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    •     Aircraft Extension : Quest Kodiak G1000 Expansion Pack by Thranda   The Quest Kodiak was released at the end of October 2016 by Thranda or by another name in Dan Klaue who is an old sage in X-Plane developers. On the aircraft's release you were met with a very different sort of aircraft than you usually expected. It was full of innovations, interesting details and was or is quite different to fly than most aircraft of this genre. A full X-PlaneReview is here : Aircraft Release Review : Quest kodiak by Dan Klaue   As noted in the review the Kodiak is based on the principals of the extremely successful Cessna Caravan 200B, which is a single PT6A-140 868 hp (647 kW) Turboprop short-haul regional airliner and utility aircraft with a seating arrangement for nine passengers and two crew.   The word here is "utility aircraft" and a versatile machines these C200B and Kodiaks are. The initial release version was delivered with just the 8 + 2 passenger version and an "Expansion Pack" was noted as coming...  Well here it is and the expansion pack delivers not only the standard 8 + 2 seating arrangement but now an "Executive" version as well. Also in the new package is a Cargo version, Ski Version, Amphibian (Float) Version and a Tundra tired version. Which all together makes up a pretty extensive package.   Important is that you will need to first purchase the standard Kodiak version and then add on the new "Expansion Pack". Which is very similar to the Carenado Cessna Caravan arrangement, and so you can't just purchase one aircraft package of both roles.   On top of the new package availability, this release also brings the aircraft in both forms up to X-Plane11 standards as well as there is now also two versions available for both X-Plane10 and X-Plane11. Also to note that there are two separate aircraft files with one covering the Passenger, Cargo, Ski, Tundra versions and one for the Amphibian (Float) Version.     The "Passenger" version's new two seating arrangements are excellent, with first the original 8 + 2 version...     ...    and the new six seater "Executive" version with nice animated fold out tables.     Although I will admit that last row is a bit cramped.   There was an update for the Kodiak for X-Plane11 the moment the beta version was released in late Nov 2016. But that was far too early in the new simulators beta run to be effective. This v1.4 covers the full revision of X-Plane11 features including all the main X-Plane11 areas of thrust calibration, ground handling, textures, flight dynamics, electrical systems and more improvements to the G1000 avionics suite. These in v1.4 changes now make the aircraft fully X-Plane11 compatible. Thranda also include an Auto X-Updater for the duration of X-Plane 11 to update the aircraft at any time without having to go and redownload the full package from your purchase store.   This review will focus mostly on the cargo version as I get most of my "jollies" from those aircraft in flying small loads of freight from larger airports to small regional or even very remote strips that most other aircraft could never service. For this task the C200B and the Kodiak are very well equipped and built for that certain specalised role.   Menus But first a run through the comprehensive menu system that comes with the Kodiak to configure the aircraft to your specalised desires. Although the menu is basically the same as the original release menu, with the new "Expansion Pack" the menus are changed to add in the newer elements of the different types of versions available. I mentioned "comprehensive" before but extremely versatile also is the menu system is as well for different configurations and layouts.   The menu is accessed by the arrow tab on the left side of your screen. The colour of the menu is linked to the aircraft's primary colour and so changes if you change the livery on the aircraft. This can be from the pleasing cool light grey to some really gaudy colours that even makes the menu harder to read...      The same set of main menu options are still set out in the same five menus of : General, Livery, Weight/Bal (Balance), Camera, Flight Data and MIsc.   General: The main menu covers all the general items on the aircraft and notes: Realistic mode, Electric tug, reflections on/off and scroll (mouse) visualization on/off. Lower selections cover the Cargo pod on/off, wheel fairings on/off, chocks on/off and brakes on/off. The three "All" buttons in Covers, Tie-Downs and Doors activate all items in that segment, but you can also touch areas on the aircraft to open/close, add or take away all the different individual items featured on the menu.     Overall this menu is the same as the original except for one new addition in an external GPU (Ground Power Unit) - (above right)   Liveries: Selecting the livery button gives you a selection with more "PAINTED" liveries for you to select from with three added cargo liveries for FedEx, DHL and JAARS.      The amazing "Dynamic" livery system is still there as well, which allows you build you own colour livery in the style you like and save it. I found it a little more efficient than on the original release were it would be slow sometimes changing colours and saving, it is far better now. I did a full description of this dynamic livery system in the original review.   Weights & Balances : "WEIGHT/BAL" tab allows you to set the aircraft weight (lbs) in fuel, passenger (weight) and cargo weight in the rear or with the cargo in the under fuselage Pod. This menu option page is excellent for setting up the aircraft with the different weights allowed. Easy to use but a reset to default settings would be a nice touch.     But not only now can you set up your passenger weights, but load up the aircraft in the cargo configuration as well.     As the cargo hauler in you can get (a little) carried away, and you can easily overload your aircraft!  My tail was almost touching the ground until I saw sense and lightened the load a little. A really great touch is that as you add in your weights then the aircraft loads up with crates and boxes. You fly full there and empty back...  oh it is heaven.     Camera : The camera button covers two set of views with one the external (walkaround) views via a set of red dots, and two a set of ten default (X-Plane) views as noted via the keypad or selecting one from the list and this menu is not changed from the original.       Audio/Slew The Audio/Slew panel was quite basic on the release version with just the master volume to switch the sound on or off. The sound menu has been expanded to now include: Engine Volume, Prop Volume, Ground Volume, Electrical Volume, Warning Volume, Button Volume and Aerodynamic Volume (wind). The unfinished "slew" feature was also slightly problematic and that has also been refined but still not perfected. The idea is to allow you to place the aircraft at an new altitude or turn it around to a new heading very quickly and without going to the X-Plane local map to do the same thing but without that nasty bump as X-Plane kicks back in.   MISC : Although the MISC menu option in the original release was listed it didn't work. Now it does. The menu covers four squares that represent Skis, Tires, Cargo and Interior.   Skis : Skis allows you to add skis to all the wheels. All skis are really well modeled with even detailed cables holding them in place.     Tires : Tires allows you to select the regular tire size or the balloon style "Tundra" tires for wetland use.     Cargo or Interior : You can only use the cargo option or the Interior option with these selections.     The Cargo version takes away the windows and fits the internal floor ready for hauling freight. In the Interior version you have the 8 + 2 seating arrangement or the "Executive" version as noted above.     As a note the liveries work with both versions in that you can have a FedEx livery on the passenger version which gives a whole new meaning to "Hauling cattle class".   Amphibian (Float) Version The addition of floats to the Kodiak makes the aircraft feel huge! The fuselage is way up there and the aircraft stands well above the ground with these huge pontoons attached below.     The pontoon detailing is excellent, the best in X-Plane by a mile.     Detail is outstanding with every rivet and screw shown. Pylons are aerodynamic and beautifully joined to the fuselage. The pontoons are well shaped and the bottom curves and shapes will be better seen in flight are excellent. The rear twin rudders can be raised or lowered by a lever in the cockpit between the front seats...     ...      the bigger front lever is for the undercarriage and not to used on land as it is a noisy and damaging experience. Animation (in flight) of the gear is excellent.   You do feel the realistic weight of the extra external appendages. Speed is slower and the centre of gravity is in a different place, but still the Kodiak is nice too fly. Note the extra fins on the rear tailplane for extra stability.      Movement and handing on the water is also very good, but the aircraft does sit quite low on the pontoons.     If you have already flown the Kodiak then you will know it is a bit like a frolicking horse. This speed can be a bit strong to reign in and on the water with no brakes to slow you down it can be a bit disconcerting...     ...  as even in the low idle position and if throw out the anchor you will just circle around it like on a circus ride? Only a full propeller pitch change will make the Kodiak finally calm down.   But overall this Kodiak is a very nice aircraft in it's amphibian role and can be used in both the passenger and cargo versions.     Flying the Quest Kodiak Cargo version I love regional cargo flying. Distributing small freight to remote strips or just from regional airports to hubs. Of course the Carenado Caravan was a master of these routes, but the newer Kodiak can now give the old timer a better run for its money.   This route is a favorite, it is from KEYW (Key West) to KRSW (South West Florida) and small hop but a vital link in the chain of delivering freight to the end of the keys. The route out was lightly loaded, but coming back I filled the Kodiak to the line of what is allowable in weight to get off the ground. As much fun in simulation is found not only in the actual flying but in the ground work before the actual airborne work.     The Kodiak is really one of the best in this case in not only selecting the way I want to fly the aircraft (Wheel Fairings on) but in the way that I load the aircraft. Both pilot and cargo weight distribution is excellent and with a great scale to show the centre of gravity and load balance. This weight balance is very important in the Kodiak as it does affect the way the aircraft flies as it should in the real world.   This was noted in the original review in that the Kodiak is not a simple aircraft to fly easily. You can't just slip into the pilot's seat and fly off into the sunset. It does require a bit of time and feel to get under this aircraft's skin and the way the aircraft handles. Certainly different load factors affect the handling, but it is very tricky on takeoff and landing and requires a very firm feel and cool head to get it right.   So it will take a few flights before you will feel comfortable with your place at the helm, a bit of practise helps as well. As I found heading out of KEYW to KRSW and all of a sudden the earlier flying reminders came flooding back and I had to adjust accordingly. But like most aircraft in this manner you do adjust but it won't be without a little time in getting back into the groove again. My advice is that to spend time in the Kodiak to get the very best out of the aircraft. The more mileage you do the easier the aircraft becomes, it certainly is not a hop in and out of again machine because you certainly won't get the best out of it in that way of flying.   First issue is power or idle thrust. I rarely moved the "Condition" lever out of low idle except for takeoff or climbing, as on the ground at high idle you just head off directly into the scenery once the brakes are released, never land even if the manual says not to in high idle, you won't stop or even get any sort of taxi speed that is controllable. And put in also a soft bouncy undercarriage and the Kodiak can test your nerves on the ground.   