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	<title>TechHaze.com &#187; Game</title>
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		<title>Two weeks with Civilization V</title>
		<link>http://techhaze.com/2010/10/two-weeks-with-civilization-v/</link>
		<comments>http://techhaze.com/2010/10/two-weeks-with-civilization-v/#comments</comments>
		<pubDate>Sat, 09 Oct 2010 12:47:06 +0000</pubDate>
		<dc:creator>Florian Wardell</dc:creator>
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		<category><![CDATA[Civilization V]]></category>
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		<guid isPermaLink="false">http://techhaze.com/?p=3694</guid>
		<description><![CDATA[Civilization. If I had a quarter for every time I clicked &#8220;next turn&#8221; in this game, I&#8217;d be a millionaire. Well, maybe not quite, but it wouldn&#8217;t hurt my economy. &#8220;What&#8217;s a turn&#8221;, you ask? For the civ-virgins out there, Sid Meier&#8217;s Civilization is a turn-based strategy computer game originally created by Sid Meier for [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Civilization. If I had a quarter for every time I clicked &#8220;next turn&#8221; in this game, I&#8217;d be a millionaire. Well, maybe not quite, but it wouldn&#8217;t hurt my economy.<br />
&#8220;What&#8217;s a turn&#8221;, you ask? For the civ-virgins out there, Sid Meier&#8217;s Civilization is a turn-based strategy computer game originally created by Sid Meier for MicroProse in 1991. Turns mean that the game is not played in realtime. Not unlike a chess game, the player can take all his time to evaluate his options and choose his next moves.<br />
The game&#8217;s objective is to &#8220;&#8230;build an empire to stand the test of time&#8221;. It begins in 4000 BC, and the players attempt to expand and develop their empires through the ages until modern and near-future times.<br />
If you think this sounds great, that&#8217;s because it is. Civ is definitely one of the most addictive games available: it&#8217;ll allow you to rule the world from the comfort of your office (or bed, in my case).</p>
<p style="text-align: justify;">Let&#8217;s get the persnickety housekeeping stuff out of the way: If you want to learn more about the franchise, head to the <a href="http://en.wikipedia.org/wiki/Civilization_(series)">Wikipedia article</a>.<br />
This article is going to be subjective and untechnical, so if you want a more classic review, <a href="http://www.pcgamer.com/2010/09/20/civilisation-v-review/">head over here</a>. When I review Civ, I&#8217;m basically telling you what I think it does well and what it does less well, how it fares compared to the previous installments, how well it works on a 20 year old political student&#8217;s 2008 Unibody MacBook Pro with 2,4 GHz, 4 GB of RAM, a 7200 rpm 500GB drive, and a 9600M GT GPU on Windows 7.</p>
<p style="text-align: justify;">The first thing I noticed was the brand new interface. It&#8217;s gorgeous. The blue-ish tones, the pixel-perfect graphics and icons would be the pride of the most hardcore Apple designer. And it was about time: Civ IV&#8217;s interface was nice, but couldn&#8217;t was up to modern standards. No more stretched yield-icons, no more archaic_map_names. The user experience is now definitely one of the smoothest, most polished ones you can find on a game of this caliber.</p>
<p style="text-align: justify;"><a href="http://techhaze.com/wp-content/uploads/2010/10/CIVILIZATION-V-E3-2010-CityScreen.jpg"><img class="aligncenter size-large wp-image-3709" title="CIVILIZATION-V-E3-2010-CityScreen" src="http://techhaze.com/wp-content/uploads/2010/10/CIVILIZATION-V-E3-2010-CityScreen-560x402.jpg" alt="" width="560" height="402" /></a></p>
<p style="text-align: justify;">And so are the graphics. They&#8217;re not a huge leap forward from Civ IV, but they feel much smoother and realistic. The mountains are now real mountains, forrest look like places Robin Hood could live in, and the water effects are gorgeous. A few details aren&#8217;t so good though: the rivers bear some simplistic textures and their sources are far from looking realistic. At first, I thought that this may be a performance-related compromise, but if it were the case, the graphics settings menu should have an option to display single units instead of groups, but it doesn&#8217;t. This, on the other hand, may be due to the fact that unit stacking is not possible anymore, an important point that I&#8217;ll come back to later.<br />
