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    • I bought this and found little feedback on it. The scenery is not bad but the installer (I use W11) is pretty bad. It runs, but gives no evidence that it is running and then eventually - after some time - completes. I did also get a message from another program that a library item is missing lib/lights but XP11 threw no error.
    • NEWS! - Scenery Released : KAST - Astoria Regional Airport, Oregon by Skyline Simulations     KAST Astoria Regional Airport for X-Plane is a civil and military airport in Warrenton Astoria (Oregon). The airport is owned by the Port of Astoria and is the home of Coast Guard Air Station Astoria.   Astoria Regional airport has no airline flights. Flights to Portland International Airport were most recently provided by SeaPort Airlines from March 2008 until Spring of 2010. Until 1974-75 Astoria also had flights on West Coast Airlines and its successors.   Astoria Regional Airport covers 870 acres (352 ha) at an elevation of 15 feet (5 m). It has two asphalt runways: 8/26 is 5,795 by 100 feet (1,766 x 30 m) and 14/32 is 4,996 by 100 feet (1,523 x 30 m).   In 2010 the airport had 38,721 aircraft operations, average 106 per day: 60% general aviation, 36% military, and 4% air taxi. 48 aircraft were then based at the airport: 79% single-engine, 6% multi-engine, 4% helicopter, 4% ultralight, and 6% military. The airport houses a United States Coast Guard station with service and controls for three HH-60 helicopters and three motor life boat rescue stations located on the Oregon and Washington coasts.   Features: Designed with the latest airport updates UHD Realistic Custom Textures  Detailed HD Ground with PBR and decals Landmarks. Bridge, Column, Super Detailed 3D modeling PBR Materials on every building Thousands of 3D custom static objects Amazing and detailed night textures FSEco-subsystem Accurate City using original OSM data Ground Traffic Airport data: Runway Material Asphalt Runway 8/26 Length 5,795 feet Runway 14/32 Length 4,996 feet Service Civil - Military Airport Type Public         __________________   Images are courtesy of Skyline Simulations   KAST - Astoria Regional Airport, Oregon is now available from the X-Plane.OrgStore, for US$20! _____________________     Yes! KAST - Astoria Regional Airport, Oregon by Skyline Simulations is currently available from the X-Plane.Org Store here :   KAST - Astoria Regional Airport, Oregon Price is US$20.00   Requirements X-Plane 11 Windows , Mac or Linux 4 GB VRAM Minimum. 8GB+ VRAM Recommended Download size: 3.3 GB Current version: 1.0 (May 16th 2022) ________________   News by Stephen Dutton 17th May 2022 Copyright©2022: 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) All Right Reserved.  
    • Yes, I know about PAEN Orthos missing details. I will make a new tiles after war will stops in my country. Please understand I don't have a much time to work now.
    • Classic Aircraft Review : Short Stirling Mk1-4 by Virtavia   The Short Stirling is a World War 2 era four-engined bomber that entered RAF service on the eve of WW2. It was originally the RAF's primary bomber, but with a few short falls in the design it then relegated the aircraft into a secondary role behind the Avro Lancaster and the Handley Page Halifax.  Short Brothers or "Shorts" are a Northern Ireland based company known famously for their "Empire" Flying boats in the 1930's, that were also a good basis for a tactical bomber. The S.29 design was a derivative design of the Sunderland Flying boat, the wings and controls were the same, the construction was also identical and it even retained the slight upward bend at the rear of the fuselage, which had originally been intended to keep the Sunderland's tail clear of sea spray. So as originally designed, the S.29 was considered to be capable of favourable high-altitude performance. But in the RAF's short sighted guidelines in that the wings must be shorter than 100ft (to fit in the current hangar size of 112 ft (34 m)) it restricted the Stirling's range and even worse ruined it's altitude capabilities. In it's relegated roles it was converted into a troop/parachute carrier of which it was highly successful, and in it's glider towing capability the Stirling also had a significant role in the D-Day Landings, sadly no Short Stirlings have survived to the current day.   Virtavia are known in X-Plane with the association with Dawson Designs. Most Virtavia aircraft are a cross platform conversion from their FlightSim counterparts, but since Dawson Designs has now departed the developer scene from many a few years back, a lot of the original Virtavia aircraft like the B29 Bomber, S-61 Seaking and the GlobeMaster C-17A are now mostly seriously dated or compromised in their access in the X-Plane Simulator. Oddly here is the Short Stirling by Virtavia, and it is not currently known if it is FlightSim conversion by Virtavia directly or again a third-party conversion of the aircraft (the email address is for Virtavia), more interesting was why either party don't fix up the older aircraft to at least a usable current usability in X-Plane, in that is a strange orthodox, and would be in either party interests in if they are in continuing supporting the X-Plane Simulator if they are still in wanting releasing newer product?   