C (47:34)
Hopefully by the time people hear this, but as we are recording, our newest free patch, 12.2 should be coming out. That's a patch that's very graphics intensive. We try to have the patches be in sort of a theme area. Marco, our product manager, kind of looks at things and tries to gather up the features and, you know, find things that will be good for users, but also hit a theme and limit the testing. Right. If we touch everything, we have to test everything. So the most recent one is a graphics one and there's, there's changes pretty much everywhere. I don't think I could just rattle all of them off because there's been so much, but this is the end of a pretty long, probably even a year long effort to refine the rendering and lighting stack of the SIM and really do right what we kind of prototyped in X plane 12.0. X plane 12.0 was a difficult release for us because Microsoft had come into the market with Flight Sim 2020 while we were finishing the Vulcan port. And we were completely taken by surprise by this. They really stayed in stealth mode right up till their EA announcement of the new product. And it was just, how soon will you guys have the new version and how many features can you have in it? And that's, you know, that's a pressure cooker for release. So we did all new photometric lighting and clouds and quality was something that kind of got thrown on the floor to get that out there and just show that we were in the marketplace and, you know, people use it and they could see the potential, but there was also a lot of weird stuff. And so now the team has had the time to go in and really do a great job of working all the bugs out of the lighting and going back to the real world references and using new algorithms. And it looks like a whole new sim. It's really a big upgrade. You know, people who have used it in the company, you go back to the shipping Branch, you're like, what happened? Where all the, you know, now it just looks flat. And it's funny how in graphics everything looks fine until you see the new thing. And then we hedonically adapt so quick and you go back and go, we thought that was good. And I, I know there was a time when we first saw X plane 11 and went, wow, that looks so much better than we could have imagined. But then once you've seen X plane 12, you go back to 11 and go, yeah, that doesn't look right at all. Like, look at all the things we didn't do. Right. So the lighting, the color saturation, the clouds have gotten a big update. The interaction between them has been reworked. It's going to be a really nice visual update behind that, what I think could be 12.3 for us, but your mileage may vary. We have a number of features for systems and weather that are nearing completion. So better modeling of how clouds work, better interaction with real world data when we can pull it in. I believe we will finally ship the new weather radar, which is a very accurate simulation of the radars that are on aircraft so that the pilot can see storms ahead. That runs on the GPU and probes that weather data, but then simulates the returns and the occlusion so you get a very accurate view of when there's a storm cloud ahead of you and it's big enough, the pilot doesn't really know the weather behind it because the radar doesn't penetrate it. Right. And we simulate that. Or if there's a mountain in a way, you actually get a radar return off the mountain. You can't see the storm on the other side, but you do know there's a mountain. So Philip has done a fantastic job with that realism. We're going to ship that there's new features for the fmc and I think we're going to finally ship the new network synchronization layer, at least one part of it. So Pavel has reworked how we synchronize state over the network because you can do land flight, you can do X Plane plus external visuals. And for years we only synchronized the aircraft, which is the most important thing. But as X plane has kind of grown a zoo of other stuff that started to be inadequate and we get bug reports of, hey, I've got a three monitor, three machine setup. And the jetways aren't in the same positions across the monitors. They don't line up. And it's like, well, that jetway is a simulated object that can extend and go to the airplane and move. And the machines didn't know what the state was on the master machine. So we have new synchronization. So it's going to be exciting to ship that for the first time. This is one step in a roadmap for improving external visuals. And the team keeps working on features so we have releases beyond those which, you know, I think Marco will slip my throat if I talk about. But we can see what's coming. The code isn't ready yet and you know, it's in progress. But we can say this is going to be a valuable feature for our user. We've, you know, we put shovels in the ground, we're engineering it, and we'll see in what order they come out. Because it can be hard to predict how fast things will be get coded. Because in software engineering, sometimes you don't know what the hard problem was until you crash into it. You know, if you 100%, if you already fully understood the problem, like it's probably because you already coded it, in which case why are you coding it again? Like, there's just not a lot of repeat problems. When people build a house, it's not that different than the last house they built. And so the estimates can be very accurate because you can use all that experience and maybe if it's the first house with 3D printed concrete, that's going to be really hard to predict. But if it's the 6 millionth 2x4 framed house, it's a well solved problem. And in the simulator we're pretty much never solving the problem we already solved because we already have the code to do that. So it's always new. So it's kind of always a learning experience. Every new feature.