Overall, the graphics simply feel more polished, more organic. The new grid system, which now uses hexagons instead of simple squares, certainly helps.</p>
<p style="text-align: justify;">These hexagons may have a graphic impact, but they also certainly change the gameplay. Exploration feels way more natural, be it on land or at sea. War requires way more thought than it used to, now that units can&#8217;t be stacked, and that some (like archers) can shoot across tiles. Road management also changed, as they now cost 1 gold per tile.<br />
The game also seems slightly slower. By this I mean that every building seems to take a few more turns to finish than in Civ IV. There isn&#8217;t any scientific measurement behind this, but after about 10 games in various levels, I found that I never managed to reach &#8220;future tech&#8221; before 2010, which was easily done in Civ IV. On the other hand, the player can now buy additional buildings and even tiles for the city, which can help accelerating the game.</p>
<p style="text-align: justify;"><a href="http://techhaze.com/wp-content/uploads/2010/10/Civilization-5.jpg.png"><img class="aligncenter size-large wp-image-3712" title="Civilization-5.jpg" src="http://techhaze.com/wp-content/uploads/2010/10/Civilization-5.jpg-560x320.png" alt="" width="560" height="320" /></a></p>
<p style="text-align: justify;">Performance is good, but not stelar. As stated above, my laptop is about 2 years old, and it runs Civ V just fine on Windows 7 with DirectX9. Upon starting the game, you&#8217;ll be asked to choose between DirectX9 and 10 or 11, and the later options slowed everything down.<br />
Compared to more complex, more graphic intensive games, Civ doesn&#8217;t seem very well optimized. Let&#8217;s not forget that it doesn&#8217;t even have to process a lot of information simultaneously thanks to the turn-based concept.</p>
<p style="text-align: justify;">Civ IV players will miss many features. Religion, espionage, random events and health are all gone. Unit stacking is gone. Stat graphs are gone. You can&#8217;t see the score of other players. Tech trading is gone, at least in its original form.<br />
But don&#8217;t despair. Civ now feels less bloated, and to some extent, simplicity makes the gameplay even more interesting. The lack of unit stacking helps keep tabs of where your units are, and limits the number of war units a player will want to create, redirecting the focus on the economy or diplomacy. On the other hand, the AI seems much more aggressive, which can be quite challenging sometimes.</p>
<p style="text-align: justify;">The ultimate test, to see if it&#8217;s any good, is to get used to it to switch back to Civ IV just for a game. I did it, an although I enjoyed the extra features, I didn&#8217;t feel like I could not live without them.<br />
Civ V just seems so much more polished, purely strategic, just like a chess game.<br />
The expansion packs are something to look forward to. New and more civilizations and leaders, the return of random events and more modern-era units are some of the features I would definitely welcome back.<br />
Meanwhile, let&#8217;s conquer the world.</p>
<p style="text-align: right;">Contact the autor via <a href="mailto:florianwardell@techhaze.com">email</a></p>
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		<title>Microsoft Flight: what to expect</title>
		<link>http://techhaze.com/2010/08/microsoft-flight-what-to-expect/</link>
		<comments>http://techhaze.com/2010/08/microsoft-flight-what-to-expect/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 23:40:23 +0000</pubDate>
		<dc:creator>Florian Wardell</dc:creator>
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		<guid isPermaLink="false">http://techhaze.com/?p=3639</guid>