Short Stirling Mk1-4 by Virtavia There are three versions supplied of the Virtavia Sterling, which are the Mk.1 (W7451), The Mk.3 (EF411) and the Mk.4 (LK117) and all are based on real aircraft. This is the Mk.1. It was powered by a Bristol Hercules 14-cylinder, two-row, supercharged, air-cooled radial engine, at 1,356 hp (1,012 kW) at 2,750 rpm at 4,000 ft (1,220 m). The Mk.1 had the XI version and the Mks.3/4 had the XVI version.      Mk.1 (W7451).   Main features : FN.5 front turret, FN.7 mid-upper turret, FN.4 tail turret. The engines have smaller type intakes, no lower oil cooler intakes. No cowlexhaust ring covers, shorter-type exhausts on outer engines. High number of fuselage portholes. This was due to the original design brief requirement for use as a troop transport, which was not realised in the production variants until the later post-war Mk.5.   Mk.3 (EF411)   Main features : FN.5 front turret, FN.50 mid-upper turret, FN.20 tail turret. Engines have larger type intakes above, with circular oil cooler intakes underneath the cowl. Cowl exhaust ring covers commonly fitted, longer- type exhausts on all engines. The Mk.3 also had a reduced number of fuselage portholes. The Mk.3 was the main variant of the Stirling, many earlier Mk.1 airframes were later converted to Mk.3 and Mk.4 variants. The rear windows of the main canopy and the fuselage portholes were partially painted over to reduce interior light visibilty to enemy aircraft. The porthole vertical stripe is often misinterpreted as a physical divider, whereas it was actually a stripe of black paint. The Mk.3 also had more powerful Bristol Hercules XI 14-cyl. radial engines, these being the 1,650 hp improved version over the original Hercules II units which produced 1,375 hp. Most Mk.1 Stirlings were eventually upgraded with the XI engine and this simulation assumes this engine in all variants.   Mk.4 (LK117)   Main features : Plexiglass fairing in place of front turret, no mid-upper turret, FN.20 tail turret. Engines/cowls/intakes are the same as Mk.3. Front set of fuselage windows faired over, 'bubble' type window employed each side. 'Rebecca' aerials mounted on front fuselage. Number of fuselage portholes depended on whether the airframe was a conversion from a Mk.1 or Mk.3, or a new-build Mk.4. Fitted with glider towing bridle and hinged stop guard frame aft of the ventral supply drop hatch, used to prevent the attached parachute lanyards of dropped canisters from whipping and damaging the aircraft.   Stirling Detail The first commercial-quality simulation of the Stirling bomber was created by AlphaSim (Virtavia's old name) back in 2002. Since then the aircraft has been remodeled in FSX, P3D and now in X-Plane, so although an upgraded aircraft it has a long history. First impressions are actually very good, but you immediately notice the absence of NML normal mapping, or the Dot3 bump mapping, a requisite feature today, as it can instantly make the aircraft feel dated, as it does here noticeably. But the highly detailed textures are very good and well detailed, and it sorta helps, but the reality is that 3d bump mapping is required to highlight the minute details, and certainly in a pre-war WW2 bomber.     Cockpit canopy and all three (MK.1) gun turrets are excellent, high detail and comes with nice glasswork, and they feel nicely authentic. The glass feels slightly frosted, which gives it that era feel  as the glass/perspex quality was not as high as it is today, so it looks good.     The highlight is the forward landing gear, the complex array of struts and supports are really well done modeling wise and the gear wrap-doors are excellent (and great to watch in action). Again it signifies the era's undercarriage technology and worth studying. Internal wheel bay is also well detailed and authentic.     Tailwheel(s) are very unusual in being a pair, in a twin gear taildragger style which is something I have never seen before, and again the inner gear bay in detail is well done.     The Bristol Hercules engines have been faithfully recreated with great internal detail. The different exhaust and air inlets between the types are sometimes very subtle but are different, and all well done here.     Wing shape is good and bulbous, and they come with working aileron control rods, and nice realistic oil wear over the top of the wings is very authentic.     Interior The Stirling's cockpit is quite spacious and airy compared to most WW2 military cockpits (does that mean vulnerable as well?), but remember this the Short Flying boat cockpit redesigned for a bomber...  but it is excellent.     The aircraft does feel new or restored, and not very war-torn, but well done it all is. All the construction of the canopy is excellent with the different frames all connected together with bolts and screws, the moment you sit in here you go "wow". It is pure modelling of course with not a lot of textures, but in a strange way it all works out very well... You really like it here.     The navigator sits behind and on the lower deck, with access to the forward gun turret or bomb observer.     The instrument panel is quite small, and for the pilot only in flying instruments, the right seat is for a monitor or backup pilot only. The super nice metal yokes can be hidden by pressing the "Y" key.     Basically you have your flying instruments on the left and your engine readouts/gauges centre and the dials only show "boost' and "RPM" for each engine. The green colours are the gear position (down, and red up), which actually look LED modern, not the view of an aircraft that was flying 80 years ago, but it again in here it works very well. Bomb door switches are lower right, and a lot on the left side is fake, but well done. But note the huge compass and the "AUTO CONTROLS" which is a very basic autopilot.     