In the air the aircraft is far more stable but challenging. But that is in the fun flying and control sort of way than in a challenging painful way.     There is a lot of feedback and you need to use that active yoke trim tool to balance the aircraft correctly if you are going to fly any distance and even before you use the S-Tec Fifty Five X Autopilot, and to note the manual trim down by the seats is impossible to use anyway while holding the yoke steady and your eyes on the floor using it. Thank god for the yoke positioned switch.   The look of the Kodiak in the air in X-Plane11 is different from the look in X-Plane10. The ultra shinyness is gone to be replaced by the more natural PBR look in X-Plane11 and that is not a bad thing as the aircraft does look sensational in X-Plane11. The ultra shiny look was artificially created anyway. In that vein the Kodiak looks excellent in the air in X-Plane11, far better than I remembered like it was in X-Plane10. Detailing is superb and I really love this bulky looking cargo version going about its work.   Cockpit and instrument panel is still overwhelmingly dark. You don't really get used to the blackness but it is faithful to the real aircraft.     Those clever air vents that can be not only a adjusted for position but also the inner flap for the right airflow to your face (small fan facing face is highly recommended for authenticity) but they are also now in a perfect chrome look courtesy of X-Plane11's metalness feature, internal lighting fittings also have the same metallic feel as do small metal items on the aircraft.   G1000 avionics feature is very good now with updates since the original Kodiak release. Only the map is still a little laggy in turning and loading and the weight of the system although now refined does still require a bit of PC power behind it.     But the cockpit detailing is excellent, so much detail and every switch and lever works as it should. X-Plane11 refinements mean you get more flying feedback and good sounds to create that big experience. Nice PBR shadows help and with the aircraft fully loaded with cargo you feel like you are flying a huge full backback strapped on behind you, but you wouldn't want it any other way.     Hauling in the best sense. The route is only an hour's flying time, but up here at 8500ft you are enjoying the view.   On the ground at KRSW and a quick turnaround with even a larger and heavier load back to KEYW. You notice the difference of the weight, but more so in that with all that extra load it does make the aircraft a little less squirmy on takeoff and landing, not by much but it does help in keeping the aircraft more straight.     In the air the extra weight also means a far slower climb back up to 8500ft, almost twice as long as the first flight.   Key West is straight ahead over the water, and the need to adjust the rev's to the best speed setting vs not over running the engine is paramount.     So there no doubt in that the new expansion pack adds in a huge difference in the way you can now use the Kodiak. Cargo running is my game, but you can also find your fun in either the Float version, Skis up in the mountains or just the usual passenger island hopping to your heart's content, this Kodiak will do all and do them all now very, very well.   Liveries The original set of liveries are in the original review, so here they are what they look like on the passenger version of the amphibian version, just note again they will work on every version of either the passenger, cargo and ski aircraft.     Note the excellent extra water detail on the "Tiger" float version (above right)   Summary It is important to first note that you will need to purchase the base or passenger version of the Thranda Kodiak and then add in the extra cargo, Ski and amphibian elements of the "Expansion Pack" into the folders of the main package (details below).   This is also a double package in not only with the new expansion pack, but also the compatibility to X-Plane11 for the Kodiak. Both are certainly worth the effort and purchase.   Do I recommend the Quest Kodiak to only experienced fliers? It is a tricky bird to fly to full capacity. If you are very familiar with Carenado aircraft then you should easily convert to the Kodiak as their traits are very similar as long as you are aware of the extra area of weights and the centre of gravity settings. Otherwise don't expect to jump in an just fly it like a pro when you are not. It will take awhile to get the feel and control of the machine but once you get it, then it all falls into place and the aircraft will then reward you hugely in return. Most if not all purchasers simply love it because of these traits and they will also certainly love this updated aircraft.   On its release last late October 2016 the Thranda Kodiak was certainly a very ambitious project, with a lot, no a huge amount of features and creative ideas featured throughout the package. It was all very good, but with such an ambitious aim there was always going to be a few things not ready and also it being released on the edge of X-Plane11's release as well. An early update (to X-Plane11 beta) covered most areas, but it is really in this release that the full X-Plane11 package and details can now be seen . It is good, very good, if not the best all round quality package for an aircraft of this type of aircraft and at a very value packed price. So the best point to make is that this update and "Expansion Pack" does make the Quest Kodiak from Thranda a complete all round and up to date package, it comes from one of the very best developers in X-plane and you can't simply get better than that.   ______________________________________________________________________     Yes! the Quest Kodiak by Thranda (Dan Klaue) is NOW available from the X-Plane.Org Store here :   Quest Kodiak G1000 by Thranda Price is US$33.95 If you already own the original Quest Kodiak then this update is free, just go to your X-Plane.OrgStore account and upgrade to v1.4
      Kodiak Expansion Pack Price is US$19.95 (currently) with US$5 off!   Features Include (v1.4 expansion Pack): AMPHIBIAN VERSION (Floats with Retractable Landing Gear) SKI VERSION (with animated skis that adapt to ground angle and bumpiness) EXECUTIVE INTERIOR (with seats facing each other, and animated slide-out tables). Weight and balance manager graphics adapt to seating configuration. CARGO VERSION (featuring covered windows, flat loading area, and cargo visualization that adapts to the weight set in the weight and balance manager) TUNDRA VERSION (featuring larger balloon tires to tackle any rough terrain. Affects flight dynamics and ground handling) Amphibian version includes control for retractable water rudder, extra aerodynamic surfaces on the tail of the plane, retractable gear, and dynamic paint scheme adapted textures. Several menus in the slide-out window adapt dynamically to the configuration selected by the user.  (E.g. cargo pod is not available for float version) ______________________________________________________________________   Requirements : X-Plane 11 or X-Plane 10.50+ Windows, Mac or Linux running in 64bit mode 16Gb RAM -  2Gb VRAM Minimum. 3Gb+ VRAM Recommended Current version 1.4 (last updated June 15th 2017) The plane comes with an auto-updater. Free auto updates for the life-cycle of X-Plane 11 Windows users: Please ensure that you have all the Microsoft Visual C++ Redistributables downloaded and installed. Carenado navigation database installed ______________________________________________________________________   Installation : Base Kodiak Download is 300.70 mb which is unzipped to your X-Plane Fighter folder at 623.80mb (both packages). Key authorisation is required. Expansion Pack Download is 151.85mb and is installed as noted below...   Expansion pack comes with three folders: Into_Liveries, Into_Objects and Into_Quest      Installation is quite easy in that you just deposit the correct contents in to the same folders (Liveries, Objects and main aircraft root folder) in the basic Kodiak aircraft folder and replacing or adding the same in those folders.   When running X-Plane there are two Kodiak aircraft files (.acf) to choose from, with one version for the Passenger, cargo and ski choices and another aircraft (.acf) for the amphibian version.   Only the X-Plane11 version has the X-Plane11 features noted in this review.   You must have the Carenado navigation database installed (840mb) in your main X-Plane root folder, download from the link. Documentation : includes ______________________________________________________________________   Review by Stephen Dutton 21st June 2017 Copyright©2017: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.02 Addons: Saitek x56 Pro system Joystick and Throttle Plugins: Environment Engine by xEnviro US$69.90 Scenery: - KEYW - Key West International Airport V1.0 by FletcherJ (X-Plane.Org) Free - KRSW - Southwest Florida International Airport by Aerosoft (X-Plane.OrgStore) US$24.99    
    • Being a novice at XP having only started my adventure in the latter part of last year, but built upon a strong MSFS foundation dating back to the early 1980s, I'd like to make some comments regarding the above. These are just my observations and opinions based on my thoughts and experience.   First, and this is first because the single most important aspect of simming is FPS. It always has been the capital three letters regardless of platform and hopefully one day it will be a faded tech memory. Laminar wants 60fps on desktops? I want 60fps on my desktop. I would be happy with 40fps. However at some points, I settle for 20fps and get crushed occasionally at less than 10. As Mr. jsperl succinctly points out, you can get to 60fps right now by shutting off everything. That's a Microsoft solution. I'm not complaining, but merely stating there is a lot of work ahead to get there and Laminar cannot expect everyone to swap out for new hardware after every update.   Second, after over 30 years of desktop flying, I have concluded that the focus of a flight simulator program should not be on how many trees dot the landscape, not the number of buildings in a city, not the aeronautical perfection of built-in flight models, nor even whether it's deer or elk scampering across the runway. The focus should be on the flight experience which directly ties into the first item. Don't waste limited resources on developing things like autogen, AI, airports, etc., that others have done once, twice, or three times over. Leave the gravy to the outside developers and encourage them to understand XP is the future and MSFS is dead.   Finally, Flight simmers are a dedicated, specialized and limited band of diverse individuals with as many priorities. Laminar has to provide them with a platform right now that will handle the candy crush. XP11 is a jump forward, but many facets still leave much to be desired. Whatever can be done to achieve an acceptable balance between FPS and realism on a desktop should be a priority. As for things like VR, well, let's put it this way: Imagine you are piloting a real time flight in your big Boeing from Paris to Moscow. Are you really going to wear that headset the entire time? I don't even like to wear an audio headset for very long. Again, don't waste resources on tiny niches.   Just my two cents. Your mileage may vary.   Lynx XP10.51/XP11/xEnviro
      i7-6700K @ 4.50GHz/32GB/GTX970/TM Warthog+CH Pedals+Saitek Multi&Wheel/Windows 10/AOPA-WAHS-Aviation Fanatic & Flight Sim Aficionado    
    • I have greatly enjoyed and found your in-depth reviews to be very useful...they have helped unburden me of much filthy lucre over the past year     Thank you for this report...glad to see that LR is not resting on their laurels. Kind of hard to really evaluate their push for 60fps as it is meaningless without knowing at what settings this will be achieved. I mean, I can easily achieve 60fps right now on my 2013 MBP if I disable enough eye candy. Having said that, the v11 has been a significant improvement in performance for me, if not in actual framerate, at least in how much more realistic the environment looks at the same given framerates as compared to v10. If v11 is any indication, I'm sure they won't disappoint with what's coming next!
