Monthly News Roundup
As 2017 comes to a close, we count down the most popular news stories this month, 2017 has been a great year for flight simulation, and by the looks of things, 2018 is going to be even better, for all platforms of flight simulation
AlpilotX X-Plane 11 HD Mesh Scenery v4 RELEASED!
Great news today for X-Plane users! The popular AlpilotX HD Mesh Scenery freeware has received a new version, v4! it has been a long wait but its finally here, with full compatibility with X-Plane 11. Download it here
- Europe (from the Canaries and Iceland in the west up to Moscow an and most parts of Israel in the East)
- North America (USA, Alaska, Canada)
- South / Central America
- Hawaii and most of the tiny Pacific Islands
IMPORTANT: Coverage to the north ends at 73 N !!
HD Mesh Scenery v4 can be seen as a vastly improved version of the default scenery shipping with XP11. It is using/referencing the exact same set of artwork files (textures, object, autogens, forests) which ship with XP11, so you do not need other art assets to be installed while HD Mesh Scenery v4 will also benefit from any artwork improvements (autogen, texture) coming with future XP11 versions.
The most important advantages of HD Mesh Scenery v4 are:
- The triangle mesh resolution is far higher than in the default mesh and even a bit above the level of the previous HD Mesh Scenery v3::
- this give – obviously – better DEM (elevation data) representation (slopes, mountains etc.)
- BUT this also vastly(!) improves the landclass data representation (which in X-Plane is very closely coupled with the triangle size in the mesh). This is most obvious with forest detail.
- The vector data simplification is less aggressive than in the default mesh (where Laminar needed to do that to limit the overall size of the global scenery). Thus road / railroad bendings are more accurate and the same is true for rivers, shorelines (but where the OSM raw data is bad, this can’t help much either)
- HD Mesh Scenery v4 also has the new “high buildings” feature included, which I introduced with Laminar in XP11. This puts all (well, with some filtering of not reasonable stuff from OSM) buildings > 20m “height” or > 5 “building:levels” as some “high building” object (with a more or less correct height – as defined in OSM) in the scenery (“building:levels” are simply multiplied by 4m to get an approximate height). This usually gives most cities a much better look (New York is a great example, where in OSM almost all buildings already have a height defined). This same approach also “imports” antennas / masts from OSM (as antenna obstacles)
- OSM data is updated (its “date stamp” is 1st October 2017) . Which makes it newer than current XP11 default mesh data and of course much, much newer than the data in HD Mesh Scenery v3.
- Most of the Landclass data has seen an update (which already happened with my work for the XP11 default scenery … but HD Mesh Scenery v4 can represent the high res landclass data much better)
Flight Sim World SDK v1 RELEASED!
Dovetail have just released v1 of their SDK for FSW, this could be the beginning of something very exciting, read all the details here…
It’s your turn to create! We’re releasing SDK V1.0 which provides the tools, documentation and reference material needed to create your own scenery objects, aircraft and tools for Flight Sim World.
SDK V1.0 was developed with the support of Turbulent Designs, BlueSky Flight Simulations, Just Flight and FS FlightControl, who’ve helped hone these tools whilst developing content for Flight Sim world. With access to the same set of tools, you’ll have the opportunity to create content that matches the incredibly high level of detail showcased by the PA-28R Arrow III, the P-40F Warhawk and more. We can’t wait to see what you come up with!
What is SDK V1.0
SDK V1.0 is the launch version of the Flight Sim World SDK, which will be developed alongside the core sim. It features the functionality to create scenery objects, aircraft and tools (using C++ to communicate with the sim). Mileage on the integration of more complex systems may vary as we implement this technology into the simulator and the SDK.
We’d appreciate any feedback or improvements you’d like to see made for this initial release.
Please note: In order to get the most value from the SDK, you’ll need access to a copy of 3DS Max.
How To Access The SDK
The SDK can be found in the ‘Tools’ menu of your Steam account for anyone who has purchased a copy of Flight Sim World. You can access the ‘Tools’ menu by mousing over your ‘Library’ on Steam.
The SDK is bundled with the Pro Mission Editor, if you have already installed the Pro Mission Editor, it should automatically update to include the SDK.
Please note: If you have completed something great and are interested in having your Flight Sim World content published on Steam can contact us via firstname.lastname@example.org
After downloading the SDK (see above), you’ll want to take a look at the documentation that outlines content creation for Flight Sim World.