		<description><![CDATA[If you&#8217;re a regular here, you may have noticed a certain passion for flight simulation in our articles. Be it in space or at flight level 390, it doesn&#8217;t matter, we just love jumping into a virtual aircraft and fly around. Until now, the best know way of doing this was through a program called [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">If you&#8217;re a regular here, you may have noticed a certain passion for <a href="http://techhaze.com/2010/02/iphone-app-f-sim-shuttle/">flight simulation</a> in our articles. Be it <a href="http://techhaze.com/2010/06/interview-with-orbiter-sim-creator-martin-schweiger/">in space</a> or at flight level 390, it doesn&#8217;t matter, we just love jumping into a virtual aircraft and fly around. Until now, the best know way of doing this was through a program called Flight Simulator, <a href="http://techhaze.com/2010/01/why-flight-simulator-shouldnt-have-died/">which Microsoft killed a few years ago</a>. At the time, Microsoft promised that the flight simulation franchise would continue in one form or another. This week, Redmond confirmed that it is indeed following through with a new title: Microsoft Flight.</p>
<p>But let&#8217;s not open the champagne bottles yet.</p>
<p style="text-align: justify;">The first, obvious, gargantuan, monstrous, scandalous thing about Flight is the omission of the word &#8220;simulator&#8221;. I immediately contacted Microsoft about this, and a spokesperson came back to me with this frightening answer:</p>
<blockquote style="text-align: justify;"><p>With “Microsoft Flight” we’re approaching the flight simulation genre from the ground up, with the focus on the universal appeal of the experience of Flight.  We believe the simplicity of “Microsoft Flight” perfectly captures that vision while welcoming the millions of existing Flight Simulator fans.</p></blockquote>
<p style="text-align: justify;">I know, dear sim fans, I know. What our virtual world needs is endless tweaking and optimizing, not a ground-up redesign. On the other hand, a dumbed down product designed to appeal to the trigger-happy halo-playing masses isn&#8217;t a simulator, so kudos to Microsoft for being honest about it and naming it right.</p>
<p>But is all hope really lost? A decisive factor when it comes to games is who is building them, obviously. Some games rely entirely on one man, like X-Plane, Flight Simulator&#8217;s main rival, which was built from the ground up by a genius called <a href="http://techhaze.com/2010/03/interview-with-x-plane-creator-austin-meyer/">Austin Meyer</a>.</p>
<p>In flight simulator&#8217;s case, it was a group of people called ACES studio. It&#8217;s precisely this studio which was let off a few years ago. When asked if former ACES members were behind Microsoft Flight, I was told by Microsoft that</p>
<blockquote style="text-align: justify;"><p>Microsoft Flight is being developed internally at Microsoft by a team that includes many of the same creative minds that helped deliver countless entries in the Flight Simulator franchise.</p></blockquote>
<p style="text-align: justify;">This is good news, but I wasn&#8217;t completely convinced yet. Will I finally give up on my FS9 installation? One decisive factor will be realism. In this area, X-Plane will be hard to beat, because it uses something called blade element theory, rather than a physics engine based on static tables. In other words, it&#8217;s the physical features of an aircraft that will determine its performance, just like in real life. I asked Microsoft if they planned on implementing a new model, and here is what they replied:</p>
<blockquote>
<p style="text-align: justify;">We aren’t ready to share a specific development details at this time, but I assure you this game is very real.</p>
</blockquote>
<p style="text-align: justify;">Of course, the game is real, but will it <em>feel</em> real? Only time will tell. I wouldn&#8217;t expect a release before christmas of 2011, but we look forward to X-Plane 10 in the meantime.</p>
<p>Here is the official trailer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="348" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/tyybIG_s9Ig?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1&amp;border=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="348" src="http://www.youtube.com/v/tyybIG_s9Ig?fs=1&amp;hl=en_US&amp;rel=0&amp;hd=1&amp;border=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: right;">Contact the author via <a href="mailtlo:florianwardell@techhaze.com">email</a></p>
<p style="text-align: right;">
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		<title>Interview with X-Plane creator Austin Meyer</title>