On the right it is just the hull frames of the cockpit, but again it feels all very realistic. In your face central is the "Flaps" Panel with position and selection switch...     Above are the huge "Trim Handles" for both pitch and rudder trim...  magnificent!   Lower is the very lever filled pedestal. Throttle levers (x4), Mixture levers (x2), RPM levers (x4), Parking Brake left, Landing Light right. Notable is the settings for the levers. I only have a x56 Rhino throttle, which is only two levers. I use the left one for the Throttles (all), and the right lever for the Mixture (all) which is very much like I fly a GA aircraft, the lower RPM levers are a bit of a problem, in that there is no setting to use? or can you not (easily?) move then manually, although they do have hotspot actions...     ....    the detail is really well done, and feel just like the bomber controls should look like.   The Rudder Pedals are also very nicely recreated as well, and are animated very realistically when you use them.     The side windows can also be opened via "hotspots". The front side is opened via touching the base screw, and the pilot's side window via the handle, the rear Navigator window can also be opened. But the hotspots can be tricky to use unless you get your position correctly in the aircraft...     ...  the pilot's chair armrests can also be moved upwards (animated), In the menu there are notes to hide the excellent bomber crew (shift-F1), but it doesn't work, neither does the rear crew door with ladder (shift-F2). There are no menus or other features.     The Stirling carries in Guns; 8 x 0.303 in (7.7 mm) Browning machine guns: 2 in powered nose turret, 4 in tail turret, 2 in dorsal turret, and a payload of up to 14,000 lb (6,350 kg) of bombs, it was however restricted to carry only 500 lb bombs.   The Bomb compartment doors are controlled via the panel right side centre with two panels covering "Bomb Doors" and "Bomb Doors Wings". Left panel opens the main fuselage doors with racks of 500 lb bombs, the right panel opens the inner wing bomb doors which is really well done here. Full load is 15-500 lb bombs.     Selecting any Bomb door switch will produce again in your face a "Bombers" panel. Here you can "Arm" the bombs and "Release" them. You can release them in four options, "Salvo, Ripple, Pair or Single".     ________________   Flying the Short Stirling Time to taxi out to EGCN - Doncaster Sheffield's Rwy 20 or RAF Finningley that earlier hosted Vulcan Nuclear Bombers. The Strirling is nice to taxi, heavy, very heavy, but you are loaded with bombs. One quirk is that the Virtavia Striling has a tendency to change liveries for no reason, very odd...   The droning sounds of the Bristol Hercules engines that have been nicely recreated here and it all comes with doppler fly-by sound effects, and they are deep and throaty and feel very WW2. They were recorded from the real Bristol Hercules engine sounds, and that is highlighted here.     As a class, the large and heavy four-engined tail-wheeled bombers such as this Stirling, Handley Page Halifax, Avro Lancaster and Boeing B-17 Flying Fortress could be a real handful on takeoff and landing, more so for the relatively young and inexperienced new pilots who formed the vast majority of the expanding Commonwealth and American air forces. Later heavy bomber designs such as the Consolidated B-24 Liberator and Boeing B-29 Superfortress used a nose-wheel (tricycle) configuration which was far more easier to control.     The same is applicable here, put the power up and the Stirling will earlier track very nicely, but then start to pull progressively right, the small rudder does not have much effect either, so you have to work at the controls to stay straight, it can be done, but is quite hard to do. Notable was that in the real Stirling they learnt adjust the engine power (right throttles) to compensate for this effect, but unless you have a four-throttle system to find that power imbalance, then it is impossible to do with a twin-throttle setup...     At around 95 Knots the Stirling will lift (Flaps 15º), and you then get more physical control... Climbout is around 1,000 ft/min, and recommended is the rate of climb of 800 ft/min but I found that around a 1,000 fpm is basically the best lifting speed without any loss of speed and still have some power in reserve.     Watching the gear animations is well worth the time to clean up the aircraft, and to gain far more climbing speed.   Odd though is the "Auto Controls" or sort of Autopilot. It only works in the vertical or pitch mode. You turn it on when in a level flight, then switch the "Spin" in, then engage the "Clutch". The pitch is determined by the handle in degrees of minus or positive...     ...  but the turning selection handle is mostly impossible to use? There needs to be an increment or mouse wheel setting to make it more accurate. The point is "Why", because the the pitch trim can and does the same job far easier?   In the air the Stirling does look very good, but without the NML normal mapping and in the bright light, the shiny slab sides show easily the age of the modeling design, even feeling a decade old in simulation terms.     But once trimmed out the Stirling is very nice to fly, as was the real aircraft. You could drone on like this or at night for hours, of which they did in the Second World War.   