    • News! - Aircraft Upgraded to XP11 : PA-34 Seneca V HD Series by Carenado     Earlier this year Carenado released their excellent PA-34 Seneca V HD Series aircraft. They did note at the time that as soon as X-Plane11 was in a final release they would then update the aircraft to X-Plane11 specifications. This has now been done with the v1.2 release and now available for download from the X-Plane.OrgStore or Carenado. As this aircraft was released under the six month purchase point then this upgrade is free to all current owners of the aircraft.     I am a big fan of this aircraft, lovely to fly and it has great avionics in the Garmin G500 navigation system.     The v1.2 upgrade includes:   The package includes two aircraft files: one updated file for X-Plane 10.5x, and one completely re-authored file for X-plane 11, which is calibrated to X-plane 11’s new flight dynamics engine, PBR materials, and other XP11-native features. -Added full support for X-Plane11 (new .acf file for XP11) -Implemented PBR (Physically based rendering), both interior and exterior -Replaced “SuperManipulator” (proprietary scroll wheel) with X-plane -native scroll wheel control. -Re-did entire flight dynamics for XP 11 version of the aircraft -Calibrated fuel consumption -Calibrated ground handling -Calibrated interior HDR lights. -Tweaked flaps and elevators -Nav To/From indicator fixed     A full X-PlaneReviews review of the release version of the PA-34 Seneca V is available here : Aircraft Review : PA-34 Seneca V HD Series by Carenado   ______________________________________________________________________     Yes! the PA-34 Seneca V HD Series by Carenado is NOW available from the X-Plane.Org Store here :
      PA-34 Seneca V HD Series   Price is US$32.95   Update notes are courtesy of Carenado© Developer site : Carenado.com   Requirements : Windows 7+ (64 bit) or MAC OS 10.8 (or higher) or Linux - 64bit Operating System X-Plane 10 fully updated (any edition) - 64bit mode 3 GHz processor - 8GB RAM - 1Gb+ VRAM - 2Gb VRAM Recommended Windows users: Please ensure that you have all the Microsoft Visual C++ Redistributables downloaded and installed. CARENADO G1000  database must be installed ______________________________________________________________________   Stephen Dutton 17th June 2017 Copyright©X-Plane Reviews: X-PlaneReviews      
    •   Aircraft Upgraded to X-PLane11 : DHC-2 Beaver by STMA    Shade Tree Micro Aviation (STMA) have upgraded their (de Havilland Canada) DHC-2 Beaver collection to X-Plane11. The DHC-2 Beaver is one of STMA's most successful aircraft, consistently updated and great to fly.     This upgrade also allows STMA to bring to the aircraft some of their newer features found on other aircraft in their range. These tools including the AutoUpdater (below left) and STMA Dock with the PreFlight Group with aircraft towing tug also now added to the aircraft.     New Additions include an update to the latest default GNS 430 GPS and the complementing modern Autopilot. A canoe is also now fitted to the floats.     As with any aircraft that is upgraded to X-Plane11, the flight model and engine thrust parameters have now been updated to work correctly in the different X-Plane11 environment. The Beaver flies very nicely in its new environment, but is still quite tricky on takeoff and landing.     Ground details There is a nice selection of ground details with all the doors opening, chocks and tags, tiedowns, yoke/rudder pedal lock and menu controllable pushback truck.     Three types of Beaver are included with the Wheels, Ski and Float versions that all makes for a very versatile aircraft.     The "Float" version includes the float retractable undercarriage and the new canoe. The aircraft is easily manoeuvrable on the water as well.     Instrument panel is quite cluttered for a Beaver. The pilot gets all the flying instruments in the six standard flight instruments in the Artificial Horizon, Heading Indicator and the Airspeed, Altitude, Vertical Speed.  Above the three levers on the DHC-2 iconic designed upper central panel are the Throttle, Propeller and Mixture and higher is a DME/ADF finder. Lower centre panel are two engine dials for Manifold Pressure and Prop RPM (in a pop up window as well) and with a mid- screen mounted compass. Mid-Panel are two gauges that cover engine Temperature Indicator, Oil Pressure Indicator and Fuel Pressure Indicator, lower panel is the three fuel gauges. Both yokes can be hidden or seen separately.     Avionics are basic but very usable on a bush aircraft. Small Comm panel is top, then below the new default GNS430 (pop-out). Autopilot panel is basic, lower Bendix/King transponder and two radios for NAV2/VOR2 and ADF.   Cabin is basic and very small.     Nice selection of ten liveries are all Alaskan or Canadian designs     Summary Shade Tree Micro Aviation (STMA) have been around X-Plane for eons, and have a huge following in users that understand and love their certain style of aircraft. The de Havilland Canada DHC-2 Beaver is one of the most iconic and versatile aircraft ever built and put together you have a great selection of aircraft to explore the Alaskan or Canadian back countries.   The upgrade to X-Plane11 is good with a few new features, but textures have not been upgraded or the PBR effects have not been tuned either and the panel resolution even set on high is not very good in this day and age and there is even some of the main instruments that are quite blurry? The lovely polished metal upper panel could have looked simply gorgeous, but that is again slightly blurry so the effect is lost.   No doubt that STMA is the best for flight modelling and most users purchase their aircraft for the flying and not really to look at the aircraft, and this DHC-2 Beaver is very good in that department.   Like most upgrades to X-Plane11 there is an upgrade cost for owners of the previous DHC-2 to this X-Plane11 version of $12.50. Look at your original invoice for the coupon code or send an email to sales@x-plane.org to qualify for the discount on the X-Plane.OrgStore.   So this is a nice from STMA upgrade for an old favorite and there is a lot if old style avionics to use, and the usual users will love the aircraft even more to fly it now in X-Plane11.   __________________________________________________________________     The DHC-2 Beaver by Shade Tree Micro Aviation is available from the X-Plane.Org Store here :   DHC-2 Beaver XP11 Package by Shade Tree Micro Aviation   And is priced at only US$26.95   Owners of the previous DHC-2 by STMA can buy this new XP11 model for only $12.50. Look at your original invoice for coupon code or send an email to sales@x-plane.org _____________________________________________________________________________________ Features: New X-Plane 11 Model Flight Model optimized for X-Plane 11 STMA Dock AutoUpdater Preflight group with tug Optional canoe for float model New panel mount GNS430 New modern autopilot Incredible Virtual cockpit Fully 3D animated. Animated pilot, controls, surfaces. Use of manipulators Accurate flight model Data used from the type Certificate Data Sheet (TCDS) and from the pilot operating handbook (POH) Based on real pilot's experience 3 models in one easy package Animated retractable skis, Animated amphibious floats (Includes a detachable canoe), and a "wheels" Beaver 5 exciting liveries Atlin Air, Army SAR, Moe's Fishing., Alaska Air Taxi, and LoneWolf. Main Features: Flight model optimized and tested by Alaska bush pilots. Goodway and FSE compatible A totally redesigned and updated 3D cockpit & cabin with animated: flight controls, trim wheels, cockpit and cabin doors. engine primer, wobble pump, emergency fuel shutoff and more Dynamic rheostat-controlled cockpit and instrument lighting Checklister checklist Requirements X-Plane 11+
      Windows , Mac or Linux
      2Gb+ VRAM Video Card. 3Gb+ VRAM Recommended    Developer Support Site : DHC-2 Beaver _____________________________________________________________________________________   Upgrade Review by Stephen Dutton 16th June 2017 Copyright©2017: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.02 Addons: Saitek x56 Pro system Joystick and Throttle Plugins: Environment Engine by xEnviro US$69.90 Scenery or Aircraft - CYBD - Bella Coola by beti-x (X-Plane.OrgStore) US$24.00    
    • I have the Piper Arrow 111 , and I am loving it ! But I would like to have the manual for it , where do I go to get it ? 