		<link>http://techhaze.com/2010/03/interview-with-x-plane-creator-austin-meyer/</link>
		<comments>http://techhaze.com/2010/03/interview-with-x-plane-creator-austin-meyer/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 13:15:27 +0000</pubDate>
		<dc:creator>Florian Wardell</dc:creator>
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		<description><![CDATA[Austin Meyer is a busy man. His sentences rarely go beyond five words, he never uses punctuation and seems to have developed a particular relationship with his caps lock key. But Austin Meyer is a living legend in the simulation community. After all, he spent the last decade competing with Microsoft&#8217;s longest-running franchise, Flight Simulator. His creation, [...]]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;">
<p>Austin Meyer is a busy man. His sentences rarely go beyond five words, he never uses punctuation and seems to have developed a particular relationship with his caps lock key. But Austin Meyer is a living legend in the simulation community. After all, he spent the last decade competing with <a href="http://techhaze.com/2010/01/why-flight-simulator-shouldnt-have-died/">Microsoft&#8217;s longest-running franchise, Flight Simulator</a>. His creation, <a href="http://www.x-plane.com/">X-Plane</a>, is now the only major sim currently under development - last year, the ACES studio, responsible for Microsoft&#8217;s product, filed for chapter 11 and left the flight simulation scene. Now that he remains the sole player in a game that used to be driven by competition, Austin focuses on fine tuning X-Plane, on targeting other platforms and preparing the next major release &#8211; X-Plane 10 &#8211; which is set to burry Microsoft&#8217;s Flight Simulator once and for all.</p>
<p><strong><em>TechHaze:</em> Tell us more about yourself. How did you get in aviation and flight simulation?</strong><br />
<strong><em>Austin Meyer</em><em>: </em></strong>Back in 1988 or so, after I had gotten my instrument rating in the  calm and friendly skies of Columbia, SC, i found myself in San Diego,  CA, working for duPont Aerospace, a small aerospace tech firm working on  some excellent but unusual designs that I cannot discuss in detail.  (Though I will say that one of the projects that they were working on is  the well-known NASP, or National Aerospace Plane&#8230;  a single-stage aircraft that can, in theory, take off from a runway and  fly clear to orbit. Tony duPont, the president of duPont aerospace and  my boss at the time, was the founder of the ingenious NASP concept.  While the Space Shuttle and other conventional rockets use rocket  engines to blast up to their 18,000 mph orbital speed, doing most of  their acceleration in space where there is no air to slow them down, the  NASP breathes air to run it&#8217;s engines, so it must do most of it&#8217;s  acceleration in the atmosphere. <a href="http://techhaze.com/wp-content/uploads/2010/03/DSC01822.jpg"><img class="alignright size-full wp-image-2338" title="DSC01822" src="http://techhaze.com/wp-content/uploads/2010/03/DSC01822.jpg" alt="" width="308" height="230" /></a>This use of the oxygen in the atmosphere  makes the vehicle much more efficient, but it also means that the  aircraft must be flying at many many thousands of miles per hour in the  air, which makes the plane hot! Circulating the  cool fuel through the skin of the NASP to keep it from melting is one  of the possible ways that this hypersonic flight might be achieved. I  must admit I am not sure why the craft would not use well-insulated  tiles like the Space Shuttle does&#8230; certainly those one-of-a-kind,  hand-fitted, thick, always-coming-unglued tiles are expensive and a  constant hassle for the Space Shuttle&#8230; of course, ciculating fuel to  keep the skin cool has it&#8217;s drawbacks too! The SR-71 Blackbird uses it&#8217;s  cool fuel to keep it&#8217;s skin from melting, and in fact is limited to  much lower speeds than Mach 3 when it is almost out of fuel because  there is no fuel left to absorb the heat! Open the SR-71 in X-Plane and rather than seeing  a red LINE on the airspeed indicator to indicate maximum allowable  speed, there is a whole red ARC! That big red region is the speed range  that you can only operate in if you have enough fuel in the tanks to  soak up the heat from atmospheric friction! Now you know.).</p>