The Maximum speed of the Stirling was 282 mph (454 km/h, 245 kn) at 12,500 ft (3,800 m), with cruise speed of 200 mph (320 km/h, 170 kn). Range was actually very good at 2,330 mi (3,750 km, 2,020 nmi), but the service ceiling was restricted to 16,500 ft (5,000 m).   The Stirling's maximum bomb load could however be carried for only around 590 miles (950 km). On typical missions deep into Germany or Italy, a smaller 3,500-pound (1,600 kg) load was carried, consisting of seven 500-pound (230 kg) GP bombs; this payload was in the range of that which was already being carried by the RAF's medium bombers, such as the Vickers Wellington and by 1944, the de Havilland Mosquito. Perhaps the biggest weakness present in the design was that, although the bomb bay was large at 40 ft long (12 m), it had a pair of structural dividers that ran down the middle, limiting the bay to nothing larger than the 2,000-pound (910 kg) bomb. As the RAF started using the 4,000-pound (1,800 kg) "cookies" and even larger "specials", the Stirling became less useful.   Lighting As this is a WW2 aircraft, and a night bomber, there is basically no real internal lighting to speak of. Panel illumination is via two overhead red spot lights, that can be turned on/off, but not the red glow from the lights...  the only other lighting in the cockpit is a light over the compass which again you can switch on or off.     The only other single switchable light is above the navigator's table, set down below you. Externally it is pretty basic as well, with two left wing landing lights and navigation lights, and that is it.     You tend to curve the Stirling more than bank it tight, as you just feel your way around the turn, it handles very well though.     Powering low over the ground at 2,000ft is exciting with the droning engines, a bombing run, not this time, but you can feel what it must have been like in those past dark days.     Flap 15º reduces your speed to 105 knts, and there is a balloon as you drop them, 30º flap and your at 90 knts, but then dropping the gear creates even more drag, and your at 88 knts.   But go below this or 45º "Down" and the Stirling tends to yaw, weave or swing, even at 30º flap you get this, but nothing as bad as the flap full down position...     ...   there isn't a lot of rudder authority to counteract the yawing, and it makes the approach a very, very skillful exercise...      ...   the Sterling is just not very happy at low approach speeds.     But this is where the challenge kicks in, and getting that landing right becomes addictive.     You need 80 knts to get it right, but I couldn't go under 85 knts-88 knts ish, if not you simply drop out of the air, which is another real life Sterling foible that has ruined many a flying career, known as a "dropped" landing, and it could cause serious structural damage. During its service life, it was not unknown for "dropped" landings to render Stirlings or other large four-engined bombers write-offs and suitable only for parts.   But here is the other side of the problem, get the speed too fast and you then turn yourself into a "Dambusters" bomb, and then bounce your way right down the runway, or mostly off it? It is a horrible feeling with no control of the aircraft until it stops or winds itself out. Then once the tail drops the right yaw then kicks in again, so you have to quick to catch that as well.     If you get all right then the Stirling will slow down quite easily, but I do recommend foot brakes to control the direction, and by slightly touching them in the way to stop the aircraft moving left or right off the centreline. Grass landing are very much easier, because they take out a lot of the initial landing bounce and create more drag to keep you in a straight line... landing on grass is actually pretty easy compared to hard surfaces...  but you really have to feel for those novice pilots.     As I mentioned the Stirling is highly addictive, get it wrong and it is very quickly; "Let's do that again, and try this, this time"... ______________   Summary The Short Stirling is a World War 2 era four-engined bomber that entered RAF service on the eve of WW2. It was originally the RAF's primary bomber but a few short falls in the design of restricting it's wingspan to 100ft relegated the aircraft into a secondary role behind the Avro Lancaster and the Handley Page Halifax.    This aircraft comes from Virtavia, with a quite sporadic record in X-Plane. Originally cross-platformed from FlightSim by Dawson Designs, they have lately released revised their older aircraft back again into the X-Plane Simulator, with this Short Stirling and the Handley-Page Hampden as releases.   There is a lot to like here though. The modeling is very, very good, and World War two feel comes though very strongly. Sounds are not totally top notch, but still recorded from a real Bristol Hercules engines and in that have been nicely recreated here and come with doppler fly-by sound effects. It is challenging in a realistic way to fly as the real aircraft was apparently a difficult beast until tamed by the pilot's skills. All bomb doors open and the bombs are active, but mostly the aircraft was used as a troop carrier or glider pulling aircraft. Three versions in the Mk.1, Mk. 3 and Mk.4 are all included, including the different details between the versions.   No NML normal mapping (raised rivets and external detail) shows the age of the original design in the simulator, there is not a lot of textures either, but the detailed modeling does sort of covers a lot of these aspects. There are a few animations in, armrests, windows opening, bomb doors, but mostly there is very little in specialist features like no menus or static ground elements to add into the simulation, this all mostly just a focus on the flying.   