- Art Authoring
- Authoring Aircraft
- Basic Scenery
- Simconnect APIs
- Mission Creation
If you’re not sure where to get started then head on over to the Dovetail SDK Forum to discuss the tools with other creators.
Where do I share my creations?
SDK creations (with the exception of missions) are currently not supported in the Steam workshop, meaning they’ll need to be personally uploaded by their creations. We’ve created a forum for you to advertise content you’ve created.
Please Note: Please scan all downloads for viruses to ensure you protect your PC system. Also Note: Installing lots of add-on content may affect your FSW installation.
First Annual FlightSimExpo Announces June 2018 Arrival In Las Vegas
Interest in the first annual FlightSimExpo has taken off – with more than 25 organizations expressing initial commitment to making the new event in Las Vegas a huge success. Interested attendees are encouraged to follow the conference on Twitter (@FlightSimExpo) and ‘like’ the conference on Facebook (facebook.com/FlightSimExpo) to stay up to date.
LAS VEGAS – December 8 – FlightSimExpo 2018, a new, community-driven flight simulation conference, will be held the weekend of June 9-10, 2018 at Flamingo Las Vegas Resort. Located in the heart of the Las Vegas Strip and minutes from the airport, Flamingo Las Vegas Resort has newly-renovated rooms, modern meeting space, a great rewards program, and features a Caribbean-style water park and tropical wildlife habitat.
FlightSimExpo 2018 will feature a variety of interactive exhibits, and a host of educational and informative seminars from professionals across the aviation and flight simulation industries. In addition, there will be social events after conference hours for networking and connecting with other simulation enthusiasts, aviation professionals, and developers from across the simulation industry.
The conference was formed by a group of community organizers from Boston Virtual ARTCC who have years of experience in flight simulation, aviation, and event planning. FSExpo plans to bring simulation enthusiasts, current and former aviation professionals, and anyone else who has an interest in flight simulation or aviation together to witness the advances and developments within the industry. This conference is truly community-driven: the venue, host city, and activities have all been determined by feedback from the community and developers. Early support from Orbx, X-Plane, and almost 30 others have helped turn this event into a reality.
In addition to Orbx and X-Plane, the following exhibitors and sponsors have confirmed planned participation in the event: Aerosoft, AirDailyX, Boston Virtual ARTCC, FlyTampa, FSFX Packages, FSElite, HiFi Simulation, iBlueYonder, Infinite-Flight, Jetline Systems, Just Flight, PilotEdge, Prepar3D, POSCON, TFDi Design, VATSTAR, and more!
“One of our biggest goals for this conference is to foster collaboration, and connect members of the flight simulation and aviation community that might otherwise not have the opportunity to come together,” noted Evan Reiter, one of the conference organizers. “Las Vegas provides an unbeatable backdrop for the first edition of the conference, and gives attendees and partners alike access to world-class dining and entertainment all weekend,” he continued.
Early bird registration will start at just $50 for the weekend, and a 3-night stay at the FlightSimExpo special event rate will be approximately $135/night, including all taxes and fees.
Visit www.flightsimexpo.com for more information about the event and venue. Interested attendees are also encouraged to follow FSExpo on Twitter (@FlightSimExpo) and like the conference on Facebook (facebook.com/FlightSimExpo) for updates.
Aerosoft CRJ 700/900 X – Update 22.214.171.124 – Rev 307 Released
Aerosoft have pushed out another update for their CRJ 700/900, featuring some interesting fixes and additions…
The FSX & P3D add-on CRJ 700/900 X has been updated to version 126.96.36.199 – Rev 307. Note: This version is only compatible with P3D V4.1. Following changes have been made:
- [Fixed] Drawing of line to DIR-TO waypoint
- [Changed] Allowed outbound turn for arc legs (up to 20 degrees before end of arc instead of 10 degrees as before)
- [Added] HGS clipping polygon for attitude elements
- [Fixed] Stutters on flightplans which contain DME Arcs
- [Changed] Maximum autopilot bank angle is now at 30 degrees during LNAV-flown SIDs, STARs and approaches. Otherwise it remains at 25 degrees
- [Fixed] Arcs should now be flown better
- [Fixed] HGS pitch scale
- [Fixed] HGS flight path vector
- [Fixed] HGS flight director
- […] More work on LNAV
- [Fixed] Waypoint switching and FROM waypoint drawing changed
- [Fixed] Actual N1 slightly lower than commanded N1
- [Fixed] Left PFD CDI (nav source FMS)
- [Fixed] FA announcement “Landing abort” no longer playing on ground
- [Added] New GSX files (please test!)