<div>
<p>Anyway,  enough about the NASP&#8230; that summer in 1988 or so in San Diego I took  an instrument currency flight to keep my IFR skills up and had a hell of  a time getting up to speed in the crowded, fast-paced, hectic ATC  system of San Diego after the relative slow and laid-back ATC operations  in my home state of South Carolina. After finally getting my IFR skills  up to speed after about 3 or 4 flights, I decided that I wanted an  instrument trainer to keep my IFR skills up on the personal computer.  Microsoft Flight Sim was running on the little baby Macintoshes back  then, but there were a few things I wanted done differently and I know  MS would not change the sim just to suit me&#8230;. so I started a flight  sim called, at the time, &#8220;Archer-II IFR&#8221;. I used it to keep up my  instrument currency.</p>
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<div style="text-align: justify;">
<p>A Bachelors degree of  Aerospace Engineering at Iowa State University soon followed and during  my engineering studies there I expanded &#8220;Archer-II IFR&#8221; to be able to  simulate most any airplane imaginable by simply plugging in the  blueprints for that airplane, and letting the sim then <strong>figure out how the plane should fly</strong> based on those blueprints. I  used the sim to test out various aircraft designs I had conceived  (result: Cessna, Piper, Lancair and Mooney do just fine without me&#8230; my  designs were too difficult to fly safely) and I renamed the sim to &#8220;X-Plane&#8221;, in honor of the  series of aircraft tested at Edwards in the 60&#8242;s and continuing through  today.</p>
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<div style="text-align: justify;">
<address> </address>
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<div style="text-align: justify;">
<p><strong><em>TH:</em> You&#8217;ve been developing X-Plane  for more than a decade now. How has Laminar research evolved in terms  of market share since your FAA certification and the closure of ACES  studios? Have any of the ACES developers shown interest in joining your  team? Do you have data on what OS your customers use? Is there a majority  of Mac users in the X-Plane community?</strong></p>
<p><strong><em>AM:</em></strong> No ACES people have contacted me. I don&#8217;t know my market share but I do know that X-Plane  sales have been steadily increasing over the years, and we have around 100,000 desktop users, and 500,000 iPhone/iPod/Palm  users, right now, with that number growing rapidly. Amongst desktop, maybe half and half Mac and Windows, with totally negligible Linux&#8230; like less than 2%.</p>
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<div style="text-align: justify;">
<p><strong><em>TH:</em> How has the company itself changed? Do you  still write most of the code, and how many people do you work with?</strong><em><strong><br />
AM:</strong></em> We have about 6 people now that contribute to airplanes, navdata,  code and the like. I write maybe half the code now, more or  less. But I do none of the art&#8230; We have people contributing  art now (airplanes) that far exceed anything I could ever do!</p>
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<div style="text-align: justify;">
<p><strong><em>TH:</em> X-Plane gained a fair  amount of exposure thanks to your iPhone apps. Tell us, what gave you  the idea to port your simulator to a phone? Was coding for the iPhone  very different than for computers? How much of X-Plane&#8217;s foundation did you use in the iPhone apps?</strong><strong><em><br />
AM:</em></strong> My tech support and biz-admin guy, Randy Witt, convinced me to go  to the iPhone, and we have sold about 500,000 units or so on the phone  ever since. Coding is not that different from desktop, just a  bit different. Ben Supnik coded the teeny bits that were  different between desktop and iPhone. We grabbed bits of code  from the desktop, and dragged them over to the phone.</p>
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<div style="text-align: justify;">
<p><strong><em>TH:</em> What do you think about the iPad? Are you planning on releasing iPad  specific apps?</strong><em><strong><br />