I was surprised the Short's Sterling was or is as good as it is, considering its dated simulation and FlightSim history, it is old and you can't ignore that fact. But I like the feel and challenge the aircraft represents, and I like to be surprised. In fact with just a bit more development, it could turn a simple basic simulation into a much more very, and more modern one, not just being an older aircraft updated, but already there has been four updates since the release, so it is certainly proceeding in the right direction. So do I like the Virtavia Short Sterling, well yes and actually more than I would really like to admit! _____________________     Yes! the Short Stirling Mk1-4 by Virtavia  is NOW available from the X-Plane.Org Store here :   Short Stirling Mk1-4 Price is US$25.95   Features Aircraft variants included : Stirling Mk.1 : W7451. 7 Squadron, RAF Oakington, Cambridgeshire, England, early 1941. Manufactured by Austin Motors, Longbridge, Birmingham. Stirling Mk.3 : EF411. 149 Squadron, RAF Mildenhall, Suffolk, England, late 1942. Manufactured by Short Bros., Rochester, Kent. Stirling Mk.4 : LK117 570 Squadron, RAF Harwell, Oxfordshire, England, 17 September 1944 Manufactured by Short & Harland, Belfast, Northern Ireland. Features : PBR materials/textures used throughout VR config file included, 3 cabin teleport hotspots FMOD sounds package with multi-stage engines, pilot's slide window muting, switch clicks and other unique cockpit sounds very detailed cockpit with numerous animations and mousable controls working Automatic Controls (VS hold only, limited to 235kts) working Lorentz Indicator (uses DME/NAV1 LOC) working Beam Approach Indicator (uses NAV1 LOC) crew ladder togglable crew figures 6 separate animated cockpit windows with unique sounds, animated bomb bay doors in both wings and fuselage togglable bombs animated cowl flaps authentic flight model with checklist 22-page illustrated User Operating Manual   Requirements X-Plane 11 Windows, Mac or Linux 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 80 MB Current version: 3.0 (May 10th 2022)   Installation Download of the Virtavia Short Stirling is 76.1Mb and it is installed in your Aircraft Folder as a 116 Mb folder. There is no Auto-updater by Skunkcrafts for updates, so currently you have to redownload any updates via the X-Plane.OrgStore.   Documents Provided are two documents Included with the package. A 24 page Manual that covers the aircraft's layouts and systems, and a "Checklist" with Normal Procedures. A version changelog is also provided. Virtavia Stirling Checklist.txt Virtavia Stirling Pilot Operating Manual.pdf _____________________   Aircraft Review by Stephen Dutton 14th May 2022 Copyright©2022: X-Plane Reviews   Review System Specifications:  Computer System: Windows  -S1700 Core i7 12700K 12 Core 3.60 GHz CPU / 64bit -32 Gb single 1067 Mhz DDR4 2133 - ASUS GeForce GTX 1080 8Gb - Samsung Evo M2 2TB SSD - Sound : Yamaha Speakers YST-M200SP Software:   - Windows 10 - X-Plane 11.55 Plugins: Global SFD plugin US$30.00 : Environment Engine by xEnviro US$69.90 : RK Apps XPRealistic v2 - US$34.99 Scenery or Aircraft - EGCN - Doncaster Sheffield by Fly X (X-Plane.OrgStore) - US$17.99   (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) All Rights Reserved  
    • NEWS! - Scenery Released : EHRD - Rotterdam Airport v2 by RDPresets     Rotterdam The Hague Airport, (IATA: RTM, ICAO: EHRD) is an international airport serving Rotterdam, the Netherlands' second largest city and The Hague, and the Dutch administrative and royal capital. It is located 3 NM (5.6 km; 3.5 mi) north northwest of Rotterdam in South Holland and is the second busiest airport in the Netherlands. The airport handled over 2.1 million passengers in 2019 and features scheduled flights to European metropolitan and leisure destinations, Transavia being the largest operator at the airport. It is also used extensively by general aviation and there are several flying clubs, a skydiving club and a flight training school also located at the airport.   RDPresets have released v2.0 of their Rotterdam scenery for the X-Plane Simulator. V2 is new to X-Plane and coming soon for FS2020. v1 of the Rotterdam scenery was released only for P3D.   Features: Highly detailed version of Rotterdam the Hague Airport. Handcrafted 3D Objects Accurate night lighting. Accurate vliegclub area and new aeroclub building. Hoog-Zestienhoven Industrial area modelled. Airport Hotel Rotterdam Brand new Fletcher Hotel in front of the Wings Hotel modelled. Simple terminal interior. Optimized performance. Custom highly detailed ground textures. Accurate area in front of the airport, featuring billboards, monument, flags, fuel station, full car parks. Accurate taxiway, runway and apron featuring the recently added (Q) parkings. PBR Materials throughout.     All images are courtesy of RDPresets _____________________     Yes! EHRD - Rotterdam Airport v2 by RDPresets is currently available from the X-Plane.Org Store here :   EHRD - Rotterdam Airport Price is US$21.99   Requirements X-Plane 11 4 GB VRAM Minimum - 8 GB+ VRAM Recommended Download Size: 2.7 GB Current version : 2.0 (May 12th 2020) ________________   News by Stephen Dutton 13th May 2022 Copyright©2022: 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) All Right Reserved.  
