to perform maritime
flight operations. You can land and take off from these vessels, which
realistically pitch and roll in the waves according to the weather
conditions you have programmed. These additional items have a very
negligible effect on frame rate.
Draw Cars on the Roads
The X-Plane world can be automatically populated with hot air
balloons, cars parked by airports and driving on the roads, and some
other objects. Use this option to switch these objects on and off. Note
that the hot air balloons are only displayed on relatively calm days, as
in real life. This option has a moderate effect on frame rate.
Draw Birds in Nice Weather
This is a relatively new feature in X-Plane that arose from a near-miss
between Austin (the author of X-Plane) in his Cirrus and a small flock
of birds while departing from Columbia, South Carolina, one day. As
he was climbing out a flock of birds flew in front of his aircraft and
Austin thought we was about to incur multiple collisions. As luck
turned out the birds did not collide with him but it was enough to open
his eyes and to realize that this potential hazard needed to be
modeled in X-Plane.
It would have been cool to just draw a flock of birds that moves around
but that wouldn't be very accurate. He went much further than this
and actually designed flocks of birds that fly around, flapping their
wings. Each bird is modeled independently and has its own little
mission. Thus, when you see a flock of birds it looks VERY realistic
and colliding with the birds will cause damage to your aircraft as well
as engine failures and other things, just like in real life. This option
has a negligible effect on frame rate.
Draw High-Detail Runway Environment
When checked, this option will use a light texture in place of a light
point wherever there is such an object used in the scenery. Although
it looks more realistic, if there are a large number of lights in a scenery
area, having this option enabled will negatively impact performance to
a moderate degree.
Draw Cloud Shadows and Reflections
This option will simulate cloud shadows on the terrain and sun
reflection effects on the ocean. If your OpenGL graphics card and
driver support multi-texturing, this option will not cause a noticeable
drop in performance.
Setting up Clouds
3-D Cloud Controls
X-Plane's 3D clouds are generated from many smaller cloud sprites, or
'puffs'. They give the appearance of a true, volumetric cloud, which
you can fly through, or around. They also develop over time, just as in
real life, depending on the weather conditions. You can experiment
pictures, or 'frames' that the simulator displays per second. The term
comes from the motion picture industry where each frame was a
separate picture taken by a movie camera. As far as X-Plane is
concerned, the higher the frame rate, the greater the flight model
accuracy and the better the visual appeal will be. This function will set
a minimum frame rate that X-Plane will attempt to maintain. If your
system has too many rendering options set, or those options are set
too high, X-Plane will automatically reduce the visibility in an attempt
to maintain the specified minimum frame rate specified here.
The minimum frame-rate is interesting... if X-Plane ever gets BELOW
that minimum frame-rate then it will reduce the visibility to try to get the
frame-rate up to draw less. You can't go less than 20 fps (frames per
second) because the flight model needs at least 20 fps to do a decent
job simulating most airplanes... although smaller, lighter planes with
less inertia and more speed for their size and more maneuverability
will actually need MORE than 20 fps to fly accurately because they
can flicker around the sky so quickly: a high frame-rate is needed to
accurately track the plane's rapid accelerations. If your frame-rate is
too low for the flight-model to handle, then the plane is likely to start
oscillating quickly back and forth (referred to as 'simulator flutter', often
with autopilot on) as the flight model tries unsuccessfully to predict
what the plane will do next... unsuccessfully, because your computer
is running too slow to take small enough time-steps in the flight model
to see what the plane will really do each moment in time. The smaller
and more maneuverable the plane, and the faster it goes, the greater
the accelerations. And the greater the accelerations, the greater the
needed frame-rate to simulate the plane.
View Options
the texture resolution to require more VRAM than you have, your
frame rate will die! How do you tell how much VRAM X-Plane is using?
Easy. Look at the bottom of the rendering options screen and X-Plane
tells you.
NOTE: You can in some cases allocate MORE VRAM than you
physically have, and X-Plane will still run fast, because a lot of the
RAM can be "cached away" in the system with no speed penalty if it is
not often accessed by the computer... like if it is the texture of desert
sand, for example, but no desert sand is visible to you because you
are not flying over the desert. But, if you have only 128 meg of VRAM
on your video card, and the texture resolution is set such that you
need 256 meg of VRM, then the computer will constantly be moving
RAM on and off the video card (between the video card RAM and the
system RAM) to draw each frame of scenery. This is VERY, VERY
SLOW. Thus, you must set the texture resolution low enough to avoid
this.
NOTE: After you change the texture resolution, you must re-start XPlane for the change to take effect! We recommend that you put the
texture resolution on its lowest setting, exit the sim, re-start it, and note
the frame-rate. Then raise the texture detail up one level and repeat,
keep doing this until the frame-rate decreases . . . this is the point
where you are using up all your VRAM! Back the texture resolution off
to one level lower than where you noted the decrease and restart XPlane again.
Now look at the screen resolution in the rendering options screen... it
uses up some VRAM, but not much. Your screen resolution is the size
of the image that X-Plane is drawing, in pixels width by pixels height.
You may have a large, wide monitor but that does not mean that
drawing a large, wide screen HAS to be more difficult for X-Plane. You
can either draw a relatively few number of pixels on that screen if you
set your system Screen Resolution accordingly or a lot. Remember,
you set this in your control panel > Displays (Windows Users) and in
your System Preferences > Displays (Mac users). Drawing a large
screen with few pixels will look much worse and 'grainy' than drawing
a smaller screen with more pixels - assuming that you are the same
distance from the monitor in each case. Obviously, drawing more
detail (with a higher screen resolution) uses up some video card CPU,
but not too much. The primary drag on your computer is in the
processor as it must calculate the view for a larger, more detailed
area. Play with this a bit and set the resolution as you see fit...
probably 1024x768 on a marginally powerful computer. Remember,
you will have to shut down X-Plane and restart for the changes to take
effect.
Now we get to the really critical things: the all-important "number of
objects" and "number of roads" settings. These have a HUGE impact
on frame-rate. Set these to NONE for speed, then reset X-Plane for
the changes to take effect. Then you slowly bring them up, one level
at a time and restart the sim to see what the change in performance
is. Setting these options to higher levels will look much nicer but will
massively impact your frame rate.
The many different boxes to the right of the world/object/road boxes for
speed were reviewed above in detail. Most of these do NOT make too
much of a difference, with the exception of "Draw textured lights" is
very CPU-intensive when flying at night. Thus, set these up pretty
much as you wish.