    •   Laminar Research : FlightSimCon 2017 Details   It was at the FlightSimCon 2016 that we got our first glimpses of X-Plane11 and the future of our simulator in it's bold new fashion. And so here we are a full twelve months on and all those new features and systems are all now part of our flying universe and in general use.   So how do you follow a big event like that. In reality you can't but the X-Plane11 rollout still does continue, and to a point Laminar Research is not letting it's foot off the accelerator pedal either as we will see in a minute. Laminar Research to a point could have just come to FlightSimCon 2017 with the current up to date 11.02 (or even the 11.05 next version) and bathed in the limelight of a job well done but the general feeling was overall "Still a lot more than where that came from". Certainly if you follow X-Plane's developers blog a lot of the forward development is already noted there, but to note openly the ongoing forward features that are actually active and not just "In development" is still going to make the crowd go "wow". And so it was.   After the first announcements of new product developers then Laminar Research (LR) held the first of the big seminar blocks as well between 10.30 to 11.30 on the Friday morning. The more upmarket venue of the Sheraton Hotel also shows that Flight Simulation is still a long way from losing its appeal and is still far from a failing subcategory of the general games business as some people constantly whine about, it was also a nice step up from the usual crowded old small conference rooms of the past.   But down to business...   The seminar started with a review of their default aircraft was in reality a bit of a backward step. We all know that the current crop of default aircraft are below par, a few in the C172 and B738 are not too bad, but most feel like test beds for LR in testing out new ideas than quality flying aircraft, I still don't know if the default B744 can even still fly in a straight line? Most and even low level payware aircraft are currently better.   A small promo on X-Planes new X-Plane11 interface followed. To a point LR deserve a lot of credit here as the new interface is simply brilliant, fast and very intuitive, go back to X-Plane10's interface and you will certainly notice the difference, it is slow and simply awful, I am a big fan of the new changes. Another promo then covered the Global Airport feature, which again has grown from a few to over 4300 airports is now covering a lot of X-Plane's empty airport deficit, but it is still a long way off Flight Simulators count, but with now officially 4300+ lego (global) airports it is starting to have an impact on all that X-Plane empty space you always had.   Physics and Systems If you thought that Austin Meyer was finished adding in new physics, systems and changing the values of X-Plane's core foundations you are wrong to the groans of developers that have just sorted out his last set of changes with the introduction of X-Plane11, no folks Mr Meyer is on a charge now and a lot more is still coming. I will admit though after years of stagnation then Austin's new rules of flight do have an impact, aircraft do feel more realistic and systems are far more deeper in X-Plane11 than before, certainly in the throttle feel and ground dynamics (although I still hate that grab the aircraft to landing feel you get only when feet above the runway).   Austin is using accumulated aircraft data and even using his own Cirrus SR22 as a testing rig to create even more realistic physics and engine parameters to get more closer to the real feedback that you are looking for in simulation. Here at SimCon 2017 the focus was on supersonic flight and how that the physics change from engine power and output to more of controlling the airflow to the engines to go faster. Helicopter blade physics was also covered also. Vector based dynamics was another area covered that included tailwind and aerobatic aircraft (tail first) fall that still created backward airflow over the the aerodynamic surfaces even when trying to hover still in a helicopter. Lastly was better electrical systems in fluctuations and power provided by the engine outputs or ground supply.   Scenery and Autogen Next subject covered airports or new scenery items for scenery developers. Laminar Research are creating still a lot of new scenery items to place in sceneries, before it was the larger items, but now it is all the smaller fill items that are all the rage. Caravans, forklift trucks, glider trailers, grain silos, new hangars and a lot of signage in parking, road and barriers. I was very impressed with the European style autogen in X-Plane11, and to a point it is far better than the older American style work. More is to be added in new mid-sized towers and apartments, factories, houses with even more detailing. The absent of churches is still a head scratching moment as churches dominate European and to a point American scenery. But overall I would rather have more regional detailing at this point as X-Plane is still either very US or European centric. English, Middle eastern and Asian housing no matter how basic would open up the world a lot more so to speak.   A new set of autogen coming though from LR is "Landmarks". These are iconic objects that turn flat cities into what we know as London, Paris, New York, Las Vegas, Sydney and so on, but although this would be a big step forward for X-Plane in creating a more real autogen realism feel. I personally felt that this territory should have been left to 3rd party developers to add in these specalised packages to this area? Just a small amount of icons can not easily cover the wide selection you require to create the correct scenario and I think that Laminar Research would be best putting their limited resources into more diverse things in autogen to fill it out like the recently mentioned regional autogen. But we shall see.   Virtual Reality Virtual Reality (VR) has been promised for years for X-Plane, and finally it is coming. You can't lay the delay on to LR because really VR like Artificial Intelligence is a futuristic idea that was promoted as a developed perception than actual reality. The hard part was interacting with the virtual environment besides of just being inside that virtual bubble and its six degrees of freedom or dimensions, and it is far harder to do than just pressing on a key on your hard element built keyboard. But lately new style VR interaction tools (Spatial 3D Interaction) have finally changed the game (so to speak).   In reality you would now only need a chair, some rudder pedals and VR headset and manipulation handsets to fly, oh and a computer worthy of running a small city to run it all in the 3d environment. But most realistically you can now finally interact within the X-Plane world in walking around the aircraft and inspecting it and actually now sitting in the cockpit (on a chair) and can actually fly it in the virtual world. Does it all work?   In the demo it was very impressive (video below), in walking around the aircraft and then flying it. But VR is an inside thing to evaluate. I have tried the headset and it was an amazing experience in a visual sense, but the missing hard surfaces tended to make you feel as you were falling through time and space. Still with the new developments you are holding controllers and not interacting in a hard sense but in then how does VR tend to add in real yokes and throttle systems to give you at least a more physical touch on the important items will yet to be seen. My personal feel is that could you also do this immersion for hours at a time like you do in front of multiple screen monitors and of that I am not sure of, but VR does have its great advantages as well as its deficiencies. At this point VR is still in development at Laminar Research and a release is noted as in the fall (October) so a more better evaluation will be better then, but the demo at SimCon 2017 was impressive and shows that progress is finally being made.   VR features noted are : Easy setup (one Click), 180/360 degree of movement, Teleport (with hotspots), Full 3d cockpit manipulation with haptic feedback and iPad companion for shortcuts, planning and logbooks.   Avionics Philipp Münzel has totally revolutionised default X-Plane avionics. The talented German has over the last few years buried the old clunky line by line FMS and GNS GPS units with first his masterpiece the GNS 430/530 units for GA's and then with a better new FMS (Flight Management System) for the larger aircraft, although I will note the FMS is quite basic in operation but does have the far better underlying navigation data to work with. That underlying new navigation data base developed by Philipp is the most important element here in bringing X-Plane up to date in better navigation data, but more so in that it can be updated with Navigraph and Aerosoft Nav DataPro data which keeps all navigation data across the board current and up to date.   It was no secret his next project was a Garmin G1000 two screen display GPS system, and here we got our first full view of the new avionic system. As a rule G1000 displays have been notorious in X-Plane because of simply the display size. A few developers have got it to work, but overall the issues with large scale maps within the navigation screen have been very clunky and with poor graphics, and mostly in the rendering of the turning maps. Awkward flight planning is another hurdle to overcome. This new unit is based on an actual G1000 system in a Cessna 400 and is customisable in Planemaker for different aircraft types. It can have standalone windows (all panels like all default GNS/FMS systems pop-out and can be resized) for home cockpit builders. The important point here is that it uses vector graphics to overcome the old slow drawing map display, and that means no more dragging or slow revolving screen movements. It looks as solid as the GNS 430/530 units and that means an elegance in operation.   Features include built in are multiple failures in AHRS, fluxgate, air data computer, GIA, transponder and more. Options include WAAS and non-WAAS ( or Wide Area Augmentation System that uses GNSS augmentation for accuracy, reliability, and availability while flying). GFC Autopilot intergration (nice),  KN63 DME and KR87 ADF radio integration and GDL-69 "NEXTRAD" and wind weather displays.  SID/STAR/IAP, SBAS approaches and LNAV and RNP-AR are also built in and available.   Another nice G1000 feature are chevrons to indicate an out of bounds too high or low a pitch to show you how to respond to the wrong angle of attack to the aircraft. And the new system can also be customized and configured to different aircraft in performance and specifications.   Performance If you have used the X-Plane Simulator over the years then you will know that efficiency and performance is everything, and mostly that is limited to framerate. Get below that 18fr line and the stutters really mess up the total enjoyment of just trying to fly and makes your time seriously frustrating and makes even the most simple actions just maddening. I lived with a slow computer for years, so I have experienced the low framerate pain to the letter. A very powerful custom built computer certainly fixes most of the problems, but you are still watching the numbers when you are piling in all the effects and features you would like. The biggest worry is that even with a powerful machine is then how long will that framerate buffer keep me up in the usable zone and not put me back down again in the restricted painful zones of limited framerate to fly on with all the extra forward developments and the sheer processing power required to cover all that autogen, plugins, textures and complex scenery and aircraft as the constant demand never ends.   Ben Supnic at the SimCon 2017 has noted future performance goals in trying to keep at least the tide at bay. New coding tools also do now help in the cause. For everything the X-Plane simulator is still quite inefficient although the move to 64bit by LR four years ago was a very good decision. But overall the central processing power is still limited because only a few and and not all the cores are working to their maximum efficiency and mostly because we are still having to use old OpenGL code for graphic processing. So the trick is to open the gates and use two new API's (Application Programming Interface) that are sets of subroutine definitions, protocols, and tools for building application software as it is now more available.   