- [Changed] DAVE: Buttons for stair railings are now disabled while main door is opening/closing
- [Fixed] FA: Seatbelts OFF announcement after C&D -> Battery ON
- [Fixed] Door control now compatible with GSX and similar tools
- [Fixed] GPWS Mode 2 terrain closure rate calculation
- [Fixed] Barometer flashing until TA is passed (if TL != TA)
- [Fixed] Cabin Secure announcement no longer plays after landing
- [Added] GNSS CTL page on FMS INDEX page
- [Added] GNSS STATUS page
- [Added] SBAS Service page
- [Added] NPA RAIM page
- [Added] 5 minute cooldown periods for “after landing” FA announcements
- [Fixed] PFD/MFD Bearing pointers…. again
- [Fixed] Flaps 20 max speed for -700 changed from 220 to 230 knots (not model yet!)
- [Deleted] Old LNAV
- [Added] New LNAV
Ultimate Traffic Live Officially Released
Ultimate Traffic Live is now out of beta and released to the public, here are all the details…
Flight One Software and Aerius Designs are proud to announce the official release of Ultimate Traffic Live. With over a decade in development time and product cycles, the Ultimate Traffic series has been the top AI Traffic solution for those who are looking for the most complete and realistic real-world airline AI flights worldwide. Ultimate Traffic Live, is the latest edition in the award-winning series and has been developed to provide new experiences on Flight Simulator X, Flight Simulator X Steam Edition, and now includes native support for Lockheed Martin Prepar3D versions 3 and 4.
Ultimate Traffic Live includes over 600,000 Real-World Scheduled Flights by over 900+ Airlines worldwide. These aircraft fly to over 6000+ airports in every corner of the Flight Simulator X and Prepar3D world. The newly updated AI Traffic engine has been completely rewritten from the ground up to provide you the most realistic and efficient AI traffic handling as possible. The “Live” aspect makes AI traffic evolve based on conditions set in the simulator. Users can expect random maintenance, foul weather, and other delays based on real world operations.
A new fully featured user interface contains an amazing suite of options that cannot be found anywhere else. The interface was developed to handle the needs of both novice and power users by providing a host of options and features. The Flight View Map allows users to create views of anywhere on the planet with traffic that will be simulated at that location. A User Interface Status Board can be viewed at any airport that handles commercial traffic in Ultimate Traffic Live. This status board allows you to view the embedded traffic simulation. Additionally you can utilize a set of live departure and arrival boards that are attached to the actual running FSX/P3D simulator for a unique look at traffic at the airport. This traffic is based on planes you will see in the running FSX/P3D simulator. Flight Plan Assignments using real SID and STAR navigation, parking codes, plus so much more is available in UTLive that will allow you to experience your own virtual AI traffic sandbox.
For more information, screenshots, and to purchase Ultimate Traffic Live please click the following link: http://www.flight1.com/products.asp?product=utlive Previous Ultimate Traffic 2 customers can receive a discount of more than 33% off the new product price using the coupons provided
ORBX 2018 ROADMAP ANNOUNCED! (MAJOR UPDATE)
ORBX have today released their roadmap for 2018! in the roadmap, they discuss some major subjects that will make a lot of people happy, such as ‘The year of photoreal regions’ and the entry to X-Plane 11 with airports and photoreal scenery! As well as further development for aerofly FS 2 with HD airports and regions, 2018 is looking to be a great year for flight sim already! Here are all the details…
Firstly, please allow me to thank all our customers for the incredible support which you’ve given Orbx through 2017 as we continued to aggressively roll out new tech, refine the OrbxDirect and FTX Central platforms, and embrace new simulators. This year has shown record double-digit growth for Orbx in terms of revenues and customer base and we don’t expect this momentum to slow down.
I’d also like to wish everyone and their families a relaxed and positive festive season these holidays, and may you stay safe and in good health as we welcome 2018.
Now onto the good stuff…
*** Please note! *** Many of the screenshots shown here are from pre-alpha, alpha and beta stages and not indicative of the final product.