    • Scenery Review: Genova COMPLETE 5 - The Revolution by Grifo Creations      Introduction Having been rated as one of Italy’s most underrated cities, Genova has been an established maritime trade center for centuries, and its location on the Ligurian Sea, makes it a prominent maritime hub to transport products to northern Italy. It is also the birthplace of Christopher Columbus, the famous explorer who is credited with finding the North American continent on his way to finding a quicker route to India in which to compete with the East India trading company, the undisputed power of its day in transporting goods to Europe from India. Today, Genova serves as a maritime port city and Italy’s 6th most populous city. The airport is not the largest or the busiest, but is home to some beautiful approaches, including the RNP 28 with a banking right turn over the port to the runway, and the ILS 10, with its sweeping views of the city and low approach over another nearby port. Without further ado, let’s give this new scenery a go and see what it has to offer!           First Impressions The installation process was both simple and easy to do, with you only needing to extract the 5 folders containing the scenery to your custom scenery folder. At almost 6GB, this scenery takes up a considerable amount of hard drive space, but the scope of the area covered, rivals that of FlyTampa Las Vegas. A quick glance around presents a nicely modeled city and port, as well as a well-modeled airport terminal and buildings. A quick flight proved that even with all the custom objects, the scenery is not overly harsh on FPS, and is quite well optimized. Note: thanks to not having my main PC for a couple more weeks, this was reviewed on my gaming laptop, which while powerful, is not sufficient to run XP11 at max settings without becoming a slideshow and unusable. With that said, the compromise is that there are no scenery shadows, parked aircraft, or uncompressed textures. Sorry for that in advance folks!         Exploring the Scenery Starting off with the terminal, it’s modeled to an acceptable standard level, being only let down a bit by the textures. Air-side the terminal features an interior with some interesting looking people, including one poor bloke who seems to be having a bit of trouble figuring out what kind of pop to get! Outside the airport, you can find an abundance of ships, boats, hundreds of custom buildings, and objects all building up the overall feel of the city and approach, and I must say it does look quite nice! The only complaint I have are the textures, but I will discuss this in the next section.           Textures When it comes to textures, there seems to be lots of variation in the overall quality and coloration, with some textures being quite sharp, and others very muddied. The airport itself has most textures in a good resolution, with a couple of exceptions, however, the city lacks a bit in texture quality in the buildings. This is not really noticed much on the approach and didn’t bother me at all, though I wouldn’t mind at all if they got a resolution boost! In terms of the static and moving people around the airport, I’m not sure what to think. I want to say they add to the feeling of life around the terminal, but then as soon as I look a bit harder the illusion falls off completely. I think that if they earned some faces, it would be a good improvement for their well-being! As for the ortho texture, for the most part, it is quite good, with some discoloration here and there. In all, the texture work could use some upgrades, but is a good starting point and won’t be overly obvious when flying to and from the airport.         Lighting The lighting around the airport and city is really a highlight of the entire scenery, with the night lighting being custom and bringing the entire scene to life after dark. Approaches with all the lights really bring another level to the scene and I really enjoy that!           Conclusion Genova Airport and city is a really good scenery for those who are looking for a good destination to fly to and want the full experience of the approach included. Though a little steeper on price at $32.00 US, it has a lot of value for the money and is from what I saw in my sim, ortho compatible with a few minor hitches in the city. I look forward to flying into Genova in its fullest when I get home in a few weeks, and it will be a great addition to my European destination list!         _________________________________________     Genova COMPLETE 5 - The Revolution by Grifo Creations is now available from the X-Plane.Org Store here:   Genova COMPLETE 5 - The Revolution Price at time of writing $32.00   Scenery Features   I want to thanks with the heart Marcogrifo for his lighthouse, the breakwater and cranes models (very high detailed and complicated models) and of course the entire UHD fair area with its helipad and many landmarks. Overall I thanks Marco for his UHD San Giorgio Bridge (former Morandi bridge). 