AM:</strong></em> Huh-huh! Ask me again on April 3, when it comes out. I may  have some secrets about certain projects just completed behind the  scenes, but lets just say to keep your eyes open on April 3.</p>
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<div style="text-align: justify;">
<p><strong><em><a href="http://techhaze.com/wp-content/uploads/2010/03/headline_meet.jpg"><img class="size-full wp-image-2329 alignleft" title="headline_meet" src="http://techhaze.com/wp-content/uploads/2010/03/headline_meet.jpg" alt="" width="309" height="269" /></a>TH:</em> What process do you use in order to code for both Linux, Mac, iPhone and  PC? What OS do you originally code on and why?</strong><em><strong><br />
AM:</strong></em> I started on Mac cause it is a million times better than Windows. Then we just added bits of code to handle the same  stuff (joystick, sound, etc) for Windows and Linux. Basically,  about 15 year ago, I could choose Direct3D or OpenGL to do my  graphics. Direct3D was what Microsoft was  pushing, and would only<strong> </strong>work on Microsoft products. All the gaming  companies were using Direct3D, because it was what Microsoft was  declaring as the <em>the standard</em> for them&#8230; But only for Windows! OpenGL  was the graphics engine that Apple was using. And linux. And  SGI. And it could work on Windows, even though Mircosoft did not include the latest OpenGL drivers with Windows when  they sold it! So,  almost all the Windows developers bet on Direct3D. I bet on OpenGL, and used that. As a result,  here we are, 15 years later, and the people that use Direct3D can  support Windows only. But, with OpenGL, I  support Windows, Mac, Linux, Palm OS, Google Android OS, and oh  yes: iPhone and iPodOS which are also OpenGL. So  having X-Plane in OpenGL let me move over to iPod and iPhone very quickly. The port was  done in 2 weeks, to be very exact. And you saw  that i have moved 500,000 units on the iPhone and iPod since. I get $7 from each of those sales, and have moved 500,000 units in the  last year and a half, so get out your calculator, do some math, and see  if i made the right choice to bet against Microsoft 15 years ago.</p>
<p><strong><em>TH:</em> One of the key arguments regarding the X-Plane vs. Flight Simulator  battle is the superiority of your flight dynamics engine, which relies  on the blade element theory. How does this lead to better flight  dynamics? If the flight model relies on the visual model, wouldn&#8217;t you  need it to be incredibly precise in order to fly realistically,  and therefore require a lot of processing power?</strong><em><strong><br />
AM:</strong></em> Yes, more processing power is  required to run my flight model, for sure! No question of it. Here is how the model works:</p>
<p>1. Element Break-Down<br />
Done  only once during initialization, X-Plane breaks the wing(s), horizontal  stabilizer, vertical stabilizer(s), and propeller(s) (if equipped) down  into a finite number of elements. The number of elements is decided by  the user in Plane-Maker. Ten elements per side per wing or stabilizer is  the maximum, and studies have shown that this provides roll rates and  accelerations that are very close to the values that would be found with  a much larger number of elements.</p>
<div style="text-align: justify;">
<p>2. Velocity Determination<br />
<a href="http://techhaze.com/wp-content/uploads/2010/03/headline_inside.jpg"><img class="alignright size-full  wp-image-2322" title="headline_inside" src="http://techhaze.com/wp-content/uploads/2010/03/headline_inside.jpg" alt="" width="293" height="255" /></a>This is done twice per cycle.  The aircraft linear and angular velocities, along with the longitudinal,  lateral, and vertical arms of each element are considered to find the  velocity vector of each element. Downwash, propwash, and induced angle  of attack from lift-augmentation devices are all considered when finding  the velocity vector of each element.<br />
Propwash is found by looking at the area of each propeller disk,  and the thrust of each propeller. Using local air density, X-Plane  determines the propwash required for momentum to be conserved.<br />
Downwash is found by looking at  the aspect ratio, taper ratio, and sweep of the wing, and the horizontal  and vertical distance of the &#8220;washed surface&#8221; (normally the horizontal  stabilizer) from the &#8220;washing surface&#8221; (normally the wing), and then  going to an empirical look-up table to get the degrees of downwash  generated per coefficient of lift.</p>