2018 – The year of photoreal regions
Next year we will release some milestone products never seen before from Orbx – entire regions will be created in photoreal imagery instead of landclass. This does not mean we are moving away from landclass-based regions altogether; it is purely the result of spending R&D on refining techniques for adding millions of autogen objects onto imagery and keeping it to region sizes which are manageable from a project point of view.
These regions will still be labour intensive and expensive to produce, because as you’ve come to expect from us we will add hundreds of POI models, thousands of aerial obstructions and millions of houses, buildings and trees. In the simulators that support it, we will add 4/5 seasons, night lighting, water masking and hundreds of thousands of miles of traffic on roads.. In other words, these will be as close in features to the normal Orbx regions as before.
Netherlands Photoreal for P3D/FSX
New autogen housing and building facades for Netherlands Photoreal FSX/P3D
Netherlands Photoreal for X-Plane 11
Pacific Northwest Photoreal for P3D/FSX
Pacific Northwest for AeroflyFS2
2018 – The year of CityScapes
We are working with some of the brightest people in the FS industry to develop some amazing CityScape products for many parts of the world. We have some ready to be released soon and we will be able to refine and speed up the process of producing these so that customers can vote for which cities they would like to see in the sim and have their local areas represented much more accurately. These cityscapes will initially be released for FSX/P3D with photoreal underlays, full seasons, traffic, lighting and perfectly blending into FTX Global or our regions. Expect to see every building footprint accurately placed and with correct styles and heights. It won’t be a perfect rendition of a city but a very realistic facsimile which will certainly impress.
Cityscape Gold Coast
CityScape Cote Dazur
2018 – The year of new simulator platforms
Orbx has already released several titles for AeroflyFS2 and this trickle will turn into a tidal wave through 2018, so expect dozens of new HD airport destinations in AFS2 and also a region or two. Orbx is working with IPACS on an almost daily basis to introduce new tech and systems into this amazingly efficient and versatile sim. Once you have experienced scenery like this at 120fps it’s hard to dismiss it.
Here are some shots of adding much denser autogen to Switzerland in AeroflyFS2
KJAC Jackson Hole for AFS2 … and much more to come from Jarrad Marshall!
KBID Block Island for AFS2
… and many more AFS2 airports coming in 2018 including many of your Orbx favourites! Remember, during non-sale periods we offer a 40% cross-grade discount for customers who own these airports on other platforms.
We will also be releasing airports and photoreal regions for X-Plane 11. We have added some very talented people to our team who have years of XP development experience between them to help us with this initiative. Many of the senior Orbx developers are also working on X-P tech and projects.
KCGX Meigs Field for X-Plane 11
Here are a bunch of random shots from X-Plane 11 works-in-progress that several of our lead developers are working on. You can probably guess the locations of some of these screenshots but I’m sharing these with you to show that we have a lot of work going on with X-P under the hood at Orbx.
This is a very exciting time for the team at Orbx as we explore new sims and the intricacies of developing for them, whilst also remaining committed to our core FSX/P3D customers with constant releases of new content.
Orbx will also be headline sponsor of FSExpo 2018 in glamorous Las Vegas with over thirty vendors already confirmed and many more sure to commit over the next month or so. If you’re in North America this is the premiere event to attend this year and Orbx will have a large contingent of developers and staff on hand to show you sneak previews of our latest products. We will also be at Cosford again in 2018 and possibly also in Lelystad.
2018 promises to be an amazing year for us all, so come along for the ride!
iFly 737MAX Development Confirmed – ‘Release In First Half Of 2020’
ifly, developers of the 737NG and 747-400 have announced that they are developing the 737MAX for FSX and P3D, this comes after PMDG hinted in a forum post that they are ‘MAX’d out’, raising the question of quite possibly seeing a 737MAX from PMDG, but iFly have beat them to an official announcement, seen here…
The team has been busy with commercial projects over the past 2+ years, details of which we cannot disclose. This work will have some spinoff towards the 737NG base aircraft in the form of Service Packs of which the latest is Service Pack 188.8.131.52. This has just been released with new features based on our commercial work.
In 2018 some of this commercial spinoff will probably produce another Service Pack for the 737NG and at that time the team also plans to release a special HD (2048) texture pack update for the 737NG 64-bit Prepar3D Virtual Cockpit and Exterior models. They will also release a revised paintkit.
At some point in 2018 they will complete the iFly 747-8i for FSX/FSX-SE/P3D v3 & v4. This aircraft will be provided free of charge for prior 747 purchasers, and will come in the form of a Feature Pack Update.