243 square kilometer city of Genova, 850 square kilometers outback of Genova (mountains and coasts). And the international city airport Genova Cristoforo Colombo (LIMJ). The city contains hand recoloured ground textures (50cm, 1m/pixels) and is filled of HD landmarks (hundreds of models), the outback contains the hand recoloured ground textures (50cm, 1m, 2m) and hand placed forests, for the buildings in outback, the scenery relies on X-Plane or third party autogen. In the city there are 3D modeled residential areas (16.000 buildings). They have generic facades and real roofs (PBR material for the roofs). The airport is very high detailed with all HD buildings and architectural complexes. Further there are custom ground services moving near the Terminal. Also in and out the Terminal there are moving (walking) people. I've rebuilded the Terminal that now is updated to the next 2023 year (in  real life there are currently works on expansion of the Terminal). In the Terminal there are five autogate jetways (Autogate by Marginal required). The Terminal and the control tower has partial generic prerendered interiors. In the city and in the outback there is car traffic on the roads, the 3D modeled elevated roads and the San Giorgio bridge (former Morandi bridge). In the city and in the airport there is a dedicated (optional) mesh (the default mesh modified to increase scenery quality - now the scenery features 3D docks in all the city and airport). The mesh is not compatible with Ortho4XP scenery. In the Ancient Port (near the Galata Sea Museum), there is a submarine (Nazario Sauro S 518) ultra high detailed. Photographic night environment. In the city there are thousands of objects like cranes, containers, ships, boats, parked trucks, parked trains. In the city there are also the flyover roads with interchanges (with traffic) and the Bridge San Giorgio (former Morandi bridge) with car traffic. Sea from photoreal textures. Helipads in the airport and in the fair (Eastern of the city). High detailed APRON in airport area and realistic grass near the runway and taxiways. Changing parked aircrafts in airport. Moving X-Plane ground services in the airport. Use of PBR materials for the ground textures at the airport and on the roofs of the buildings in the residential areas. Static and moving people (with natural movements) in the airport area (especially in and out of the terminal). Two good detailed railway stations. Realistic and accurate ILS offset of 2 degrees. The airport is been tested with World Traffic 3.0. Extensive documentation for the airport (by ENAV) and the city (wikipedia). Plus some detailed maps of the parkings and helipads in the airport and in the city.   Requirements:   X-Plane 11. 4 GB RAM Minimum - 8Gb+ VRAM Recommended Download size: 4.5 Gb Current Version: 5.0 (May 9th 2022)   Scenery Review by Joshua Moore 12th May 2022 Copyright©2022: 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)           
    • NEWS! - Plugin Released : ProCam XP by Aerosoft     The built in X-Plane (keypad) views system is quite powerful if you know how to use it, including some silly tricks to go through the wall boundaries with the internal view. But for video editors they require something far more powerful and a more flexible tool to use.   The default go to tool currently is X-Camera by StickAndRudder Studio's and that sells for US$15. And it is powerful, but also has a complicated user interface, but there is a free version in that you can't save the settings for the advanced features, in meaning you can't save your views, which is a big handicap unless you buy the Pro version. There were however a few other camera/view tools available, DynamicCam, IZICam and lately ChaseView Deluxe.   But the overwhelming issue was always the complicated interface. So now Aerosoft in association with FSS-FlightSim Studio's have released a new Camera plugin in ProCam XP that has a more accessible interface.   You can create stunning tracking shots in and around your own aircraft or in the scenery of your choice, and also uses effects such as simulated breathing to create a realistic pilot view. For the developer, they can also create ready-made presets for custom scenery views and show customers the best spots in their product. In other words it is a global view system and not just restricted to Aircraft.   Features: Presets for cockpit, exterior and world category Optional 3D camera object in cockpit/exterior Presets for XP default aircraft included Different view types Cockpit: static Cockpit: human Cockpit: cam Exterior: static Exterior: cam World: fixed World: free World: follow aircraft Manual camera control Key combination / joystick / controller mapping are possible Various effects Head rotation based on control inputs Simulated breathing (pilot view) Gimbal control (horizon/tilt) Invisible clickspots Individual clickspot overlay setup Cinema Mode for each aircraft size category Presets can be included in add-on sceneries Cinema presets can be included in add-on sceneries   Notable is that ProCam is Windows only at this point as the MacOS operating system is currently not supported, and If you are also using OpenGL, there may be an offset when placing the 3D camera object.     I really like the idea of putting your own GoPro camera on the aircraft, and anywhere you want to position it, clever!   This is the simplified interface...       If you are a ProVideo maker, it is probably worth checking out... _____________________     Yes! the ProCam XP Plugin by Aerosoft is currently available from the X-Plane.Org Store here : ProCam XP Price is US$16.99   Requirements X-Plane 11 Windows, and Linux. (MAC OSX not supported at this time) Serial Number sent in a separate email, a few minutes after order is placed Current Version: 1.0 (May 11th 2022) ________________   News by Stephen Dutton 12th May 2022 Copyright©2022: 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) All Right Reserved.  