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<p>3. Coefficient Determination<br />
The airfoil data entered in Part-Maker is 2-dimensional, so  X-Plane applies finite wing lift-slope reduction, finite-wing CLmax  reduction, finite-wing induced drag, and finite-wing moment reduction  appropriate to the aspect ratio, taper ratio, and sweep of the wing,  horizontal stabilizer, vertical stabilizer, or propeller blade in  question. Compressible flow effects are considered using  Prandtl-Glauert, but transonic effects are not simulated other than an  empirical mach-divergent drag increase. In supersonic flight, the  airfoil is considered to be a diamond shape with the appropriate  thickness ratio; pressures behind the shock waves are found on each of  the plates in the diamond-shaped airfoil and summed to give the total  pressures on the foil element.</p>
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<p>4. Force Build-Up<br />
Using the coefficients just determined in step 3, areas  determined during step 1, and dynamic pressures (determined separately  for each element based on aircraft speed, altitude, temperature,  propwash and wing sweep), the forces are found and summed for the entire  aircraft. Forces are then divided by the aircraft mass for linear  accelerations, and moments of inertia for angular accelerations.</p>
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<p>5. Get Back to Work<br />
The  process is repeated from step 2, and the whole thing is run over again  at least 15 times per second. Aren&#8217;t computers great?</p>
<p><em><strong>TH:</strong></em> <strong>Your fantastic flight dynamics engine has earned X-Plane FAA approval.  Tell us more about how X-Plane can be used thanks to this license.<br />
<em>AM:</em></strong> The FAA is so much less discriminating than customers, that it is amazing. The requirements to get certified at  the basic levels are very low! The framerate  has to be like 10 fps or so, and the flight dynamics do not have to be accurate (!) for the lower levels of  certification! X-Plane goes a  thousand times farther than what the FAA requires, and the customers demand a  thousand times more than the FAA standards for them to be happy. The FAA requires that if the joystick is unplugged, the simulator alert the user, and refuse to let you try to fly! That is actually the toughest hurdle we had to pass! I am not kidding! And obviously,  that is an <strong>absurdly</strong> <strong>low</strong> hurdle to jump over.</p>
<p><strong><em>TH:</em> What most serious  virtual pilots will look for in a simulator is realism, but how do you  measure it? I imagine you haven&#8217;t been able to fly the Space Shuttle,  but have you received feedback from real astronauts? The blade element  theory implies that if a C-172 flies realistically in X-Plane, anything  that has been accurately modeled will do too, but do you sometimes fly  the real aircrafts, just to be sure?</strong><br />
<strong><em>AM: </em></strong>I have over 2,000 hours in a  few dozen different planes, including a very small handful I have owned  myself, and yes I have measured the real performance in real planes  countless times, comparing it to the sim, to assure accuracy. The  performance of the space shuttle is very well documented, and X-Plane  holds to the documentation I have found well enough to get a pretty good  feel for what the real shuttle is like to fly.</p>
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<p><strong><em><a href="http://techhaze.com/wp-content/uploads/2010/03/DCP_1164.jpg"><img class="alignleft size-full wp-image-2323" title="DCP_1164" src="http://techhaze.com/wp-content/uploads/2010/03/DCP_1164.jpg" alt="" width="266" height="174" /></a></em></strong><strong><em>TH: </em>Tell us  about you real life flight experience. Your Columbia 400, if I&#8217;m not  mistaken, <a href="http://www.x-plane.com/adventures/hangar_down.html">was destroyed a few years ago</a>, as a hangar collided. Have you  replaced it? Have  you ever been in tricky or dangerous situations?<br />