These are Vulcan for Windows/Android and Metal for Macs/IOS and Linux. If you watched the Apple Developers conference stream last week in the way that Apple showed off the capabilities of its Metal tool, then you will know how impressive and efficient the API really is. That same capability will soon be coming to X-Plane as well which includes low CPU use, Multi-core friendly and no stutters within the driver.   There is some good and bad news in here and the full changes will take about a year or so to crossover to the new API drivers. First all current OpenGL drivers have to be rewritten, and that means like with the change to 64bit your aircraft and plugins are going to have to be translated to the new Vulcan and Metal API form. The good news is that LR are going to still run the old OpenGL drivers for at least the run of X-Plane11 and so unlike the messy 64bit changeover your aircraft and plugin has still a bit of time to get converted. But I do think that most developers won't wait around long to get the performance boost with the new format for that long.   So what works and what doesn't. Mostly a lot of scenery, models and aircraft will work fine with the new API's and a great many addons, plugins and panels already work with Vulcan/Metal. However addons that draw in 3d will need modification for use with the newer APIs and new technology will help developers with the transfer to the newer drivers.   New X-Plane related tools are already flowing out from Laminar Research which include the newly released WED 1.6 which includes a more finalised ground traffic operations flow. FMOD sound is now also available as are the manuals. Blender 3.4 and exporter are also in the final stages of testing and should be available soon. A brand new Plugin API has also been developed in a revised form to cover X-Plane11 features, Pop-Out windows, Custom Maps, 3d drawing for Vulcan/Metal and that API is coming about mid-summer.   Laminar Research's goal with all this change is however very ambitious. They want a 60fr goal for desktops, a 45fr goal for VR and believe it or not no stutters either! That is one very high set line, and personally I don't think that is totally possible (a sort of in my dreams) but I never ever discount Ben Supnic either in his abilities and it also doesn't mean that you can still hang on to that 10 year computer and upgrade straight from X-Plane9 to X-Plane11 either as you will still need as many cores and the power as much as you ever did in the past.   A sum up of delivery of features was listed as:   X-Plane11.02 (current) X-Plane 11.05 is coming really soon - Airports (Global Airports) X-Plane11.10 - New lego bricks and Landmarks, G1000 system, New Systems and physics and more speed.  VR in The fall (October) And Vulcan/Metal changes in the future   Summary You have to impressed overall at the amount of features and future predictions coming out of FlightSimCon 2017 by Laminar Research. They could have used the rest of the year in just tiding up the X-Plane11 release and had a few holidays and sat by the hotel pool. But the above announcements showed that there are a lot of nice new and exciting additions still to come and many soon.   Laminar Research has been very active at SimCon's over the last few years. This major American SimCon is always an interesting one as it is at the start of the American summer period. And the full larger room shows that many users are interested in the future of X-Plane development as in the past X-Plane was always pushed into small timeslots or even smaller rooms.   The changes within Laminar Research also reflect this more professional approach to the simulation industry as well. Gone are the days of a few talented individuals to keep the simulator alive. Today Laminar Research has different full time areas developing ideas and delivering on time goals. It is still a small team compared to say Aerosoft, but there is a distinctively new and more professional feel about X-Plane11 and the way Laminar Research is going about its approach these days, for most of you that is you will say "about time", but the proof is all there on your screens.   There was no announcements of the new particle system at FlightSimCon 2017 that has already been announced. But Laminar Research have noted it is still coming and are currently working on it and maybe will be still released this Northern Summer, as surmised the feature was left out of the SimCon because of time constraints and not development.   But for long term X-Plane users there was a lot to savour here and more importantly is that the development of Vulcan/Metal APIs will bring even better performance than we actually expected. In the short term the release of X-Plane11.10 mid-summer is now even more eagerly awaited with a lot of great new features and that excellent G1000 system which also looks far better than anticipated.   So who says it is a boring time to be in X-Plane as 2017 has already been a banner year, and it looks like the ride is not over yet, you are even beginning to wish that Laminar Research would go on a holiday and just give everyone else a chance to catch up.   There are two videos now posted with one for the actual full seminar and another a VR demo...       ____________________________________________________________________________________   Conference overview by Stephen Dutton 13th June 2017 Copyright©2017: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)    
    • News! - Aircraft Released! : PA22 Tri-Pacer By Carenado
        The Tri-Pacer is a family of four-seater, strut braced, high-wing light aircraft that was built by Piper Aircraft in the post-World War II period. And the PA22 with the 125 hp (93 kW) Lycoming O-290-D engine and tri-cycle landing gear arrangement is that aircraft released here by Carenado.   In a way this Tri-Pacer is an odd aircraft for Carenado to release? These niche types of aircraft are usually released under the Alabeo brand and not under the house Carenado name, but it would denote a slightly higher feature set and better quality HD textures (The differences lately between Carenado and Alabeo have also been closing release by release, so it is not as big as a quality difference as say even a few years ago), however the aircraft is noted as licensed by Alabeo.     The Pacer features a steel tube fuselage and an aluminum frame wing, covered with fabric, and much designed like Piper's most famous aircraft, the Cub and Super Cub. This is an aircraft prized for its ruggedness, spacious cabin, and, for its time, impressive speed and many Pacers still continue to fly today after the last Pacer (a colt) was completed on 26 March 1964.  
        No doubt there will be the usual Carenado quality and detailing, and features include:   Custom sounds Full Xplane 10.5 and X-Plane 11 compatible GoodWay Compatible Superb material shines and reflections (full PBR in XP11). Volumetric side view prop effect. High quality 3D model and textures. Blank texture for creating your own designs Accurately reproduced flight characteristics 64-bit FPS-optimized model.       Included in the package: 4 hd liveries 1 Blank texture Normal Procedures PDF Emergency Procedures PDF Performance Tables PDF Recommended Settings PDF  
      Technical Requirements
      Windows XP -7-8 (or higher) or MAC OS 10.8 (or higher) or Linux
      Fully XP11 Compatible or X-Plane 10.5x
      i5 (or equivalent) 2.5 GHz - 8GB RAM - 2GB Video card
      295MB available hard disk space   The PA22 Tri-Pacer HD SERIES is available right now from Carenado...     ______________________________________________________________________     The PA22 Tri-Pacer By Carenado is NOW available! here :
      PA22 Tri-Pacer HD Series   Price is US$24.95   Notes: For WINDOWS users: Please ensure that you have all the Microsoft Visual C++ Redistributables downloaded and installed (click here)   Images & Text are courtesy of Carenado© Developer site : Carenado.com ______________________________________________________________________   Stephen Dutton 9th June 2017 Copyright©2017 X-Plane Reviews: X-PlaneReviews      
    •   Plugin Review : XPRealistic Pro by rk Apps - Realism effects   Interaction with the screen is limited by what you can adjust, switch and change in your viewing angle, but what about feel? Or more effectively feedback in movement and sound. This is called realism effects or the way that movement on the screen will be replicated like within a real aircraft.   Headshake by Simcoders was the first in a really effective effect plugin in that it gave you well "headshake" or movement in vibrations, G force, Ground Roll bumps and my favorite that was in great touchdown effects. In my plugin standards folder then Headshake has always been a regular and even a must have plugin to use. Just take Headshake away in any landing and you suddenly feel and see the difference, in reality it is boring without no thump and vibrations on landing and riding hard down the runway and that makes the plugin a must have.   But the difference between a huge Boeing and a tiddler Cessna is quite different on landing and in fact in most areas of flight when it comes to real world vibrations, by their sheer weight larger aircraft don't vibrate or move around as much as a tin can general aviation aircraft, but with Headshake the settings are global in that what you get in the Boeing is the same as what you will get in the Cessna....  and so enters rk Apps XPRealistic plugin.   This new effect plugin is to take the basic movement features and ramp them up to another level of cockpit immersion, another feature is that you can set the level and immersion factor on each individual aircraft from small GA's right up to the largest heavy aircraft in your hangar.   So first let us see how to install the plugin and set it up, then look at its features and ease of use.   Installing the XPRealistic Pro plugin The XPRealistic zip package includes the XPRealistic main folder, a manual and the XPRealistic.lua plugin.     Inside the XPRealistic folder are two folders for "Profiles" and "Sounds" and a .json file.     XPRealistic Pro uses the "FlyWithLua plugin as its engine. FlyWithLua is run with C/C++ code, and makes plugins with a Lua 5.1 script engine or more like a BASIC interface on top of machine code and is compiled with LuaJIT. It is easy for developers to create clever plugins to do clever things in X-Plane or wherever you can run lua scripts. But a note is that lua can cause plugin conflicts, and many other plugins or even the main simulator can be effected by running the FlyWithlua plugin. In most cases the conflict is not an issue, but you may lose a few favorite plugins because it will clash with lua, obviously Headshake is one of them.   FlyWithLua is created by X-Friese and there are two versions in one 2.4.4b (win, lin, mac) for X-Plane9 and XP10. And now a new version only for X-Plane11 version 2.6.0 (Windows, Linux, Mac OS X) so make sure you insert the correct version.   FlyWithLua is inserted into your X-Plane/Resources/Plugins folder.     In the FlyWithLua folder there is a "Scripts" folder (arrowed) on where you install XPRealistic's main Folder and the XPRealistic.lua file (A note in that I removed all the other extra .lua scripts that were part of the FlyWithLua download package except for the Checklist tool). One particular visual script in "Please read the manual" will annoyingly come up on your screen when running X-Plane unless you remove it.   Using XPRealistic XPRealistic Pro is accessed via the "FlyWithLua" (Macros) plugin in the X-Plane Plugins menu.       This brings up a main dialog panel with the current version noted on the header. All green and red text in the panels are clickable or can be adjusted, the rest is just text...    The main menu consists of six items:   Always Start for (aircraft) Are You Using TrackIR Are You Using X-Camera Freeze Toggle Master Volume Active Profile   The best feature of XPRealistic Pro is that it can be set for the current individual aircraft in use. This means when you load an aircraft you load the XPRealistic profile for it as well, and that any changes or settings are kept for that aircraft only. This background set of settings is a great way to always have your own preferences set for that active aircraft and changing to another aircraft (say a heavy) will also load in the preferences for that aircraft automatically.    