Once certain 737NG commercial contracts are completed we plan to share with you some of the details of the associated projects. We think you will be interested! And although these projects do not apply to the home simmer, you may be affiliated with a school or enterprise that may have a need or requirement for such a project.
This brings us to the next point and probably the most asked one, “What is next from the iFly Developer Team and Flight1 Partnership?”
We can confirm that the next Project and Aircraft that will come from the team will be the iFly 737MAX. This aircraft will be a complete rebuild from the ground up and made available in Commercial, Pro (Cockpit Builders Edition) and Normal format for P3D 64-bit ONLY. The team is pursuing the 64-bit route as this provides the best technology that would allow the team to accomplish the highest level of simulation with the least amount of restrictive overheads.
The iFly 737MAX is projected for release in first half of 2020, but, as with all things in development, time estimations can change depending on unforeseen external factors.
Check back often for any news or announcements!
X-Plane 11.20 Beta Now Avaliable – Adding Native VR support
The first public preview release of X-Plane 11.20 is now available to everyone! This new major version is very exciting as it adds native VR support to X-Plane 11, so there is no need to spend money on any 3rd party VR addon anymore, here are all the details…
After an intense year of development and a few demos of the technology at various Flight Simulator conferences, it’s finally time to let you all in on a preview of X-Plane 11 with VR support built-in! I will admit that I personally thought this was another technologic fad that was going to fade without ever gaining traction but I’m happy to say that I think I was wrong. Once you try a VR headset, you’ll never want to fly without one again. For the first time EVER, you can fly precisely and accurately by looking around and interacting with the cockpit without being anchored to a narrow field of view and small clickable hotspots viewed from unnatural angles. VR lets you have unlimited freedoms to move your head and body around naturally. You also get a sense of scale for the first time. Objects and manipulators are the right sizes and distances…just stand next to the tires or engines on one of the airliners and you’ll understand what I mean by scale.
What Do I Need?
In order to use VR with X-Plane 11, you need an Oculus Rift CV1 (with Touch Controllers) or an HTC Vive. At this time, these are the only two headsets to have official support. It is, of course, our goal to maintain support with all mainstream and common headsets in the future but at this moment, these are the only two officially supported systems. In addition, you’ll need a Windows PC* with modern hardware and an installation of Steam and SteamVR. You do NOT need to purchase X-Plane through Steam even though the Steam App is a requirement. The Steam App is free to download.
What is This Release?
This is a preview of our VR support. This is not the final product. This does not contain the final set of features. The purpose of this is to let you all play around with it. It’s very usable. It’s very fun. It works very well but it does have limitations and artifacts like you’d expect from an early release. Aircraft authors should begin getting their aircraft ready to support VR headsets (documentation coming soon!). We will continue to add features and make adjustments based on user feedback.
Things To Try!
- I know many of you have very elaborate and expensive hardware setups. I encourage you to abandon them…cut the cords man!!!!….move your chair away from your desk….just for a little while…and try flying the aircraft with JUST the VR controllers. I think it’s important to see how usable things are without the need for any hardware at all. Of course, we expect many of you will return to your hardware devices, I think it’s still a good idea to leave your comfort zone and just have a little fun too!
- All of our default aircraft (with the exception of the F-4, CirrusJet, and SR-71) are completely VR-ready. PLEASE TRY THESE AIRCRAFT. You should be able to interact with any switch/knob/lever etc that you would have expected. The default aircraft have the minimum level of detail and usability that we expect to offer. Essentially, you should be able to do everything with the VR controllers and not need the keyboard or the mouse. They all have hotspots in the pilot and copilot seats. Many have hotspots in the passenger seats as well so you can put on the autopilot and watch the flight from there (we know you want to!). They all have a full set of working manipulators.
- GRAB THE YOKE! The yoke is a SPECIAL manipulator. It is different than all of the others. The yoke is latching which means you click it once, and then you are attached to it until you click again. While attached, you can move your VR controller anywhere because the location of the controller does NOTHING. I recommend comfortably placing your hand on your lap or on an armrest. To control the aircraft’s roll, turn your wrist left/right as if you were turning a doorknob. To control the aircraft’s pitch, tilt your WRIST up/down. Your first instinct will be to move the yoke like a real yoke…pulling toward you…pushing away from you….we still may add the ability to do this but trust me it will fatigue you to have to hover your arm in the perfect position for a long flight. All of the rest of the manipulators in the aircraft should behave how they would in real life. Knobs get twisted…switching get flipped, levers get dragged etc.