AM: </strong>It was damaged a bit, not even  close to destroyed. I got another one just exactly like it to  replace it, simply because i did not want to wait for the thing to get  fixed.. I had too much flying to do to go see customers in the  custom-sim and FAA-cert areas, which are higher price-point. I have had a landing gear shake like a rough engine once, and a  turbocharger pipe came off in flight, thus cutting engine power a bit.</p>
<p><strong><em>TH:</em> X-Plane 10, of course, is already on everyone&#8217;s mind. Amongst the most  requested features are a better GUI, less numerous but far more accurate  airplanes with more system depth, a real ATC system that&#8217;s at least as  good as the one in FSX, and more accurate landclass. Which ones of these  features are on your list? Do you have an ETA for X-Plane 10?<em><br />
AM: </em></strong>All of them are on my list except the new GUI. I think the gui that we have now is perfect. I love it, and cannot imagine anything easier. Of course some will say I am wrong, so my statement to them is exceedingly simple: put up or shut up! Show me the beef! Show me a better UI than what I have now, and, if it is still as powerful, allowing the flexibility of what I have now, then I will sure give extremely serious consideration to using it!<br />
But, if someone just wants to show me icons for a few pre-canned situations, like they have in Microsoft Flight Simulator, and say &#8220;see how easy it is? You should use that!&#8221;, then of course I should not use that GUI, because it does not allow the flexibility of X-Plane, which lets you set any parameter at any time in the flight.<br />
Regarding X-Plane 10: unsure, but shooting for the top of  next year!</p>
<p><strong><em>TH:</em> Add-ons for X-Plane are less numerous than  for Flight Simulator, but they&#8217;re catching up in terms of quality. Any  favorites that you use regularly?</strong><em><strong><br />
AM:</strong></em> No, but that is only because I am so busy coding that I just don&#8217;t have the time to fly other people&#8217;s add-ons. But, of course, I think it is great that people are doing add-ons, and I want to encourage people to do more add-ons, and help with that in any way that I can!</p>
<p><strong><em>TH: </em>You&#8217;re well known for X-Plane, but let&#8217;s not forget that you also have  <a href="http://www.laminarresearch.com/">other projects</a>. In an <a href="http://www.insidemacgames.com/features/view.php?ID=362">interview with Tim  Morgan</a>, you mentioned the desire to build a Death Star. Any updates on  this, as well as Space Combat?<br />
<em>AM:</em></strong> They are always on hold&#8230;  forever on hold! I am always so busy with X-Plane i never seem  to find time for anything else!</p>
<p><strong><em>TH:</em> In the 15 years that you have been  developing X-Plane, what do you consider to be your most important  breakthrough and feature addition?<br />
</strong><strong><em>AM:</em></strong> I don&#8217;t know! The most important things I did were not feature additions, but were done right the start. Those things are:</p>
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<li><strong><em><a href="http://techhaze.com/wp-content/uploads/2010/03/details_inside1.jpg"><img class="alignright size-full  wp-image-2341" title="details_inside" src="http://techhaze.com/wp-content/uploads/2010/03/details_inside1.jpg" alt="" width="311" height="311" /></a></em></strong>Use OpenGL (which lets me run on so many different platforms that people  can get x-plane for all sorts of devices).</li>
<li>Use blade element  theory (which gives such an excellent flight model for so many different  airplanes).</li>
<li>Start my own business with my own money, not any  investor&#8217;s money (so me and my sub-contractors get all the profit. Not investors).</li>
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<div>These 3 basics mean I simulate  almost any plane on almost any platform, and keep all of the revenue  between myself and the other people that do the work.</div>
<div><em>That</em> is how business should be run!</div>
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<div><strong><em>TH:</em> Austin, thank you so much for your time, it  was a pleasure talking to you!</strong></div>
<p style="text-align: right;">Contact the  author via <a href="mailto:florianwardell@techhaze.com">email</a><strong><br />
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