These settings are stored in the "Profiles" folder in the XPRealistic main folder as .json flies.     So the first item on the menu "Always Start for (aircraft)" is the choice of if you want that aircraft active with XPRealistic when you load the aircraft (yes/no).   You can use XPRealistic with both TrackIR and X-Camera and crossover functionality is built in, these two check boxes will allows you to activate or deactivate both these plugins if you don't use them.   "Freeze Toggle" will allow you to stop the shaking to adjust knobs or the vibrations if they get too severe. It is used by setting a situation like when in clean smooth level flight and using a key input to activate it, you set it when it says "set now". I used the spacebar and that worked fine.   There is a similar setting for the "Head Anticipation" feature in that the below markers will show on your screen unless you set a key input.     You can set the main volume with the "Master Volume" selection (0% to 100%)   Active Profile The last menu item is the "Active Profile". This is the selection of a profile for the aircraft. Notice I said "a" aircraft. Even though it will note the current aircraft profile you can use another profile on that aircraft as well if you like that particular set of settings. You can't yet make a certain profile the same one as the aircraft you have chosen, or to duplicate the settings for the aircraft you are currently flying, but that feature has been noted as coming.   There are a set of default profiles to use in "GA", "Jets" and "Gliders" and more are promised. The number of profiles available will change as you add in more aircraft or if rk App's add in a new default profile.   Selecting the aircraft (arrowed) will open a dropdown profile for that aircraft..  This is where you can edit the settings for that profile.     In the profile there are three levels of choices:   Profile Actions First level of the profile gives you the "Profile Actions" or the main choices in:   Reset to Defaults - To reset all the settings in the profile Delete Profile - To delete the current profile completely.   Profile Immersions Second level is your main aircraft editing tools in (effect choices can change for that particular effect):   Immersion (1/26) Enabled Sound File (4/4) Sound Volume   Immersion Preview Third level will give you a preview of that set profile immersion   _____________________________________________   Editing Your Profile Immersion There is a choice currently of 26 immersion profiles to choose from. Selection is by pressing the actual name or the < > selection.     Selecting the "info" text will bring pop out a dialog panel to note the details of that profile, in this case "Activate reverse".   Immersion choices currently include: (1) Activate reverse - (2) Airframe Wind - (3) Braking - (4) Breathing - (5)Engine start - (6) Engine Stop - (7) Flaps drag  - (8) Flaps stress - (9) G-Force effects (10) Gear drag - (11) Ground effect - (12) Ground roll fast - (13) Ground roll slow - (14) Head Anticipation - (15) Nose wheel well - (16) Rain - (17) Reverse Thrust (18) Roll Anticipation - (19) Rudder Squeeze - (20) Side Prop - (21) Speed Brake - (22) Stall - (22) Stall extra sound - (24) Throttle - (25) Turbulence - (26) Wind   Enabled This checkbox allows you to have that immersion effect on/off   Sound File This effect is the choice < > of different sounds to that immersion   Sound Volume This is the separate volume only for that immersion effect %   Shake Intensity If the effect has shake or vibration, then you can adjust the movement percentage %   Here is a small selection of the immersions and their editing profiles :   (2) Airframe Wind - (3) Braking   (8) Flaps stress - (12) Ground roll fast   (17) Reverse Thrust - (21) Speed Brake   (24) Throttle - (25) Turbulence   There is a huge amount of choice in the selections, and some sound selections can be as many as twelve choices. Certainly not all the immersion effects are required on every aircraft, as for instance a GA does not have a reverse thrust effect (scary if it did!) so you have to edit to that particular genre of aircraft. Certainly selecting either the "Default GA" or "Default Jets" profile would be a good place to start with a new profile for that genre.   Immersion Preview Here you can see or hear the changes to the selected immersion by pressing the checkbox on/off.   This is the preview of "Head Anticipation" which is an effect to guess where you are going to look next.     As for me a general rule with these vibration effects is the line between realism and totally annoying. In that rational I usually have most settings set low, certainly the ones like the "brake" effect that wants to put your head through the windscreen every time you simply touch the brakes. Mostly (as in life) less is usually more with these choices. The most intrusive are the ones that are over active when you need to control the aircraft and you are trying to scroll knobs or adjust your height or speed. There is the "Freeze Toggle" to help you here, but I would still set on the side of minimum than maximum for the best effects.   But GA vibrations and sounds always would be more violent and louder than a Jet airliner, I know you would want that feeling anyway, but you can go too far in that direction of effects as well, because at the start it is all very exciting, but after an hour or so in the air in a small slow aircraft the noise and vibrations can then send you to the doctor. So the aim is simply realistic and realism and not the point of that if you even have that huge amount of adjustments doesn't mean you have to use them all.   As there is so much choice available then to GET IT just right in a profile setting will take a little time and a little patience, fly and adjust would be my mantra. Do a flight and "oh that wind noise is too low" and adjust or "that ground roll vibration is too heavy" and then adjust that and so on, and soon you will get a perfect set of profiles for that particular aircraft.   Does XPRealistic have that "Wow" effect!   I have noted that I have used "Headshake" for a long time, so the effects of XPRealistic will have to really surpass those in a big way as this is payware as headshake is freeware.   So to test the theory out I took three flights in one a GA with the default C172 and one a Jet with SSG's E-170 and the prop regional B1900D.   Cessna C172 First to note in that on both aircraft I already lowered right down the settings for the "Breathing" (20%), "Braking" (10%) and "Head Anticipation" (40%) as they all felt too high. Breathing is slightly unnerving in a horror film hiding in the cupboard way. You find the the panel heaving up and down as if you are about to be consumed by it, so that was downgraded quickly. It is clever but unnerving. I want to be shook and not shaken if you get my drift. The braking adjustment is because I don't want to constantly smash my head forward on the windscreen over and over again.     The aircraft vibrates at standstill, which is very realistic, but let the brakes off and push up the throttle and the vibrations get more vibrant and the throttle (engine) vibrates more. Look up at your door window frames and they are very nicely vibrating to the power of the aircraft, love that.   But adjust the yaw as you keep to the centre line and the "Head Anticipation" effect sorts of swimmingly moves left and right and that can either a) make you feel sick, or b ) lose focus of the centre line (the reason I adjusted the "Head Anticipation" down a lot!).   But the ground roll and noises with the vibrations are excellent, you will quickly come to love the realism of it all.   Pull back the stick and the main vibrations cease and the wind noises increase.     A left bank brings the "Head Anticipation" back into operation again as it anticipates where you are going to look via the turn of the yoke.     It is very good, as you always wanted to look in the direction of travel, but couldn't fly the aircraft and adjust your viewpoint at the same time, so this effect does it for you. It does feel very real, but the same point is valid in that if you have to readjust the other direction with the yoke (or turn straight) you do find yourself looking right or the other way than the direction you want to go? But you get used to it, again the point is not having the effect "Head Anticipation" adjustment too high as to not go too far each way.   Adjustments can be done on the fly, so to speak is possible...     I tried different wind settings to see what the differences were, it is very effective and you can easily find your preference with a change from one sound file to the next. One feature I would like would be a "key" input to bring up the menu, as you have to go through a lot of menu actions via the FlyWithLua plugin to get to the buried XPRealistic menu every time you want to make an adjustment.   One thing you have to be aware of is plugin crossover. I am running xEnviro and the environment plugin has a similar "turbulence" effect like XPRealistic...   So you have to find a compromise between the two plugins so they don't overwhelm you with too much vibration.     It is the same with rain effects, and you will have to be aware of aircraft that have these effects already built in like with FlightFactor's Boeing 767 series.   I did a heavy climb stall to see the effect. It was very realistic, juddering airframe, yoke noises, aileron and elevator banging, so you felt that you was pushing the aircraft past its limits, very good.     Extra wind noises when you drop the flaps, and more vibrations from the airflow...   Flap stress will also create a banging in the cockpit that may scare your passengers.     Once back on the ground you get the ground rolling and vibrations again, braking efforts are highlighted as is any reverse thrust if you change the propeller pitch, in the GA environment the package with XPRealistic active was very effective and realistic.     SSG Embraer E170 One of the great features of this effects plugin is that you can tailor the effects to different aircraft, and the differences between the GA C172 and the larger E-Jet couldn't be more noticeable and that is what makes this plugin more desirable. Certainly you would like even more subtle differences between the same GA's and the feel between small regional aircraft and the large A380 aircraft, and yes with a lot of fine tuning I think that is possible here, but a few more immersions to highlight those size differences more would be a nice addition.   If you have used the excellent BSS sound packages like with the JARDesign A320neo then you will know how much a difference that great sound can add to the simulation in feel and feedback. But what about vibration? as that is another dimension again.   This XPRealistic can give that feel on start up and shutdown of the engines, the one great thing is that the plugin represents not just one vibration but the effects of an vibration over the top of another vibration at different frequencies, in that an engine vibration is very different from a rolling aircraft taxiing vibration, the trick is to make them work together to make the whole feel realistic.     The trick again is that both the aircraft developer's designs and the XPRealistic effects don't clash, so fine tuning is required to find that balance. But together feedback realism is excellent it you get it it right, so the point of the specialised profiles for certain aircraft has to be raised to get the maximum effect of both sets of effects working together?   So engine startup and shutdown is featured and there is nothing like vibration at engine starts and running to make you feel a better experience.     Taxiing gives you the vibration, but not as bouncy as the C172 as to be expected. A rainy day gives you the rain effects and noise which is highly realistic, the braking as noted is reduced to just a slight move forward for comfort and realism.     Putting the power up brings first the engine vibrations and then the secondary airframe vibrations, and finally the rolling runway vibrations and you can tell which one is which one doing a certain job...  it is all very credible.    
