So in this instance we had a real product ready to ship for XP-10 and XP-11, but which in fact was really nothing more than an internal proof of concept. The only stuff not working were human animated characters, something I am sure we would have eventually solved. We showed you a screenshot from a 98% complete KCGX Meigs Field which we had contracted out to be ported. So Project X, as most of you correctly guessed, was X-Plane. There are many reasons why we try to avoid showing pre-alpha screenshots and other works in progress and probably the main reason is to avoid raising expectations too early. 'I believe it’s important for a company to share its vision with customers and generate excitement around future plans, and do this without necessarily spelling out specific details in black and white. * Unless the 64-bit implementation is something worth doing… I bought v1 and v3 and don’t really see the need to keep shelling out every couple of years for the incremental improvements. And my wallet is probably sighing in relief…and personally, I will be skipping P3D v4 most likely. Disappointing news from CEO of ORBX John Venema - however, I would make the observation that with such incredible and talented scenery designers such as “tdg” and “Mister X” - perhaps ORBX saw that they really couldn’t offer a whole lot more than what the community was already doing for free? I can understand the business decision behind that.