- Try the detented throttles on the KingAir. You have to pull UP on the throttles to get over the notch into Beta and Reverse. Try the detented flap handle on the 737 and 747. Like the Throttles, you have to pull up on the handle!
- Scroll down the Aircraft list and try the Aerolite 103. This is a special aircraft designed just for VR to give you the sense of REALLY flying. There’s no walls, no floor…just you and the wing. It’s a beautifully detailed aircraft!
- You have an xPad with a moving map on it! You can pick it up and put it down where you like. Each Default Aircraft has a ‘magnetic’ mount on the yoke so you can stick it there. Aim the laser pointer at it and use the trackpad/thumbstick to zoom in and out on the map. Use the laser pointer and trigger to move the map around.
- Teleport around! You can do a walk around your aircraft and inspect it from outside and then teleport back into the aircraft. Get under the wing and up close with the wheels.
- Press the Menu button on the controller to bring up a quick-menu. One of the most useful features is “Get back in the pilot seat” which will always put you back in the left seat no matter what view or location you are in. This is also incredibly useful for “adjusting your seat”. Let’s say for example you moved your office chair and now you’re straddling the throttle quadrant (ouch) in your view. Press the button to get back in the pilot seat and you’ll be repositioned. You can also bind this command to a key or joystick button for quick access.
- Try Opening the Ground Services menu! You’ll get a 3D window popup that you can position/resize in 3D. Stick it somewhere in your aircraft and use the laser pointer to interact with it. When you’re done, move the controller to the red quit box and click on it. More 3D windows will be added soon!
Caveats and Known Limitations…
While the manipulators in some 3rd party aircraft may work at least partially, most will probably not at all. VR will require updates from the aircraft authors to really take full advantage of the manipulator system. We have been working on VR manipulator support for the 3-d exporters, and support for them is already shipping in X-Plane 11.10. We’ll get more info posted about VR and cockpit manipulators shortly.
Right now, if you fly with your yoke bolted to your desk and have limited room to flail your arms about without knocking things over, you will find VR very limiting. This is why I suggested you ditch the hardware temporarily in “Things to Try #1” above. We DO plan on adding features that will make things easier if you do want to continue staying attached to your desk. Early tester feedback has made it clear that features such as mouse-pointer interaction as well as Headset Mounted Device (HMD) pointers are useful features to have. This will allow users to take advantage of the visuals of the VR headset without having to use the controllers to click on things.
Another limitation of being tied to your desk is positioning/teleporting. We plan on adding the ability to create VR quicklooks to position yourself around and customize the hotspots so that you can sit properly in your seat(s) without having to actually move your real seat. Currently, you can use the arrow keys as well as ‘<‘ and ‘>’ to slew yourself around and adjust your position. You can also bind the general up/down/left/right commands to a hat switch and use those.
EXTERNAL APPS AND WINDOWS
We currently do not support external apps and windows. Sorry, you cannot watch The Patent Scam while flying your 737 in VR. 😉 We do realize how useful it would be to have external windows but this will require more investigation.
We currently do not support 3rd party plugin windows. We will open the VR system up to developers to allow them to do so in the future however.
How Do I Get It?
“BLAH BLAH BLAH…Just tell me how to get it already!”
Alright alright! The first thing you should do is tune your system to get your FPS up first! VR is very CPU intensive. If you cannot sustain ~45FPS without VR, you should adjust your rendering settings until you can. Turn down Reflection Quality, Scenery Shadows and maybe even Autogen. Once you’ve gotten stable performance around 45fps, then proceed.
Next you just install and setup the drivers for your headset as well as the software for your headset. Run their demo, set up your room config etc. Then install Steam and SteamVR and run through its setup and tutorial.
Now update X-Plane with “Check for Beta Versions” enabled. (Steam users – we love you too – the 11.20 VR preview is available as a public beta on Steam.) Once you’re in X-Plane 11.20, go to your Graphics Settings and enable the “Enable VR Hardware” checkbox. Detailed instructions can be found here.
* Support for Linux will depend on the future development of SteamVR on that platform. Support for Mac will be coming in 2018 as it requires X-Plane moving to Metal