#Uninstall x plane 11 code
Plugins, if they elect to, can attach themselves to the XPLMProcessing API, which allows for a developer to run code every frame with the physics (usually used for aircraft physics and systems calculations for addon aircraft)Īll addon aircraft (including the stock Laminar fleet) use plugins to drive any form of custom functionality not stock to the simulator.(Plugin B must wait for its task to complete before Plugin A can work) Plugins run within a single-threaded environment within the context of the X-Plane, which means plugin callbacks (events plugins subscribe to) are executed sequentially, inter-plugin.Plugins communicate with the sim through the X-Plane Plugin Manager (XPLM).Īpplicable to the discussion at hand, it is important to note the following behaviors of plugins. To start, the X-Plane plugin is a dynamic library of code that is loaded by X-Plane within its application space. It’s definitely a page turner, but it does an extremely good job explaining these concepts to people who have intermediate experience. For way more detailed information than we’ll go through here, I suggest you go read the complete documentation. The X-Plane Plugin Ecosystemįirst, we need to go over the basics of the X-Plane plugin ecosystem. Don’t worry, these concepts are easy to understand once explained. To dive into these concepts, I will be required to explain a few terms upfront so that way you can fully grasp the content of this article.
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X-Plane 11.50 Beta - Including Vulkan & Metal - Available Now