      The vibrations build until the moment of flight and then like in a real aircraft it all ceases and replace with new vibrations and sounds of wind and wind drag noise from the undercarriage until it is retracted.     Don't get me wrong in that all this action is all very dramatic and noisy in that it is totally overwhelming because it is not but kept in context with the simulation and the effects are all close to real to keep it all credible.   You do get that small but significant vibration in the cockpit when out of turbulence periods to keep it realistic. But there is a tendency that when using the Head Anticipation" it will go correct to the turn heading, but then when over correcting the other way it suddenly has a tendency to suddenly snap back centre, which is not very realistic and even startling. It didn't do this on the C172, but a lot in the E170 and the snap didn't happen every time you turned but intermittently. I haven't tested the effect in another heavy yet to see if it is a particular aircraft related issue or it does that on all aircraft set up a certain way with an autopilot function.     In level flight I did like the slight movement of vibration of the aircraft moving, your not going to rattle and shake along like in the C172, but vibration is a big realism factor.     The effects are of course not just limited to the cockpit. If you like the window view (mostly for me in replay) in that the effects are highlighted here as well in the back. Again I will note BSS's sound packages in the JARDesign A320neo and A330 and if you use them you will understand (or hear) the significant differences of the varying sounds in the cabin is so very different from the cockpit sounds and how much those effects enhances the overall simulation. It is the same here and to a point it does bring the same sort of effects that you get with BSS sounds to any aircraft, but of course not to the extreme of BSS sounds. But it does bring vibration, and flap, airbrake noise and undercarriage drag noise to virtually any aircraft in your collection and with that it makes XPRealistic a very handy tool to have.     The "Head Anticipation" feature works back here as well as in the cockpit of course, but could that actually be distracting from your viewing pleasure? But unless you turn it off you get the movement effect.   But it is a great feel when flying to get that aircraft vibration in the rear. It delivers a more of the real vibration feel of what you remember when trying to sleep at 37,000ft and moving through the air at nearly the speed of sound.   Landing is of course the most dramatic event of flying. And it is here of where any realism plugin can deliver or fail the test of giving you a realistic feedback of this event in motion.   Landing can be akin to a controlled crash, which I suppose is what it really is but with the last minute ground contact being in control. Headshake was very good in delivering that initial gear compression and violent shake as the aircraft was still partly flying and yet parts of it is now connected to Terra Firma...     ...   switch Headshake off and landings became very quickly very boring. So how does XPRealistic stand up with the same strong expectation of drama and vibration.   Certainly the initial gear contact was very good, but so is the slightly blurry shake vibrations as you still barrel down the runway still at landing speeds.     Like at takeoff the vibrations come in a different frequencies to cover the different actions like airbrakes, flap movement and mostly the overriding reverse thrust vibrations that shake the airframe to a taxiing speed as is your final braking actions and like in real life it all feels very much quieter and more serene once the aircraft has completed the event.     It will be very interesting to compare different aircraft in this category and use the different profiles to see what different feel you can achieve and experience. But overall the XPRealistic landing is a brilliant experience and highly real.   Like when we left KRSW the taxi vibrations are again good, as is the movement into the gate and the final engine shutdown vibrations from the engines.     This was basically just a gate to gate circuit around KRSW, but it was a great experience of an injection of far more realism into the simulation, I can't wait to use it on one of my well known routes   Beech 1900D I taxiing out I found "oh, that is quite different, not much happening here?" Well there wouldn't be as I had the "Always Start for B190" checkbox unchecked and then once selected it was quickly back to the vibrations and movement, so there is a lesson in there in checking first the profile is switched actually on.     The B1900D interests me because it is a mid-way aircraft in that it has the genes of a GA but the power of a much larger aircraft, a bit more of a "Rattle and Shake" machine if you know what I mean.   The B1900D doesn't disappoint either as it rattled and totally shook it's way right down the runway to takeoff.     The effects work very well in here, and a bit of turbulence from some heavy low cloud added in to the experience and shook you up a little bit more. The "Head Anticipation" worked a little better in here as well, but you did get a constant motion sort of feeling if you are doing a lot of manual manoeuvres, if I did a lot of this I would probably turn the "Head Anticipation" effect right down or off, but I loved the look to turn effect of the immersion more than the negative aspects, so that will be an interesting one as the if that effect becomes more annoying over time or a more wanted feature.   The landing was excellent with great vibrations of the airframe and the hard pull back and extra vibrations of the prop reversed thrust, I actually put the brake effort up more slightly here to exaggerate that pull back effect for the different style of aircraft.      The slight vibrations at the gate and then the final out of balance vibrations as the props spun down to stop was excellent, highly realistic and you noticed the vibrations really well from the rear cabin window view as the airframe shook to the stopping engines.     At this point there are no profiles for helicopters? In X-Plane11 helicopters do already have a very good vibration effect, and the set up for helicopters would be very different from aircraft. My main slight worry is that helicopters may over exaggerate the vibrations, so it will be interesting to see if a default profile is created and how it relates to the aircraft.   Summary It is a very fine line with effect tools in that they can be very good or just simply annoying. Headshake had managed to enhance but also not become an in your face tool that you either switched off or threw away. In other words it worked very well in the background and was only noticeable at crucial points like taking off or landing and that was it's successful appeal. But Headshake is global and that makes the same effects and their vibrations work in every aircraft no matter it's size and type.   XPRealistic is adaptable to every aircraft large, small, noisy or even older and newer. It works like all great plugins in the background, not seen or heard unless you want to adjust something or even switch it off. And that adaptability means you can have some aircraft active and others not, and then unlike Headshake you can adapt certain characteristics to every different aircraft as you desire, so the plugin is hugely flexible and it also supports X-Camera and TrackIR.   So what are the downsides. Well not that much directly but there are things you need to be aware of in using the plugin. One it uses FlyWithLua for its base coding, and the FlyWithLua as a plugin can conflict with other plugins. So you may lose some favorite plugins or some might not work at all and even worse also create conflicts that could cause the crash to desktop a regular occurrence. I'm glad to say it didn't conflict at all with my regular plugins, but then again my plugin folder set is quite small. The plugin is very new as well. It worked really well for me with no crashes or conflicts, but there is still refinements and extra features to still be added in there, but the basics are solid, only the feature "Head Anticipation" is a little buggy. As noted it flickers sometimes or snaps to a new position and I still don't know if over time it will be a favorite feature or will just get annoying, thankfully you can like all the immersion choices here turn it down to minimise any negative impact on your flying.   Another point to make early is that you will need to spend time to fine tune your profiles and your desires of certain feels given to certain aircraft, the word "tweeking" come to mind, but I would like the idea that users share their favorite "tweeks" online so we can all enjoy the same settings and profiles that have been refined. But the awareness of the original aircraft's features is also required so they don't overlap or conflict with each other.   So is this plugin another staple in a "must have" standard. Personally I really think so, as its qualities are excellent but also there is the huge flexibility of the profiles for every aircraft and the return of the effects and the huge immersion factor is going to make this plugin easily an X-Plane standard. It is clever in doing just a simple thing, and because it is layered in effects and sound as well in that it also gives it the absolute wow and realism factor. So certainly a "Must Have" plugin and you see that again X-Plane go another step forward in simulation realism...  XPRealistic immersion is that good.   _____________________________________________________________________________________     The XPRealistic Pro by rk Apps is NOW available! from the X-Plane.Org Store here :   XPRealistic Pro   Your Price: US$19.99   Features Separate Aircraft Profiles Create aircraft profiles with dedicated settings. Change sound volumes, shake intensity and much more. 26 Immersions Enjoy a growing list of 22 real life scenario immersions along with more than 15 different sound files to choose from. X-Camera/TrackIR Support X-Camera and TrackIR are supported, furthermore, we highly recommend to use X-Camera with XPRealistic Pro. Easy to use Enjoy a straight forward user interface which allows you to control almost every aspect of XPRealistic features. Fast Support We believe that fast response to any issue is the key to keep you happy, we are here if you need us. Realism and quality  
        Requirements X-Plane 11 - X-Plane 10 Windows, Mac or Linux Required X-Plane Plugins: FlyWithLua (free) X-Camera (optional but recommended) Support forum for XPRealistic Pro Current review version: 1.08 (1st June 2017)   Installation and documents: Full installation procedure is noted within the review above FlyWithLua (free) IS required to use this plugin   Documents: Manual (13 pages) ____________________________________________________________________________________   Plugin Review by Stephen Dutton 8th June 2017 Copyright©2017: X-PlaneReviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)   Review System Specifications: Computer System: Windows  - Intel Core i7 6700K CPU 4.00GHz / 64bit - 16 Gb single 1067 Mhz DDR4 2133 - GeForce GTX 980/SSE2 - Samsung Evo 512gb SSD  Software:   - Windows 10 - X-Plane 11.02 Addons: Saitek x56 Pro system Joystick and Throttle Plugins: Environment Engine by xEnviro US$69.90 : WorldTraffic 2.0 Plugin - US$29.95 Scenery or Aircraft - KRSW - Southwest Florida International Airport by Aerosoft (X-Plane.OrgStore) US$24.99 - E-Jet 170 Evolution - by SSG (Supercritical Simulation Group) (X-Plane.OrgStore) US$49.95
      - Beech 1900D HD - by Carenado (X-Plane.OrgStore) US$34.95 - C172 - X-Plane Default aircraft (X-Plane11) Free with simulator    