    • Hi, working on my system I found the error. The problem occour when you don't install Genova COMPLETE mesh and simultaneously you use default Laminar research scenery. So it is a false problem because of for the correct functioning of the scenery, it needs to install also the mesh.   bye, bruno
    • Hi to you all, I'm writing to ask some info about an issue shown in this screenshot. I'm the author (togheter with Marcogrifo) of this scenery, and I hope I can fix this issue with your help in giving me some info. The issue is the grass where should be concrete and asphalt. I guess that the problem is the compatibility of the scenery with Ortho4XP. But the fact is that on my system, I haven't any problem, I see the correct docks also using Ortho4XP scenery. I have downloaded three years ago the orthophotos of the Genova area. Maybe they are old? I ask you if you can tell me if you are using Ortho4XP or other scenery beside Genova COMPLETE. Pherhaps are you using default scenery and no Genova COMPLETE mesh?   Many thanks in advance, Bruno
    • NEWS! - Scenery Updated : LIMJ - Genova COMPLETE 5 - The Revolution by BCSceneries     BCSceneries have released the next (final?) installment of the Genova, Italian city and airport mega scenery. This version is called the "COMPLETE 5 - The Revolution".   A huge collaborative project (version v4.0 was covered here by Jude: Scenery Review: Aeroporto Cristoforo Colombo LIMJ by BCSceneries) and the extensive city and airport scenario is now larger and denser than ever. The version v4.0 release was an upgrade, but this one is a update, and free to all older v4.0 purchasers.   Mostly the scenery update v5.0 is focused on making icons (mostly bridges) more realistic and true to life, with changes to LIMJ-Genoa with now an more high defined model for the New Terminal. In version 4.0 there was already an expansion included, but the administration of the airport had chosen a new different project than that of 4.0 release. So the new expansion is different than that of 4.0 release. Also there are now (walking) people (with natural movements) to give the terminals more activity. Notable is that a lot of the buildings including the LIMJ Control Tower are now of a far Hi-Res quality texture, a weakness of the scenery before and most of the Genoa city buildings are now far higher in detail and resolution.   LIMJ-Genoa is a very large download of 4.2Gb (5.91Gb when installed), but it is still quite light on performance, and it comes with both Sea and Mesh options.   The v5.0 update includes: Version 5.0 (May 9th 2022) The Genova 5.0 scenery "use" default or third parties roads and railways in the city and in the outback of Genova. So in this fifth release you have the default cars traffic. Further in the city there are 3d modeled elevated roads and the San Giorgio Bridge (former Morandi Bridge). On these 3D modeled roads there is custom traffic (using Ground Traffic by Marginal - no need to install any plugins). In the airport (only near the Terminal) there are custom moving ground services. Also in and out the Terminal there are moving (walking) people (with natural movements). In this 5.0 release we've redone the facades textures (more coloured) for the residential areas of the city. Now there is a new Terminal. It is now an high defined model. The new Terminal include the expansion in project (in the reality the works will start at the end of 2022 year). Already in version 4.0 there was an expansion but the administration of the airport has choosed a new different project than that of 4.0 release. So the new expansion is different than that of 4.0 release. The Terminal with the expansion has partial prerendered generic interiors (the tunnels and the areas of the Terminal near the external windows).  Also there is, in the new airport, a new high defined control tower which has prerendered generic interiors (the control room).  Marco has drawed a new mesh for the city and the airport. Now the whole area of the airport is raised above the sea. Between the runway and the sea there is now a connecting wall. The same must be said for the docks of the harbour and the Ancient Port. The new mesh also works in the area of San Giorgio Bridge and its motorway junction. Under the bridge now there are new high defined factories. All the skycrapers in the city has been redone in high definition. Now the windows of the skycrapers are 3D modeled (no more pictures applied on the flat facades of the skycrapers model).  The new scenery features new high defined models for boats, ships, and cranes. Height new models for the ships and six new models for the cranes. The marinas in the city are full of Laminar Research boats. The new airport include two new areas filled with factories and high defined cranes. The scenery has a totally new night version (photographic) with new night textures for ground and buildings. In the airport beside the Terminal and the control tower, there are some redone buildings in high definition and new textures for the other buildings of airport. In the scenery there are now new textures for almost all the landmarks of the city. The Acquarium area has been edited. The docks has new texture (no more photoreal). We taked care of the textures of the acquarium (better than 4.0 release). We added people (static) in the area of the acquarium and new boats (with two new models for the yatchs) at the docks. Now the outback of Genova has 1 m/pixel ground textures (the 4.0 release had 4 m/pixel ground textures). Marco has drawed a new ultra high detailed model of the San Giorgio Bridge (former Morandi bridge) with its motor junction. The bridge include car traffic. Now the scenery (not like 4.0 release) features the sea from photoreal textures. New realistic textures for apron and runway and taxiways. Further there is the volumetric grass near the runway from photoreal textures. New "De Ferrari" square.   The Genoa scenery covers an area of 243 squares kilometers with the LIMJ-Genoa airport, the Harbour, the ancient port, the fair and industrial areas with hundreds and hundreds of buildings and architectural complexes, and several thousands of objects like ships, cranes, containers, trucks, parked cars, parked trains and so on. Further, there are the residential areas. The scenery features both city areas and forests (hand placed) on the slopes of the mountains (1100 squares kilometers in total).     LIMJ-Genoa     Night Lighting     Only big words come to mind here...  Extensive, massive and huge, the area and detail covered in the scenery is well...  massive!   To update to COMPLETE 5 - The Revolution, then go to your X-Plane.OrgStore account and download the new v5.0 of the scenery, you can purchase the COMPLETE Genova scenery below. _____________________     Yes! the LIMJ - Genova COMPLETE 5 - The Revolution by BCSceneries is currently available from the X-Plane.Org Store here : LIMJ - Genova COMPLETE 5 - The Revolution Price is US$32.00   Requirements X-Plane 11. 4 GB RAM Minimum - 8Gb+ VRAM Recommended Download size: 4.5 Gb Current Version: 5.0 (May 9th 2022) ________________   News by Stephen Dutton 10th May 2022 Copyright©2022: 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) All Right Reserved.  
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