    •   Aircraft Update : X-Crafts Embrarer E175/E195 v2.1   Late in December 2016 X-Crafts released the v2.0 of their Embraer E-175 aircraft. The move was to v2.0 which was an overhaul of the original version. This aircraft was followed by the E-195 late January 2017 which had the same upgrade to the v2.0 specifications.   The timing for a total complete version update was a little strange, because in X-Plane itself we were in the throes of a complete change over to X-Plane11. Wouldn't the changeover period have had more impact to do both at the same time? So to a point the upgrade was a little compromised. There was a few niggles as well and for me it took the gloss off and the aircraft deserved far more.   So here comes the v2.1 update and in reality the v2.0 update that should have been released when X-Plane11 went global. In this update both the E-175 and the E-195 have had the same modifications at the same time, so this is not a stuttered upgrade with one aircraft and then the other aircraft being upgraded. Also if you have purchased the (combo E175/E195) package then both aircraft included have had the updates upgraded to v2.1.   For these update notes I am focusing on the E-195.     X-Plane11 Most developers put out quicky fixes for X-Plane11. But here with both X-Crafts aircraft they are now fully X-Plane11 compatible. Not only do they conform to PBR (Physically-Based Rendering) rules but the biggest difference between X-Plane10 and X-Plane11is in the throttle or thrust parameters that has also been addressed. The thrust differences are quite pronounced if they are not addressed (mostly they cause throttle hunting) but both these E-Jets here are excellent, the fuel flow and Idle ratios has also been optimised to suit the new parameters.     With PBR of course the aircraft get that shiny look, but the difference with X-Crafts aircraft is that the shine not as pronounced as with other aircraft that have been through the PBR process, mainly because the aircraft was very good and well done in this area in the first place, as it was always a very nice aircraft in the look and feel in the external view. The contrast between light and dark however is now very much more evident in X-Plane11 with the normal maps that are now more optimized for that platform.  You can still have the shiny, shiny look as well in X-Plane10 via Ddenn's reflection plugin and the details on how to install those reflections are provided with the aircraft.     PBR does however make it feel more darker inside as well and the panel is far, far more darker than the light grey of the original versions as the below images attest. (v2.1 upper and v2.0 lower). But if you look at the light in the far right corner the light grey is still there but the shadows are far darker and far more dramatic.       I wasn't an out, out fan of the very light grey look, but the dark cockpit also requires a bit of getting used to, however it does feel far more realistic and it does depend on your current lighting conditions.   Instruments There has been a lot of attention given to the instrument panel. I never really took to the look of original version above, as it looked flat and bland (above lower images).      The Primary Flight Display (PFD) has had a overhaul to take away that flatness, but most of all it brings the colour into the display. It is a huge improvement over the original and the VOR needles are now in magenta as per the real display. The Navigation Display (ND) has had a change as well, but more inadvertently than by design. In v2.1 the move in X-Plane11 to GNS data (sourced from Aerosoft) from the X-Plane10 nav.data source means the dreaded red line is gone to be replaced by the GNS version of sectional route points means it is now more modern and more realistic on the eye, turn curves (adjusted to speed) are also now visible as per GNS displays.   This data change also allows for the default FMS to be also available as a pop-up option. The original Tekton FMS is also still built in with full SID/STAR capablity. But they don't cross, which means that a route activated in the default FMS does not run the Tekton and vice-versa, so if you program the default FMS then you have to use the pop-up to view your route. But one advantage the default FMS has over the Tekton is that you have the "step" command that allows you to check and then change (edit) the full route. The assembly of the SID-Route-STAR arrangement on the Tekton does not allow to do this. You can still edit all of the route in the Tekton, but if you can't see it then you don't know how you are going to pop out on the other end of the route? Certainly the Tekton is a far better FMS than the default FMS but the editing of routes is an important area and in this review flight I found myself popping up directly facing KATL (Atlanta) and not in the correct approach path via the STAR (SIMBA6) via MRCER? (one way around this is to program it correctly and check it in the default FMS and then transfer the correct waypoints to the Tekton, but this is slightly messy).       Other Tekton changes are the DIRECT is fixed when the MCDU is on FLT PLAN page, EXEC is fixed on MCDU INDEX, PROGRESS 1 and FLT PLAN pages, The active FLT PLAN waypoint editing is fixed and you can now do a STAR reload enroute.   The engine fans have had some attention for fast spinning in flight (in other words they look better). Vortex plates on the engines have been retextured and bits and bobs to clear aircraft flicker noise has been done to clear away any unwanted noise on the aircraft.     The pilot's heads now move in all directions with the movement of your joystick, but neck stretching is only advisable while stationary!   Pushback The "Pushback" feature has had a bit of attention. Personally I am not a big fan of controlled pushback's I still do prefer joystick and throttle controlled systems. But in saying that the version here now works very well.     For the E195 the white finish parking graphic is correct to the aircraft, it now disappears once the settings are set (nice visually). It was a little jerky before but now it is much smoother with a more balanced speed. The tug doesn't just hard stop anymore either but slows down close to the termination point for realism. The tractor is nice and modern visually and the connect and disengage animations are now very good.   On the gate arrival all the door coordinates have been updated for "Autogate" docking to work correctly, a small thing but important now as the "autogate" plugin is now so wildly available, same for use with the Ground Services plugin.   Cabin Lighting The nice new cabin is now well appointed with some very nice detailing, note the nice Embraer logo screens that changes to a map when flying.     If you remember that the cabin lighting was connected to the cockpit lighting (it still is) and and it gave you either an all bright or all dark cabin with the knob adjustment.   But the lighting has been given some attention and now you can now actually find that compromise between a darkened cabin (below left) and a darkened cockpit that is now usable for landings as well (below right).     Cockpit lighting is a lot nicer now and flying at night it is a far better place to be.     Summary I always thought the v2 upgrade was a little to premature, a lot of changes were added to the X-Crafts aircraft but it felt slightly incomplete. So was this version the one of which that release should have been? I personally think so as a lot of the edges, smaller fine tuning and the inclusion of the X-Plane11 features changes the aircraft significantly.   This earlier v2 release was a paid update and one of the reasons I didn't totally warm to X-Crafts new version is that I felt that it was that the panel didn't feel special enough and neither did the details to warrant extra in what has always been one of my favorite aircraft. Timing as they say in comedy is everything, but even a few months or weeks can make a big difference. That is certainly the case here.   The X-Plane11 version is certainly gives the aircraft a huge lift, but it has been the fine tuning and attention to the panel to take away a lot of the flatness and give it a more 3d feel that has worked wonders here, simple things in the end, but they all have a big impact on the final aircraft. The dreaded red line is gone (in X-Plane11 only) is another good step forward, but if anything this aircraft does represent is the move to X-Plane11 as your current platform. X-Plane10 as good as it is, is now starting to recede into the distance as X-Plane9 did with X-Plane10 a few years ago.   So certainly this update for both the E175 and the bigger E195 is a more complete and genuinely really good E-Jet now. The gap is closing and the aircraft are getting better in X-Plane all the time. This is a very worthwhile update if you haven't taken the move up to V2 or require an E-Jet for your flying.   ______________________________________________________________________     Yes! the Embraer E175/E195 v2.0 by X-Crafts is NOW available from the new X-Plane.Org Store here :   Embraer E-175 v2.1 Price is US$39.95   Embraer E-195 v2.1 Price is US$39.95   Twin Embraer E-175 and E-195 v2.1 Set is also available for US$59.95 Embraer E-175 and E-195 Package   If you have already purchased either the Embraer E-175 or E-195 from X-Craft's at the X-Plane.OrgStore then go to your account and upgrade to v2.0 for only US$5.00, Please email sales@x-plane.org to get your discount code and include your original order number.   X-Crafts E-175 v2 review is here: Aircraft Review : Embraer E-175 v2.0 by X-Crafts The E-175 v2 review does have a comprehensive look at the TEKTON FMS© and it is not that much different to this aircraft's E-195 version.   Features of both models: Accurate dimensions based on drawings and documentation provided by Embraer © Windows, Mac and Linux compatible Custom TEKTON FMS© by Steve Wilson Custom improved pushback plugin with animated tug. A white silhouette will show the final position after the pushback! On-screen checklist plugin  Plugin menu for door control, ground objects or GPU Suitable for beginners - Just load and fly within seconds! Great for advanced users  -Enjoy the complexity of the Custom FMS! Mouse scroll wheel support (E195) This add-on comes with the NavDataPro dataset by Aerosoft   CUSTOM FMS Both the custom and stock FMS are available on the pedestal or as popup panels More details about the TEKTON FMS© below   Requirements: X-Plane 11 or X-Plane 10.50 + Package is X-Plane 11 only Windows, MAC or Linux -  8Gb RAM - 2Gb VRAM Minimum. 3Gb+ VRAM Recommended Current version: 2.10 (last updated  June 2nd 2017)   X-Crafts Support Forum : Support forum for the E-195   ______________________________________________________________________   Change log: Embraer E195 v2.1 CHANGELOG: •    Thrust optimized to more accurately match reality 
      •    Vortex plates on engines retextured (you won't see any lines from the liveries on them anymore)
      •    Also fixed the problem where the ATHR wouldn't push the throttles far enough to maintain speed at high altitudes
      •    Slight changes and fixes to the cockpit model
      •    Pilots now have animated heads (based on yoke position)
      •    VOR needle color changed to magenta
      •    Noise above cockpit window fixed
      •    The artifitial horizon now looks more like the one on the real aircraft and is fixed
      •    The inability to disable AT after landing fixed
      •    Wing registration was blinking red with beacon
      •    NAV map only shows airports with paved runways  X-PLANE 11 SPECIFIC CHANGES: •    Generaly the whole plane has been updated to run smoothly on XP11
      •    Fuel flow optimized for XP11
      •    Idle ratios optimized for XP11
      •    Added the new FMS, you can now use either the Tekton or the new FMS available in XP11
      •    More metadata of the plane was filled out
      •    Added locations for the service vehicles 
      •    The windows get darker by day
      •    Some parts that had flickering noise on them in XP11 fixed
      •    All normal maps were optimized for the new PBR graphics engine
      •    Autothrottle was going nuts in v2.0 in XP11. This is now fixed
      •    The "Next waypoint" section added back to the MFD NAV map
      •    Pop-up FMS knob was missing the middle select button
      •    "Hide reflections" function didn't hide also the side window reflections   ______________________________________________________________________ Release notes by Stephen Dutton 5th June 2017 Copyright©2017: X-Plane Reviews   (Disclaimer. All images and text in this review are the work and property of X-PlaneReviews, no sharing or copy of the content is allowed without consent from the author as per copyright conditions)    
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